undefined
Team Fortress 2
Posted by Games
sense of style that evolved dramatically during development.
“In previous versions of Team Fortress 2, we’d adopted a realistic modern military setting,” explains Robin Walker, the game’s co-creator and project lead. “But as we worked on the gameplay, we kept butting heads with that setting. We had a Spy who could pretend to be someone else and turn invisible at will. We had Soldiers launching themselves into the air by jumping and firing their rockets into the ground at their feet.”
He continues: “All of these features needed to be given to players in a form that required the least explanation. A player should look at the embodiment of a feature and instantly understand what it does and how to use it. After months of fighting to find appropriate forms for many gameplay features we felt were too successful to cut, we threw the military setting out.
“Good art direction doesn’t just look good, it should also solve functional problems for your players”
- Robin Walker, co-creator and project lead
The Leyendecker Influence
To develop the game’s art style, Walker’s team turned to another icon who might seem out of place in an article about a first-person shooter: Norman Rockwell, who, along with such predecessors as Dean Cornwell and J.C. Leyendecker, established a specific tone for early-to-mid 20th century art. “Good art direction doesn’t just look good, it should also solve functional problems for your players,” Walker notes.So the next time you spot a Scout at 20 paces and fire a few sticky bombs his way, you can thank someone who passed away decades before the invention of the home computer.
So Much to Master
The Scout is one of the game’s nine distinct classes; each comes with a unique cartoonish personality. (To learn more about them, see “Division of Labor” on page two.) “We wanted much greater differentiation between classes than just damage done and damage taken,” Walker explains. “We wanted classes that allowed players with widely varying skill sets to be able to have fun together.”The characters’ combat abilities haven’t remained static, either, Walker notes, relating a story in which players surprised the development team: “Several months after the initial release, we added the ability for the Pyro’s flamethrower to fire a blast of compressed air, letting him reflect enemy projectiles, such as the Soldier’s rocket. Soldiers often point their rocket launchers at the ground and jump while firing, using the explosion to launch themselves into the air.
While Walker admits that he and his team usually feel “really dumb for missing something so obvious,” he says that if players’ ingenuity results in something “interesting or fun, we’ll leave it in. As a general rule, we like to reward players for being creative.”
If you aspire to add your own bit of creativity to Team Fortress 2, just remember that form follows function. “It is the pervading law of all things organic and inorganic,” Sullivan noted in 1896.