| ERIC LINDSTROM 
                                ON 'PLAYER TAILORING'Copyright 2008 www.tombraiderchronicles.com
 [ September 9th 2008 ] 
                                Eric 
                                Lindstrom, Creative Director at Crystal Dynamics, 
                                has expanded on the three aspects behind the concept 
                                of 'Player Tailoring', a feature which will dominate 
                                game-play in Tomb 
                                Raider Underworld. The game is scheduled to 
                                release on November 21, 2008 across Europe. 
                               "Some 
                                people in the office suggested that my next blog 
                                should be about how a simple conversation with 
                                Toby Gard resulted in a torn ligament, a splint 
                                on my left hand for three weeks, and ongoing physical 
                                therapy probably until we're done with the game. 
                               "But 
                                seeing as I can't explain the cinematic I was 
                                acting out without spoiling the story, not to 
                                mention that the explanation makes me look pretty 
                                stupid, and you really just want to hear about 
                                the game and not my work-related injuries anyway, 
                                I'll instead talk about one of our new features: 
                                Player Tailoring. There are three aspects of Player 
                                Tailoring, as follows: 
                               "The 
                                first aspect is about immersion. You can separately 
                                choose to display or hide the following types 
                                of meta-information: whether reticules appear 
                                on enemies during combat, whether helper buttons 
                                appear when interacts are possible, and whether 
                                training panels appear telling you how to perform 
                                new mechanics. Some people like having meta-information 
                                displayed to keep things moving along, and some 
                                people dislike the intrusion these meta-displays 
                                represent. Both types of players can have what 
                                they want. 
                               "The 
                                second aspect is about physical challenges. Rather 
                                than having a single difficulty setting (though 
                                the game does start out with one that you can 
                                fine tune later) there are multiple settings to 
                                tailor the action elements of the game. You can 
                                set how healthy enemies are (how much damage kills 
                                them), how healthy Lara is (how much damage it 
                                takes to kill her), how much ammunition you can 
                                carry, and how quickly you have to react to saving 
                                grabs when you lose your grip. 
                               "The 
                                reason these are broken out separately is because 
                                players define challenge differently, and everyone 
                                is interested in different types of play. For 
                                example, some players love puzzles but don't like 
                                fighting so much, so now they can turn down the 
                                health of enemies, not because they aren't up 
                                to the challenge of stronger enemies, but because 
                                they want to de-emphasize the role of combat in 
                                the experience and blow through it more quickly 
                                - just a burst of excitement and then back to 
                                the exploration and puzzles. 
                               "But 
                                those people who want less life-threatening combat 
                                don't necessarily want an easy time exploring 
                                so they don't want a free pass with respect to 
                                making saving grabs or taking falling damage. 
                                By adjusting these four settings independently, 
                                players can adjust their experience with respect 
                                to action and danger to their taste. 
                               "The 
                                third aspect is about mental challenges. At any 
                                point a player can call up Field Assistance and 
                                hear Lara give a hint or a task. A hint tells 
                                you, among all the different things in front of 
                                you, which would be a fruitful area to focus on. 
                                A task is something you can do that will advance 
                                you some amount. There is no concept of "When 
                                will my next hint be available?" because 
                                anytime you ask for assistance, Lara will always 
                                tell you to do something you haven't yet done. 
                               "Why 
                                is this feature important? Just like I talked 
                                about for combat, people define and seek out challenges 
                                differently. Some people like exploring and fighting 
                                and puzzles, but if they're struggling with a 
                                puzzle, they're ready to get the answer from a 
                                FAQ file on the Internet and get moving again. 
                                Why not make that feature available in an intelligent 
                                way, in the game fiction, where you don't have 
                                to worry about reading a bunch of other spoilers 
                                while looking for the one you want? 
                               "Not 
                                only does this feature support people who want 
                                the Tomb Raider experience but light on the puzzles, 
                                it's good for the puzzle hounds because if it 
                                weren't for Field Assistance, there's no way we 
                                could have included so many elaborate and complex 
                                puzzles. 
                               "So 
                                by giving players the ability to control the display 
                                of meta-information, change the difficultly of 
                                individual game elements and not the game as a 
                                whole, and to access puzzle help when they wish 
                                without penalty, a whole lot of people will have 
                                a lot more fun, without anyone's choices affecting 
                                the experiences of other players. That's what 
                                Player Tailoring is about, and why it's the way 
                                of the future. 
                               "Oh, 
                                the one thing the game will not tell you is how 
                                to get anywhere. Field Assistance will tell you 
                                what to do but not where to go or how to climb 
                                there. That's up to you. Good thing Lara has a 
                                sonar device in her PDA, which you can use to 
                                map out the ruins in detail and help you navigate. 
                                That is, if you want to. :)" 
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