Interview | 12/8/2009 at 7:12 PM

Ao2: The 40th Day Community Event - Interview with Multiplayer Lead Designer Eric Chartrand

Our coverage from the Army of Two: The 40th Day Community Event in Montreal continues today with an interview with the game’s multiplayer Lead Designer, Eric Chartrand.  Eric went into some detail with us about the new Extraction mode, including how this mode even came about, what inspired them, and how the multiplayer modes have their own version of the co-op playbook.  He even hints at some co-op possibilities for future Army of Two games...

Co-Optimus.com: Thanks for sitting down with us and for having us out here for the community event! A little over a month ago, you announced the four-player co-op survival mode, Extraction. Could you tell us a little bit more about why you decided to develop this mode?

Eric Chartrand: This [mode] came as a bit of a surprise because Army of Two is a two-player co-op, single-player campaign game with a very strong multiplayer versus side but we wanted to find ways to expand that to four players. We know our game is successful for me and a buddy playing together but how can we expand on that?  And while we were exploring on ways for that to happen, we kind of created that mode; granted that it existed in Horde and Left 4 Dead, but our goal was slightly different.  [We wanted] to recreate the idea of warfare where you need to survive and this is the theme of the campaign, it’s a surviving game… It’s called Extraction because the goal is to reach the extraction zone - you’re operatives who are sent in to do some stuff and then you have to be taken out… It’s really intense and it’s really hardcore because we wanted it to be that way.  We wanted players to be in the context of “what can we do to survive together,” and I think the bonding experience is core to what we want in there.  Once we had that, we found it kind of cool and decided to offer it to our dedicated fans for free as a pre-order bonus.

Co-Optimus.com: Definitely one of the better pre-order bonuses we’ve seen paired with a game, too. I noticed while playing the mode that each of the arenas for the maps were very tight, which lead to this feeling that players and enemies are practically on top of one another. How did this kind of a level design for the arenas come about?

Eric: What’s fun about that is that you kind of know the limit, the boundaries; you can’t have a player go wondering off in his own direction.  We stuck all the players in the same area, with enemies spawning all around you, so there’s no safe spot; you need to learn the pattern, you need to learn the way things happen.  We took inspiration from the old arcade games, those old games like…

Co-Optimus.com: Smash TV?

Eric: Yes, yes, [and with those games] there’s a definite pattern.  [We wanted something similar where] you kind of know the pattern…  Like you kind of know that after defeating that enemy you need to re-group at that location because they’re probably going to come up from that direction and if you’re not careful you’re going to be dead very quickly…  Since it gets very, very difficult, at some point, it becomes a real teamwork effort, so it makes more for a ballet of sorts.

Co-Optimus.com: We noticed that the game supports splitscreen, on-line, and splitscreen with on-line co-op modes.  Was there a particular reason why system link wasn’t included?

Eric: This is a decision [where] we could have done it, but it was a decision not to do it because we could put the effort somewhere else, especially the splitscreen.  We’re one of the few games that still offers splitscreen.  Not many games [do this] because everyone’s trying to get 30 frames per second, or 60 frames per second, so the first thing they’re going to ditch is the splitscreen.  Our philosophy [is that] it’s part of Army of Two - Army of Two you need to be you and your buddy on your couch playing on one machine.  But to make this happen you need to put the effort to make it happen.  [So] we focused on this because it made more sense for our franchise to be able to play splitscreen than to be able to link two XBoxes.

Co-Optimus.com: What about the co-op playbook from the campaign; are players still able to use it in multiplayer?

Eric: The co-op playbook is a really useful tool for the single player because we deal with AI… In multiplayer what we did was to use the GPS in a totally different way.  In the multiplayer, what we do, is the GPS will let you see every enemy that your partner is seeing and you’ll see them as silhouettes through walls or whatever.  So basically, if the two work together, you can map the environment and locate the enemies before they even know you’re there and flank them and kill them.  All of the objectives are highlighted in the GPS also – so if you want to know where the next control point is you can highlight it with the GPS and you get a distance marker telling you it’s 50 meters to the south.  We cannot call it the co-op playbook, but in a way, it serves the information purpose the co-op playbook was providing.  The co-op playbook is one way to let the player know that here, in this setting, did you know that you can do this?  Did you know you can capture this officer and then make the other one surrender?  In multiplayer it works differently because you’re playing with live people, so the GPS is a way for players to talk and say “ok, I know this situation, I’ve assessed the situation, and here is what we should do.”  The co-op playbook in our mind is a way for players to talk and discuss [strategy]… It’s not the same mechanics, but it’s the same purpose dressed for a totally differently playing environment.

Co-Optimus.com: Aside from the ability to take enemies hostage or feign death, which are very situational against an enemy AI, what about the other co-op moves, like back-to-back or step jumping, that are present in the campaign?  Was there ever a point in production when they were part of multiplayer?

Eric: We tried [implementing the back-to-back] but it detracted from the experience – it kind of looked weird.  We cannot have a deterministic system that knows exactly who is where at the same time, so having two players who are back-to-back made it very difficult.  Seeing you on my back on my machine would be different than how you see us.  So basically, we might be two meters apart on your machine but we’re stuck together on mine.  That being said, we will try, we will push, to have it in the next game.  Every game you try to [achieve] some thing, but then you have to step back at some point and say, “we’re not going to be able to do it this time.”  That’s when we decide, “ok, let’s focus on other stuff.”  Again, the goal of this game is to make people talk on their couch and to discuss strategy, and I think we focused on that and I think we managed to have that in this one.  Now can the next one have more co-op moments?  Yes, definitely, and I guarantee we will have some.

Co-Optimus.com: How did you all decide upon four as the right number for Extraction and the other team-based multiplayer modes?

Eric: I think this is a progression in a way.  We could have put it at eight players, but the thing is that you want to have a manageable experience.  The bigger it is, if you put eight players, you need to have bigger maps, more enemies coming in… and it becomes quickly difficult to tune and to manage.  But this doesn’t mean that the next game we won’t try to go for more, but you need to settle for something.  Again, this is a bonus mode; this is something that developed on the side, it was not planned.  We didn’t start at the beginning saying “let’s make a mode like this,” we just stumbled on it.  Once we decided to put it in there as a bonus, an extra bonus for people who pre-order, then we need to keep it manageable and four player is good… I have ideas, I think they’re cool, but I’m not going to talk about them just yet (laughs).

We wanted to thank Eric again for taking the time to sit down with us and discuss the Army of Two: The 40th Day’s Extraction and multiplayer modes.  Our conversation with Eric continued beyond just The 40th Day’s multiplayer to touch upon the idea of rewarding players for the amount of time they spend playing the multiplayer modes, as games like Call of Duty: Modern Warfare 2 or Uncharted 2: Amongst Thieves do.  That part of the interview, as well as a few more interesting bits such as Eric’s favorite multiplayer mode and why Eric loves co-op, will be posted in a second part early next week.  So be sure to check back next week for the rest of this interview!