| Title: |
Fracture |
| Date: |
05.31.2007 |
| Platform: |
PlayStation 3, Xbox 360 |
| Genre: |
Action |
| Developer: |
Day One Studios |
| Publisher: |
LucasArts |
Like blowing up the landscape? Want realtime terrain deformation? Then Fracture is the game for you. We had the chance to pick David Perkinson's brain about this exciting new title from LucasArts.
1. Please introduce yourself and the game Fracture.
I am David Perkinson and I am the producer at LucasArts for Fracture. The game is being developed by our partners at Day 1 Studios and is set to release in the Summer of 2008.
Fracture puts players on the frontlines of an epic, futuristic civil war with global implications. This 3rd person shooter introduces a gameplay feature called terrain deformation, which allows players to reshape the battlefield on the fly. With a wide variety of terrain deforming weapons at their disposal, players will be able to manipulate the earth to gain an advantage over their enemies, and change the fate of a nation.
2. The story of Fracture finds much of the world divided into two schools of thought: using cybernetics to survive (Atlantic Alliance) and manipulating our genetics to survive (Republic of Pacifica). Does the game have the player taking on the role of a good guy (Atlantic Alliance) fighting the enemy (Pacifica)? Or are things not so black and white in the Fracture universe?
Players will fight the genetically engineered Pacifican Army as Mason Briggs, a demolitions expert for the Atlantic Alliance. At LucasArts we feel that story is one of the key factors to making a great game, and we don’t want to put players in a universe that is completely black and white.
3. From the teaser and the preview, the obvious focus of Fracture are the earth-altering weapons. How big of a role will the story play? Can the player affect how the story plays out?
Being that the game is coming from the company that is responsible for Star Wars and Indiana Jones, I can promise that story is something that is very important to us and something to which we are dedicating a great deal of time and energy.

4. Tell us how the two sides (Pacifica and Atlantic Alliance) differ in their strategies, weapons, armor, appearance, etc.
While both sides are distinguishable as human beings, their respective technologies led to radically differentiated strategies and appearances. Through genetic engineering, the Pacifican soldiers have been given growth nodes, which create an organic exo-suit to protect them during battle. Pacificans also tend to fight very aggressively, using their increased strength and agility to their advantage whenever possible. The Atlantic Alliance has heavily invested in shield technology and cybernetics to help them battle a genetically superior enemy. The weapons used by each side reflect their technological and strategic differences. Pacifican weapons are capable of massive amounts of damage, while the weapons of the Atlantic Alliance are versatile in their ability to assault as well as to be used as powerful defensive weapons.
5. You take on the role of an Atlantic Alliance demolitions expert. Does the game allow you to play on the side of Pacifica? If not, why is that?
Because we want to create games that tell compelling stories and introduce dynamic characters we felt it was best to focus on the story of Mason Briggs. By concentrating our attention on one storyline, it gives us the time needed to fully develop the characters, and create a mature, engaging narrative. Instead of telling two mediocre stories, we felt it would be best to tell one that was memorable. However, players will be able to play on the Pacifican side in multiplayer.
6. So far two guns and four types of grenades have been shown. I know you don’t want to reveal your entire hand, but how many weapons are expected to make it into the game? Will the player be limited to how many weapons he can carry? And where the hell did that giant boulder come from?
Throughout the game players will gain access to numerous types of weapons and grenades. The vast majority of these will deform the terrain in addition to other unique capabilities. The player will be able to carry several types of grenades, as well as two weapons at a time.
The giant boulder was formed from a prototype weapon we currently have in game affectionately referred to as the Boulder Gun. The look and effects of the gun are by no means final, but are being worked on right now.
As far as the design and concept are concerned, the boulder gun arose from some innovative designers thinking about ways to have fun with terrain deformation and what that might mean in gameplay. Giving the player the ability to practically conjure a giant boulder out of pieces of terrain and use the weight and physical properties of that boulder to wipe out enemies could only mean “fun”!
In the coming months we look forward to showing an updated version of the boulder gun, as well as other weapons we’ve been working on.
7. Let’s talk about terrain deformation. The level of detail of the destruction the grenades cause is amazing. What prompted you (Day One/LucasArts) to create a game centered on terrain deformation? What served as inspiration as the team developed the effects?
At LucasArts we want to make next-gen games that give new experiences for players through innovative technology and not just provide better graphics.
By adding a feature such as terrain deformation, we seek to innovate in terms of a gameplay mechanic but present within a genre that is familiar to the player. The goal is to have the player excited not only about TD but about the mechanics of a great action game as well.

8. Is Fracture built upon an in-house engine? If so, just how much effort had to go into developing the physics?
Because of the level of interaction with the terrain and physics objects that we wanted to achieve, Fracture uses Day 1 Studios’ proprietary engine and licensed Havok for the game’s physics. The dynamic nature of terrain deformation makes it necessary to rethink many of the major systems such as animation and Artificial intelligence. These systems need to be able to constantly adapt to the changing battlefield.
9. What are some of the challenges to developing for the PlayStation 3 and Xbox 360? Will either platform feature exclusives?
Developing for next-gen consoles is very challenging. One of the biggest challenges however, is to make sure the technology we develop complements great game design. Even if we utilize every ounce of processing power allotted on either system, without compelling gameplay all that power will not translate into fun for the player.
10. Terrain deformation doesn’t just serve as eye candy though, does it? How much of a role will it have in solving puzzles?
Terrain deformation will be used for puzzle solving throughout the game, but it will also serve a variety of other purposes. Players will be able to use it to gain a tactical advantage over the enemy, or for pure destruction. By using a tectonic grenade, players will be able to lift the ground and gain a height advantage over approaching enemies. The raised ground can also be used as cover from an onslaught of enemy fire. Pathfinding and navigation are also important uses of terrain deformation. If players need to reach the top of a steep incline, they have the ability to reshape the ground into a gentle slope and easily run to the top.
11. Did the design team have to rethink the way "levels" are designed? What challenges did level designers face when creating the various areas?
When designing Fracture we have to always keep in the back our minds that the player can manipulate the terrain and the many implications that has for the designers.
Level designers can no longer count on specific lines of sight or cover points (and thus pinch points and "hot spots" of combat). This power in the player's hands forces level design to empower choice over empowering a specific experience.
This of course is very hard to design for; sometimes we have an objective the player must complete to advance the story or mission and the player can either bypass said objective or use the terrain in such a way that the objective cannot be reached or interacted with. The trick is to adjust the database so that the choice is in HOW the player can complete the objective, not IF the objective can be completed.
We still get a kick out of seeing players play the levels in ways we not only didn't think of, but in ways we didn't even think were possible!

12. Fracture takes place in what looks like a devastated San Francisco. Are there other locations the player will visit? And because of the nature of terrain deformation, is it safe to say we won’t be seeing indoor areas all too often?
In the beginning of Fracture, players will find themselves amidst the opening shots of a devastating war in the dried-out San Francisco Bay. As the war rages on across the US, players will have to fight in other very familiar locations.
To make the most of terrain deformation, much of the game will be taking place in outdoor environments. There will however, be several instances throughout the game where the player must fight indoors. Players’ weapons will have many traditional uses in addition to their ability to deform terrain.
13. Will the player be able to customize the character’s appearance? If so, to what extent?
Players will not be able to customize the appearance of Mason Briggs because we want his looks to reflect his history and personality. Later this year however, we’ll be releasing more details on Fracture’s augmentation system which players can use to alter Mason’s special abilities.
14. Are there any details you can reveal about the multiplayer aspect of Fracture?
Day 1 Studios’ abilities in the world of multi-player gaming are one of the things that we were most attracted to at the outset of the relationship. Because of their excellent history with multi-player I can safely say that it is something that is extremely important to the product and that there will be some new information coming soon.
15. We’ll stray a bit off-topic now, what’s one game title (past or present) that you would have loved to have designed?
Super Tecmo Bowl for the NES.
16. When you think about talented developers, who comes to mind and why?
Consumers are very fortunate that there are lots of talented teams at work on exciting games on multiple platforms throughout the industry.
Naturally, when I think of talented developers I think of all of the great teams currently working on announced and unannounced titles for LucasArts. We have a lot of exciting projects in the works and we think that with all of the technical innovation and great design going into our projects we are set to make quite an impact with games like Fracture and many other things you’ll be hearing more about soon.
17. Is there anything else you would like to add?
First of all, thanks for all of the great questions. We are very excited about the game and appreciate the opportunity to tell you more about it.
We have a ways to go before the game releases and a lot more information to share as we move forward. Day 1 is building a really great game and there are lots of surprises in store.
Interview By: Alex Hammond