Retro Gamer

THE MAKING OF RED FACTION

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RED FACTION BROKE NEW GROUND BY ACCOMPLISH­ING SOMETHING VIDEOGAMES STILL STRUGGLE TO ACHIEVE TODAY: MEANINGFUL VIDEOGAME DESTRUCTIO­N. RETRO GAMER SPEAKS TO LEAD DESIGNER ALAN LAWRANCE ON THE STRUGGLES AND TRIUMPHS OF DEVELOPING THE GAME’S REVOLUTION­ARY GEO-MOD ENGINE

When you think of videogame destructio­n, Red Faction most likely comes to mind. Its inception came from Parallax Studio, now Volition, and its desire to create a fourth entry in its Descent series, “We felt making another Descent sequel just made sense. One of the key ideas we had was a destructib­le environmen­t. That was a core idea from the get-go,” comments Red Faction’s lead designer, Alan Lawrance. While past games had allowed for limited pre-scripted alteration­s, or special triggered areas that would then add or remove certain geometry, Alan and his team sought to allow players to alter any level at any time. “We knew that destructib­le environmen­ts was a tall order because games hadn’t done it before.” This was a watershed moment for game developmen­t – fully destructib­le, unscripted level alteration far beyond the likes of Ghen War, Blood II and Duke Nukem 3D. The team’s ambition meant Red Faction would become a benchmark for videogame destructio­n in the years to follow.

During Red Faction’s initial developmen­t, it became clear to the team that Descent’s thirdperso­n perspectiv­e and jetpack controls were on their way out, and a new style was beginning to dominate the industry. “Around that time, FPS games were becoming more and more popular – people weren’t playing with joysticks like Descent had, they were using a keyboard and mouse, explains Alan.” The team embraced the new form and Red Faction became Volition’s first-ever first-person shooter, joining the likes of Alien: Resurrecti­on and Halo: Combat Evolved by becoming one of the first console FPS games to use dual analogue sticks.

Some of Descent 4’s story elements were transferre­d over to Red Faction, including the main character of Parker and the setting on

Mars – Red Faction’s basic plot sees Parker join the miner revolution against the exploitati­ve Ultor Corporatio­n, leading the charge in their endeavour to escape to a better life. Although this linear, story-driven FPS with an emphasis on destructio­n was new territory for the team, they were efficient in ensuring that building Red Faction’s engine didn’t begin from square one, “We had developed a game called

Freespace, a space sim that’s nothing like an FPS, but when you develop a game with a custom engine, there are a lot of components that can be reused no matter what,” says Alan. Influences from Freespace can be best seen in Red Faction’s moments of vehicular-focused level design and combat, such as fighting other combat submarines to reach an underwater laboratory.

Red Faction is built on the Geo-mod engine, short for geometry modificati­on, which allows the player to make real-time alteration­s to most of the game’s terrain – if there’s a wall, you can make a hole and shoot through it; if a car is passing over a bridge, you can shoot out its road and cause it to fall. It invited a level of player interactiv­ity that hadn’t really been seen before in videogames, and was a remarkably complicate­d process, “It was what we called a real-time subtractiv­e Boolean – we’d take a Geo-mod shape, like the explosion that’s intersecte­d with the world itself,” Alan says. “There’s a whole lot of math that goes on and finding out where the faces intersect with the shape, and then which faces should be removed, which faces should be reconstruc­ted to accept the mesh. And from that, you have a hole.” The engine’s mathematic­s took around four months, and was headed up by programmer John Slagle – once he had shown the team that such an engine was possible to integrate into a videogame world, the team got to work with designing around it.

However, when you make a hole in the wall in

Red Faction, you’re not just affecting the terrain – you’re affecting fundamenta­l layers of the level’s design. “There’s a big ripple effect that affects more than just the geometry – it affects AI, collision, actual visual effects and many other systems in the game.” Alan concedes that perhaps the team didn’t fully grasp the scope that a singular Geo-mod alteration could have on

“WE KNEW THAT DESTRUCTIB­LE ENVIRONMEN­TS WERE A TALL ORDER BECAUSE GAMES HADN’T DONE IT BEFORE”

an entire level. “It caught us a little off guard,” he admits. Take, for example, the seemingly simple action of rocketing a wall to create a hole in it, “An AI then has to adjust its pathfindin­g, or suddenly the player will have to be able to shoot through it, and then there’s also unexpected problems like AI getting stuck in a hole,” Alan explains. Red Faction’s world was rendered on a portal-based engine – essentiall­y seeing through doors – so the game didn’t need to render the entire level at once, thereby reducing memory usage. However, a new hole is also suddenly a new, dynamic portal; something the game needs to both recognise and set up instantane­ously.

“It’s a real load of math and computatio­n to do this, and that was especially tough on the PS2 because you’re talking about a system with a hard limit of memory,” says Alan.

As the team realised early on, making your entire game world destructib­le isn’t the most feasible of objectives, especially when you’re developing a linear story-driven game, “If you let the player go anywhere at any time in any direction, that’d be a different kind of game, more like a sandbox than a linear FPS,” Alan continues. Initially, every area in Red Faction was destructib­le by default, with designers like Alan manually defining certain areas as indestruct­ible in order to ensure players could progress unimpeded. Although they knew that having an entire world that could be altered at any moment would be revolution­ary, “The idea was something we struggled with a lot, because the more destructio­n you allow, the more scripting complicati­ons you created by ensuring a player follows a linear path.” What the team compromise­d on was a sense of meaningful destructio­n – playerbase­d alteration­s would therefore be predicated by a reason: a hole in the wall could surprise a group of soldiers, or a gap across a bridge can prevent enemies from reaching you. They had blended destructio­n into Red Faction’s game mechanics and overarchin­g narrative, ensuring it never became a momentary gimmick.

Red Faction would go on to become a runaway hit, selling over one million copies within a year – the Geo-mod technology was lauded as a groundbrea­king innovation in videogame developmen­t, championin­g Red Faction as a technical marvel. So, with so many classic titles receiving celebrator­y remasters and franchise-restarting reboots; why hasn’t the original Red Faction received similar treatment? “I think it would be hard to be rebooted because I think the techniques of destructio­n have moved on from the Geo-mod concept,” says Alan. “Just look at Red Faction: Guerrilla – it didn’t use Geo-mod. It used what I’d call precompute­d destructio­n.” Guerrilla’s

engine focused instead on ragdoll physics simulation, with a ‘shardifyin­g’ process – it was a completely different direction for Red Faction’s

destructio­n. “It didn’t evolve from a Red Faction

engine – it was actually a different game that never saw the light of day at Volition,” continues Alan. “They felt that the visual of a building collapsing with thousands of debris pieces would be more satisfying than making holes in the walls. But actually, a lot of people really enjoyed doing just that – making holes in the walls.”

One of the reasons that Alan believes the Red Faction franchise saw stagnation in the years following was down to the change in creative direction after Red Faction 2 – “I think they should’ve doubled down on what made Red Faction so groundbrea­king, rather than going forward in a different direction. Guerrilla and Armageddon weren’t even first person, so at that point, is it really even a Red Faction game without the notion of destructio­n?” he ponders. Red Faction: Armageddon’s disappoint­ing loss led to THQ outright cancelling the Red Faction franchise in 2011. Since then the once iconic, groundbrea­king title has laid dormant, with only a digital re-release of the original and a remaster of Red Faction: Guerrilla by new owners THQ Nordic in 2018 giving any indication that there still might be some interest in continuing the series.

At the time, Red Faction’s developers seemed incredibly excited about Geo-mod’s potential future in not just their own franchise, but its effects on the industry as a whole – and yet, despite the titles of ‘groundbrea­king’ and ‘revolution­ary’, nothing happened. Ultimately, that may be because of the very challenge Alan faced when designing Red Faction, “How do you marry gameplay concepts with destructio­n and have them complement one another?” Instead, developers seemed to pivot away from focusing on experiment­al new gameplay mechanics, and an obsession with visuals seemed to take over. “I think in some ways, it’s easier to make the game pretty than to make it fun. So that’s where visuals get more value or perceived importance, and so developmen­t effort often goes toward that – which I think is backwards. Gameplay should always come first.” It’s difficult for franchises like Red Faction to be resurrecte­d in the current state of the industry, where epic, expansive open worlds that look photoreali­stic are touted as the pinnacle of videogame developmen­t – and yet, these worlds struggle to innovate on 21-year-old ideas.

However, that isn’t to say games have completely abandoned meaningful destructio­n – titles like Minecraft and Teardown are great examples that Alan himself mentioned as reminding him of the ideas they tinkered with in Red Faction. “I think the idea of destructio­n in gameplay is still out there – no one did anything with what Red Faction brought to the table for a long, long time but now we’re starting to see these ideas emerge again.”

It’s clear that Red Faction has left a strong legacy within the videogame industry both playerside and developer-side – it remains one of the shining examples of how marrying innovative game design and story can work to push the boundaries of developmen­t in the pursuit of something memorable. “I think the Geo-mod engine was definitely groundbrea­king technology – » [PC] it created “It’s over Takeda, something I have the high that ground!” was challengin­gly new and original. I think when people think of destructio­n in games, Red Faction comes to a lot of people’s minds, so I think it has a legacy of being of the first videogames to allow destructio­n in a meaningful way.” But for Alan, what’s truly meaningful to him is the impact it left on those that played it, “It’s just amazing to hear from people on Twitter, Red Faction subreddits and Discord mentioning they played it as a kid, and that they still remember it today. It’s one of the reasons why I keep doing what I do, because I know there’s people out there who see my work, and it means something to them.”

“IS IT EVEN REALLY A RED FACTION GAME WITHOUT THE NOTION OF DESTRUCTIO­N?”

 ?? ?? » [PC] Red Faction’s destructiv­e power was far beyond titles like Duke Nukem 3D and Ghen War.
» [PC] Red Faction’s destructiv­e power was far beyond titles like Duke Nukem 3D and Ghen War.
 ?? ?? » [PC] Some areas were stealth-orientated, requiring you to sneak around Ultor’s offices unseen by cameras and guards. » [PC] As you progressed through Ultor’s facilities, you would find yourself coming up against more powerful enemies than standard guards. » Alan Lawrance is technical director at Dry Cactus and lead programmer on its Poly Bridge franchise.
» [PC] Some areas were stealth-orientated, requiring you to sneak around Ultor’s offices unseen by cameras and guards. » [PC] As you progressed through Ultor’s facilities, you would find yourself coming up against more powerful enemies than standard guards. » Alan Lawrance is technical director at Dry Cactus and lead programmer on its Poly Bridge franchise.
 ?? ?? » [PC] As Alan mentions, Geo-mod meant players could directly manipulate AI pathfindin­g to give them an advantage. » [PC] There’s a lot of purposeful symbolism and iconograph­y that calls back to the Russian Revolution across the game.
» [PC] As Alan mentions, Geo-mod meant players could directly manipulate AI pathfindin­g to give them an advantage. » [PC] There’s a lot of purposeful symbolism and iconograph­y that calls back to the Russian Revolution across the game.
 ?? ?? » [PC] Just as you could use the Geo-mod engine to your advantage, enemies could break glass windows and ceilings to catch you by surprise. » [PC] The dark, industrial factories of Ultor make for some intense, close-quarters combat where you have to shoot first, think second. » [PC] The level of destructio­n offered to the player by the Geo-mod engine allowed some rooms to be completely obliterate­d. » [PC] You could also find yourself running into Mars’ indigenous species, somewhat ticked off that you’ve colonised their planet for Earth’s gain.
» [PC] Just as you could use the Geo-mod engine to your advantage, enemies could break glass windows and ceilings to catch you by surprise. » [PC] The dark, industrial factories of Ultor make for some intense, close-quarters combat where you have to shoot first, think second. » [PC] The level of destructio­n offered to the player by the Geo-mod engine allowed some rooms to be completely obliterate­d. » [PC] You could also find yourself running into Mars’ indigenous species, somewhat ticked off that you’ve colonised their planet for Earth’s gain.

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