Responses provided by the Sniper Ghost Warrior 2 Game Producer "Michael Sroczynski"
What went into deciding to build the game using CryENGINE3?
When building a sniper-oriented game it was very important for us to make the player feel as if they were looking through the eyes of a real-life sniper. CryEngine3 gave us the power to add all the necessary details of how modern military gear and environments look and feel. The amazing detail you’ll find in the scopes, night and thermal vision, urban and tropical environments, lighting effects, etc., it’s all here.
Throughout the development process for Sniper: Ghost Warrior 2, both CI Games and Crytek worked in conjunction to maximize all opportunities for creating unparalleled gameplay. By sharing experiences and expertise, we were able to maximize the use of the engine tools and tailor them specifically for our unique sniper experience.
How did the Sniper Ghost Warrior sequel come about?
When you sell more than three million copies of a game, it means you did something right. The players clearly showed us that they like the sniper sub-genre of FPS games and we worked extremely hard to deliver an even more polished and balanced product.
The first Sniper Ghost Warrior was a huge lesson for CI Games on so many levels. We gathered a great deal of feedback, both positive and negative, from those within the industry and from the Sniper community. When we started designing Sniper Ghost Warrior 2 we sat down and analyzed this feedback to ensure we would make a game that would exceed players’ expectations
Were there any unique challenges that the team faced in making a sequel?
Yes. First of all, we had to face the different pacing challenge. Your typical FPS game is usually a very fast paced game, full of explosions and on-the-spot twists. Sniper Ghost Warrior 2 is a stealth and tactics oriented game.
The challenge we had to face was to balance the game just right – it had to be filled with adrenaline and yet not utilize the spray and pray gameplay mechanics gamers are used to in other titles. We also had to give gamers something that is rarely present in other games – a true and unique sniper mechanic and then we had to balance that right.
A game where you shoot enemies from a mile away and they don’t even see you would just be boring in the long run. That’s why we had to introduce a mechanic like group behaviors, flanking maneuvers and "teach" the enemies to approach you and not shoot you from 500m from the hip. This was difficult but we did manage to make it awesome.
The game takes you through a variety of unique environments. What went into deciding which locations to choose?
Many factors. First of all, games are meant to take you to places you’d normally not see. You want to get in the shoes of your favourite character and do stuff that’s not normally present in your everyday life.
Since snipers operate in every environment, we decided to take those, which would be the most attractive to contemporary players. Very few of us will ever visit Sarajevo or Tibet, so we feel we are truly transporting your average player in to environments that they are unlikely to ever visit in the real world
The environment in which the sniper works in is very important for the tactics he uses. In Sniper Ghost Warrior 2 we introduce three types of environments: The Philippines is our jungle environment, war torn Sarajevo is our urban environment and Tibet is our mountain environment.
CryEngine3 allow us to make the environment have an even greater influence on the gameplay than simply providing different types of cover and sniping spots. The player will have to make use of these environments, for example spotting enemies when they run through bushes by the movement of the vegetation or diving under water to avoid being spotted.
Did the team travel to any of the locations featured in the game?
Yes, we had a team of representatives visit some of the more accessible locations in the game. We took a lot of photos and in cases where this was not possible, we utilized the help of our partners, who provided excellent reference materials.
What’s your favorite moment in the game?
It’s definitely the moment when the projectile reaches its target. Since Sniper Ghost Warrior 2 is all about every thought that passes through your head before you pull the trigger, the moment when you hit (or miss) is one of the most exciting ones.
The story takes the player on a wild ride, jumping to different moments in time that are seeded with unexpected surprises and double crosses. How did the story line come about? What was the thought process behind the plot development?
We wanted Sniper Ghost Warrior 2 to provide a true movie-like experience but without sacrificing the gameplay. With this in mind, the people who were behind the plot designed it in such a way, so the gamers feel like they’re creating the movie, not just watching it.
We have cooperated with a few acclaimed movie writers on the main plot. Their role was mainly to provide a firm "scaffolding" to our ideas on how the game should feel. When you work in the movie business you get a totally different perspective on how to engage your audience.
Since we wanted parts of Ghost Warrior 2 to feel really cinematic, we needed someone to look at our ideas from a fresh perspective. On the other hand, our internal narrative designers were ensuring the game didn’t go too far and become a movie-like experience where you watch more than play.
This mutual check-system played a crucial role in delivering what we think is the best sniping experience out there.
There are a lot of first person shooters available on the market, but no other game is purely from the sniper’s perspective. What unique challenges did you face making this type of game versus your typical FPS?
Long distances. It’s really hard to design levels in such a way so the player can experience beautiful vistas, see the enemies and derive fun from the game at the same time. As previously mentioned, the pacing is also the case, we had to take particular care of the gameplay to make the enemies a threat whilst at the same time conveying the sniper-long-shot experience.
We came to the conclusion that there is huge group of gamers out there who are more excited about the tactical approach to the shooter genre. They like to plan their actions, prepare carefully and then take down the target. Sniper: Ghost Warrior 2 is a game crafted for them. It’s not about running into battlefield and getting yourself killed in five seconds.
Do you have any tips or suggestions for readers who are tackling Expert Mode for the first time?
It is true that playing on the highest difficulty levels changes the gameplay tremendously compared to playing on casual or normal levels. This is done by taking away onscreen simplifiers that make it easy to place your shots and to navigate in the world of Sniper Ghost Warrior 2.
Once the game was in a playable state we played it with real snipers and got some feedback that inspired us to add some changes. The first most significant change is the Motion Sense Trigger System which makes the way you pull the trigger of the controller have an effect on your shot placement and rifle stability in the game.
If the player pulls the trigger too roughly, for example in the heat of battle, the shot will cause more recoil in comparison to if the trigger is pulled smoothly like a real life sniper would. The second change we implemented is a greater importance to the stance that the shot is taken in.
Firing these heavy rifles when standing up makes the stability much lower than when crouching or laying down. In Sniper Ghost Warrior 2 it is always best to find a well concealed sniping spot, allowing the player to take a better shooting stance.
Be patient. Shooting is a skill both in real life and in Sniper Ghost Warrior 2. Observe your target, plan ahead. See how the wind influences your shot and calculate the drop. If you’re not sure where the bullet will land, fire a round and then compensate. With time, you’ll get the skill required to be a true expert.
Where there any crazy moments or unexpected mishaps during the game’s development?
We were creating a version for an important event where we had fixed a lot of problems. With just one day left to deadline, suddenly on one of the builds, the spotter instead of following his usual path, decided to commit suicide by jumping of the edge! We were in shock. We didn’t know if we should start laugh or cry.
In the end it was actually an easy thing to fix but it’s a shame you weren’t able to see our faces at that moment! .
Setting off an alarm can certainly get your blood pumping. What was the thought process behind building and tuning the AI?
We have reworked the AI system of the enemies to make them act much more realistically and react to the player in a much more natural way. First of all, they will not be able to accurately shoot at the player unless they get him in the range of their assault guns (the exceptions are, of course enemy snipers – these need to be treated as priority targets!).
To do this they will move from cover to cover to shorten the distance. What is cool, is that they will act differently depending on how many there are. If you alarm a larger group of enemies they will be pretty aggressive in engaging the player, but if the group is simply 1 or 2 units, they will become much more defensive and will rather stick to cover and hope the sniper forgets about them.
Once the alarm is raised in an area and the enemies start fighting against the sniper, some of them will also seek alternative routes to try to surprise the player by flanking.
How was your experience working on Sniper Ghost Warrior 2 different from the original?
We already had a lot of experience on how to make a good sniper game. We spent a lot of time on gathering feedback from gamers and merged it with our ideas to get the best possible sniper experience out there.
Having created a sniper game in the past, it’s far easier to make another one, since you know what works and what does not. Example? Gamers clearly stated that they do not want "assault sequences" (i.e. situations in which you carry an assault rifle) in the game. Due to this gamer feedback, we took that out.
Are there any new features in this game that you’re particularly excited about?
Sniper: Ghost Warrior 2
features a comprehensive system of immersive sniping mechanics — the only game that specializes in the art of shooting, no matter how minute the details. It reflects the bullet ballistic qualities and accounts for the human factor, taking into consideration the state the sniper is in. Players will have to keep in mind their stance, hold their breath when shooting and calculate range of the shot.
What’s more, Sniper: Ghost Warrior 2 comes complete with an array of military gadgets, making the gameplay much more fluid and realistic. The job of a modern sniper is not limited to getting into the position and taking the shot.
It is also about reconnaissance, spotting enemies, and safeguarding your own position. With gameplay realism in mind, CI Games decided to give the main hero some new gear. Players will be able to use a variety of equipment, including:
Thermal vision goggles, Night vision goggles and Binoculars.
We’re very excited about all these features.
Take Thermal vision, for example. We all love it and use it quite frequently. You get this Predator feeling, but instead of a shoulder cannon, you get to play with toys that make holes in engine blocks. We also love how the cooperation with the spotter works.
In our humble opinion, it’s one of the most immersive experiences out there and the players should really like him. Last, but not least is the Motion Sense Trigger system. This is something that has been included in a sniper game for the very first time.
You’ll be less accurate when you jerk the trigger, than when you pull it slowly. It’s really immersive and we’re proud of it.
Is there a weapons expert on the team? What made the team pick these particular sniper rifles?
The devteam was coached on how a real sniper rifle operates, what the crucial factors are in operating one and then practiced that on the range. I think that what they’ve learned is really visible in the game and will provide gamers with that extra layer of authenticity they come to expect of SGW2. One very cool feature we introduced thanks to this is what we call the Motion Sense Trigger System mentioned before
As for consulting, we’ve talked with several real-life snipers that had participated in contemporary conflicts (Iraq and Afghanistan). It’s not only the guns and their feel that they helped us to recreate, it’s also the feeling of being a real sharpshooter.
After studying tons of materials about sharpshooters both documental and in pop-culture we came with a model that is appealing to gamers who wish for a more hardcore experience and to gamers who just want to flow through the game enjoying the story line and the possibility to be the predator.
The magic ingredient here is that this is not "yet another game for everyone and no one", it’s a challenge but with a well-balanced learning curve.
Do you think there is a particularly challenging spot in the game? Do you have any tips for how to make it through?
Several spots may prove difficult at first approach. And there’s always one answer. Oh, maybe two. It’s patience and practice. Just like a real sniper.
What’s your favorite part of Sniper Ghost Warrior 2 multiplayer?
You got killed by the same guy few times in a row. Now after many minutes of lying prone and looking around, you’ve finally found him. You have his head in the middle of your crosshair and you are about to taste your revenge.
How do you balance realism with entertainment in this type of game?
We ask ourselves the question: "would doing that be fun?". For example, would sitting in the bushes for 5 hours straight be fun? Would hitting the target where the crosshairs aim without any bullet drop be fun? For some gamers, maybe.
For most gamers, probably not. Ghost Warrior 2 is built on such assumptions and the feedback we’ve received has assured us that this is a good way to design games. Our objective was to make the gameplay fun also for the more inexperienced players and keep the authenticity of the sniper experience.
To what do you attribute the success of this franchise?
We have obviously analyzed the success of the first Sniper Ghost Warrior and came to believe that the feeling of being in charge of the situation is what is so appealing to the player when playing a sniper game, or in fact playing as the sniper in any other game.
Observing the unaware target, waiting for the perfect moment to pull the trigger can be easily compared to what a hunter feels. This is truly an empowering feeling! Also, being able to take it slow with no need to rush into battle, figure out your perfect strategy, make the call to engage or try to avoid a confrontation may be a great feature for less experienced players.
With Ghost Warrior we wanted to explore the niche of sniping on the modern battlefield. Most games have some sniping segments or feature the sniper class but our initial research (and later, the sales) showed that gamers want more. With almost no games like that around, we considered SGW a sure bet. And it was a success.
What’s it like working on the Sniper Ghost Warrior 2 development team?
This is a group of very experienced people and they are very devoted to their work. I can’t imagine a better team to work with. It was all about teamwork and listening to each other. Together we have created game that will hopefully be considered as the most authentic sniper game of all time.
What do you hope people will say about Sniper Ghost Warrior 2?
That they think this is a great sniping game. That for these few hours they really felt like a real sniper on the battlefield. After so much time spent in development, this will be the greatest reward I could receive.
Is there anything else you’d care to share with our readers?
Move silently, aim for the head, listen to your spotter and you will be fine.