Developing Links 2003's Real Time Swing
Editor's Note: This piece was written by a member of
the Links 2003 Dev Team before the game shipped in
the fall of 2002.
The fun has begun! We are in the final stages before
finishing the game and sending it off to manufacturing. The
bug counts are slowly going down and our hours at work are
going up and up, although I didn't realize they could get any
longer. On top of all the fun that goes into wrapping up the
development cycle on a video game, we have a press tour next
week, some final play testing next week in Redmond, a thing
called Golfstock the following week. People are sick of eating
pizza and burgers for dinner and, on top of that, I'm trying
to find some spare time to mow my lawn.
Real Time Swing is one of the main reasons we went to a
polygonal golfer (polygolfer) instead of a video golfer
in Links 2003.
We were very concerned about Real Time Swing because it's
one of those features you have to get absolutely perfect or
it's no fun and people will end up hating it. We weren't
sure if we were going to take it to E3 (the Electronic
Entertainment Exposition) or not. In one sense we wanted to
unveil this really cool new way of playing Links, and
in another sense, we weren't sure it was ready for public
consumption.
We decided about a month prior to E3 that it wasn't ready
for the public, but gave ourselves two weeks to get it to the
point where we'd be willing to let people play it on their
own.
Ready for the World?
We set a drop dead-date for Real Time Swing about two
weeks out. On that date we would decide if Real Time Swing was
worth showing. If we decided it wasn't ready for the world, we
could pull the plug and remove it from the press
releases.
By the time the drop dead-date came, most people had
forgotten that there was even a drop dead-date, so Real Time
Swing is in for E3, and it's a good thing because press
releases are going out touting it as one of our new big
features for this year. Fortunately we had some breakthroughs
with the feature shortly after deciding on the drop
dead-date.
Originally, we thought the implementation of Real
Time Swing would be so difficult that it would require
weeks of tuning. Luckily, that turned out to not be true. The
developer assigned to Real Time Swing locked himself in his
office for several days and came out with a Real Time Swing
that was surprisingly polished and fun to play right away.
We all knew when we played it that day that it would be
ready for E3. All we needed was a couple more weeks of fine
tuning.
For the next several weeks we continued to play test Real
Time Swing internally and made minor adjustments heading into
E3. We worked closely with the Usability Testing Team in
Redmond. We did a lot of blending between moves and tuning the
mouse sensitivity in those final weeks.
However, if left alone with Real Time Swing for any length
of time, some of the bugs would become fairly obvious. These
bugs made playing a shot with anything short of a full swing
very difficult and somewhat frustrating. For example, if you
had your Sand Wedge out and wanted to hit the ball less than a
full swing, say about 90 yards rather than the full-swing
length of 105 yards, it was nearly impossible. The difficulty
of getting the back swing and golf head speed to hit a 90-yard
shot instead of 105 yards wasn't easy. This was true with all
clubs, but was most noticeable when using short irons and the
putter.
Testing, Testing ...
Since E3 we've conducted numerous tests on this feature of
the game and experimented with several ways to improve this
part of the feature, ranging from a new User Interface, to
more descriptive lessons, to flat out telling the user how to
hit their shot. We didn't use all of them, though. At
this point we've got a great solution that everyone agrees
makes the Real Time Swing more usable for less than full power
swings. It's tested very well in the most recent usability
tests and will go up for final testing in Redmond soon.
The other bug we had, but that we thought nobody would
notice at E3, was there wasn't any IK (Inverse Kinematics) on
the feet. During the swing the golfer's feet would move around
like he was standing in two inches of mud. Unless you were
really concentrating on watching the golfer's feet during the
motion, most people wouldn't notice it. So we took it to E3
with that bug. Since then, it's been fixed and looks really
great!
E3 was a big success for Real Time Swing. Nearly everyone
who played it commented that it was much more fun than the
classic 3-click swing. Many hard core Linksters who tried it
at E3 and then the 3-click swing, came back to Real Time Swing
within a few minutes. We received such great feedback on it at
E3 and in play tests that we decided to make it the new
default swing for Links 2003.
Now, here we are in the final stretch run before going to
manufacturing and we're still tweaking Real Time Swing, but in
smaller increments than we were around E3. We expected
this and we've made some great improvements to it since E3 and
continue to make improvements on a weekly basis. The new
lessons really help with learning and becoming proficient with
Real Time Swing.
It's simply better
Next week, we'll conduct our final play tests on the
feature and will make adjustments based on that. After the
play tests, we'll hold off on making any more changes unless
absolutely necessary.
We feel really good about the Real Time Swing and I'm
confident that if users give it a try, they'll use it all the
time. The motion of the mouse is so much more like a
real golf swing than simply clicking two or three times it's
unbelievable. On top of that, seeing the golfer
moving based on your mouse's motions is very compelling.
We've had some heroic efforts by our development team and
continue to do so to get these features up to the Links bar of
excellence and I'm confident the new features are up to and
even exceed the standards set by previous Links
versions. We're sure players will enjoy Real Time Swing
when Links 2003 comes out this fall.
Check out the Real
Time Swing article the Links
Insider's Tips
and Strategy area.