Cryptonomicon is a Really Good Book (A Game Idea)
Last month, James Portnow’s Game Design Challenge was about reinvigorating the WWII genre. In a nutshell, it was: make it a WWII shooter, make it exciting and new, and make it cheap. The results are quite good. I’m especially a big fan of the photographer game. I’ve wanted to play more games like that ever since I fell in love with Beyond Good and Evil.
My attempt stuck closer to it being a shooter than a lot of the winning entries. Mechanically, I think that you could run my idea as an expansion pack to just about any of the AAA WWII shooters. But where these other games emphasized the comraderie, glory and heroism of one of history’s greatest tragedies, I wanted to emphasize the absurdity and confusion of being on the ground.
ULTRA
In 1939, with the help of intelligence supplied from Poland, British Intelligence broke the ‘unbreakable’ Enigma code that the Germans used for almost all of their cryptographic communications. This was a goldmine of information, which carried with it one serious problem: it often couldn’t be used! If Allied forces acted on knowledge they could only have gained from the Enigma decrypts, the Germans would conclude that the code had been broken and change their system. If the new system was impossible to break, the Allies would be cut off from a vital source of intelligence. Before the stolen information could be used, cover stories needed to be constructed. A scout plane would be sent on an otherwise unplanned patrol and ‘happen’ to come across a German convoy. Congratulations messages would be sent to (fictional) informants, thanking them for passing information. Most of the time, these cover stories could be arranged remotely, but sometimes, they needed a more personal touch…
In ULTRA, the player takes control of a (probably) fictional squad of soldiers tasked with protecting the secret of Bletchley Park. Sent on extremely dangerous missions characterized by strange constraints and absurd orders, the squad of elite soldiers progresses through an action packed campaign across the secret battles of WWII.
Tone and Setting
The battles of ULTRA are behind the scenes events. Players will be the secret heroes of WWII, asked to take on crazy missions and perform covert operations that allow the newsreel heroes to look good. A kind of stoic British stiff-upper-lip sarcasm will pervade the characters and events. Mission debriefs will be period-piece newsreels of the official story which will be in sharp contrast to the true story that the players live out. ULTRA will be a sly-cynical counterpoint to the starry-eyed jingoism of Medal of Honor.
Sample Missions
The missions of ULTRA will be characterized by restrictions designed to maintain a cover story of one kind or another. Instead of kill-them-all run and gun, missions will be a mixture of combat and a kind of global puzzle-solving. We’re not talking ‘open the lock’ puzzles. We’re talking “how can I ensure the Germans identify me as an Italian informant and yet live to tell the tale”.
Pre-D-Day. Intelligence indicates that the Germans are beginning to suspect that we will be landing in Normandy. Take a team, armed as a scouting party to Pas de Calais and land covertly. Encounter German patrols, engage them, but don’t kill them all - they must live to tell their superiors that we were there.
The Listening Post. An allied commander got cocky and sunk too many convoys near the African coast. We need to make it look like we’ve had a listening post in the area for months. Get your team in to an abandoned church covertly, make it look like you’ve been living there for awhile and then have the Italians “discover” you. Your escape should be as spectacular and noisy as possible, but do try to make it out of there alive…
The Warning. A German speaking special operative will be assigned to you. Attack and secure a German radio post without any messages getting out. Then maintain control of the post while the operative delivers misinformation to the enemy. Be warned, there are regular German supply runs to the post. You’ll need to ambush them before they can discover the truth.
The Prisoner. A group of soldiers including an Allied commander with some knowledge of ULTRA has been captured. Disguised as French freedom fighters, mount a rescue operation, discover who he might have been interrogated by, find and kill them. Bring the commander back if possible, otherwise ensure that he’ll remain silent forever. Remember, the French resistance doesn’t have access to the greatest weapons and they don’t speak English…
The Submarine. A U-boat has shipwrecked off the U.K. coast. This is an opportunity to collect critical code books and other information. Capture and secure the sub from any Germans still on board, collect any information you can and then destroy any evidence that you were there. Before it finishes sinking.
Gameplay Mechanics
In support of the cover story missions of the game, missions will be characterized by critical objectives that constrain the player’s actions. Enemy awareness will be a critical factor in most missions. It’s no good dressing up as resistance fighters if none of your victims live to tell command who (they thought) you were. Players will operate on a constant knife edge, trying to keep their people alive and fight effectively while behaving in an authentic manner for the story they are trying to convey to the enemy.
To this end, mission planning will be a critical part of the game play. Players will be given options of different starting points and will have to balance squad load out and equipment between efficiency for the job and believability. If members of the squad are injured, they’ll need to be rescued or killed to prevent information falling in to enemy hands.
Keeping Costs Down
By combining this new awareness mechanic with scripted mission constraints, we will be able to have a wide variety of scenarios without too many different assets. Combat will be at a smaller more intimate scale than most WWII games, allowing us to have simpler AI and avoiding a lot of the costs of a larger scale game. The nice thing about the approach of using known mechanics with different rules of engagement means that a lot of the core gameplay will be a solved problem, minimizing iteration of fundamental gameplay elements.
Doomed to Failure?
The problem with attempting to make a subversive war game is that the people who showed up to play your game don’t want to be called jerks for wanting some escapist fantasy violence. Arguably, this is part of why Blacksite: Area 51 didn’t really work out. It was a middle of the road modern war shooter which seemed to be upset with you for wanting to pretend to be a heroic soldier. ULTRA might let you be a little more heroic, but in a lot of ways it risks making that same mistake.
First Person Shooter, might not be the right vehicle to get players to think about this particular story.
June 16th, 2008 at 3:58 pm
I think it’s a neat idea!
June 17th, 2008 at 7:01 am
DAMMIT why aren’t you working on this game RIGHT NOW.
June 17th, 2008 at 4:21 pm
pls snd fnds?