An interview with the Links 2004 Development Team
This article first appeared on Xbox.com
Ah, golf—the beautiful greens, the slow pace of the game …
very relaxing. Designing a golf game, however, is another
matter. Today Matt Dawson, Mark McArthur, and Ross Curtin—the
lead programmer, design lead, and program manager
(respectively) for Links 2004—took time to answer our
questions about what it’s like to take an esteemed game
franchise and make it even better.
Xbox.com: Links 2004 marks the
first iteration of the storied franchise on the Xbox. How
familiar will the Xbox version feel to a player who has played
previous PC versions?
Dawson: We started from the ground up on
this version, but with the same goal we always had, which is
to create the most immersive and realistic golf experience. We
hope the things that are different are all for the better. The
pace of the game will be faster. We’ve put a lot of emphasis
on the commentary to give more of a tournament feel to the
game than we’ve had before.
McArthur: We’ve kept and improved on the
ball physics and swing mechanics. Our ball flight is still
second-to-none, and the gameplay is simply addicting.
Curtin: We absolutely wanted to capture
the essence of Links with this title. Links
loyalists with see the same attention to detail that our team
always focuses on, plus a new experience they have never seen
or felt before.
Xbox.com: The previous versions of
Links have used pre-rendered 2-D environments. What
made you switch to real-time 3-D environments?
McArthur: We have always wanted to go full
3-D with Links. The biggest factor was waiting for
hardware that was fast enough to render the quality of
graphics we have set as a bar in the Links franchise.
Curtin: Links has always been the
best-looking, best-playing golf game on the PC. We wanted to
make sure we could be the best on the Xbox video game system
as well. A large part of the golf experience is being on the
course and soaking up its beauty. We wanted to capture that
even better in this new version.
Dawson: We’ve placed a very strong
emphasis on reproducing the golf courses to a high degree of
accuracy. Prior to the Xbox, we could not reproduce the
courses in real-time to a level we were happy with. With the
Xbox, we were able to keep the accuracy and also build a
real-time 3-D environment.
Xbox.com: What do you think a 3-D
environment offers players? What new dynamics and benefits
does it introduce to a golf game?
Dawson: The real-time 3-D environment
enhances Links in many ways. We can do lots of things
with the camera to show the player what is going on and really
immerse the player in a way that you can’t with the slide show
format that Links has used in the past.
McArthur: Being fully 3-D also adds a lot
to gameplay. Now, the golfer can look at the surroundings—be
it the lie or the break of the green. It gives the player more
information to help make the best possible shot. Watching the
golfer and the ball from all sorts of different angles, aspect
ratios, and different fields of view makes for an awesome
playing experience.
Curtin: Using both Dolby 5.1 audio and 3-D
graphics, combined with the ability to show players the scene
from any angle, lets us really put on a show. We combine
cameras, audio, and visual elements to recreate the feeling
that you are competing in a real event. When players go online
and compete on Xbox Live and XSN Sports, they will
feel the thrill of competitive golf.
Xbox.com: What would you say is the
biggest difference between developing for the PC and the Xbox?
What has been the biggest challenge in switching from PC to
Xbox?
McArthur: The biggest challenge was
presenting this new 3-D world in an appealing and addictive
fashion. The controls are different; the cameras are
different. New opportunities were also opened up to us because
we no longer had to budget time for system configurations. We
had one system to make the game work on [Xbox]. This afforded
us the luxury of making all the special effects—for water,
animations, etc.—the best they can be on the platform.
Dawson: One thing that we had to think
really about and spend a lot of time on was getting the golf
swing to work well with the Xbox controller. We’ve done it
before with a mouse, but it’s very different with a
controller, and very little of our past work applied. We went
through at least three major revisions on the swing mechanism
and then spent months polishing the final version that is in
the game.
Xbox.com: We hear a lot about “crunch
time” for developers, when a game’s deadline is rapidly
approaching. Can you briefly talk about what it’s like to work
in those conditions?
Curtin: Crunch time is both frustrating
and rewarding at the same time. Everything becomes so
compressed that you see big improvements in short amounts of
time. This is where passion for what you’re working on is the
fuel that keeps you going.
Dawson: Crunch time can be grueling. The
team either comes together or falls apart. With Links
2004, we’ve definitely done our share of crunch time, and
the team came together in a big way. Leading up to E3, there
were some days when it was difficult to be confident that we
were going to be ready to show the game. Then, we’d have a day
where a bunch of things would fall into place, and suddenly,
we could see that with a little more polishing we could get
there.
McArthur: I always get a smile on my face
when people ask me what I do for a living, and after I tell
them I design games, they respond by saying, “That’s got to be
a lot of fun!” It is a lot of fun, but there is a lot of time
involved. My wife always jokes with me by saying I should
become a doctor, so she could see me more often. Crunch times
are intense. You don’t know what time you are going home at
night because it all depends on how the build of the game is
doing. When crunch time is over, everyone celebrates.
Xbox.com: What advice would you offer to
folks who have dreams of becoming a developer in the gaming
industry?
McArthur: Just like with every industry,
you need to do something you really like. If you have the
passion, go for it! Just remember it is not easy all of the
time. There are days when I say, “They don’t pay me enough to
do this!” and days when I say, “I can’t believe I get paid to
do this!”
Dawson: Be passionate. You can’t make a
great game with average effort.