CWIN Vol.
2, No. 3
The Firing Range
Three Games That Should Be Made: Autoduel Commander
Written by Eric "Scoop" Eckstein
eric@gamepen.com
http://www.gamepen.com
Reprinted by the Seattle
Washington Autoduel Team, March 03, 1999
Updated August 05, 2000
Recently, I came to the realization that it's going to be a while before
I could even hope to become a game designer. My programming skills rival
my knowledge of 18th century French poetry, my own capital couldn't employ
an intern much less an able body of competent artists and programmers,
and no company would look at me and say, "Hey, want to give us your ideas
and lead a development team on how to do it?"
This column is dedicated to people like me and those others who sit
around at night thinking, "Wouldn't THIS be a cool game? Too bad I
can't make it." The series will both focus on companies and the individual
games. None of these ideas are based on any inside knowledge of current
development of such game. I encourage any and all developers to poach any
or all of these ideas and implement the games. That's the reason this exists.
;)
Origin Systems, Inc.
Origin is probably one of those companies I loved the most as I grew
up. They brought us Ultima III, my first computer RPG, Wing Commander,
the first game to provide a Star Wars experience without being Star Wars,
and Autoduel, a classic that speaks for itself to those who've heard of
it.
It was back in September of 1994 that Origin posted something somewhere
that they were looking for writers or game designers. I didn't know what
that meant exactly, but I sent in my two cents anyway. Just for a laugh,
here’s part of the query letter I had sent to Origin way back when:
I have been an intense game player since the days of old, practicing
my talents on an old IBM PC Jr. (don't ask what I did to it!). Since then,
I've developed a better taste in computers and an even improved taste in
games. I know what people want to play because I'm one of them, and I have
the ideas to prove it. [SNIP] I know that story isn't what holds onto so
many game players, no matter how innovative it is. The key is to make the
game fun, which also means that it should be new and original, as well
as permitting the player a reasonable amount of freedom. I can provide
these fresh ideas, intertwining it with a compelling story and characters,
which will help create entertaining games. Too many times have I thought
up an interesting concept behind a game only to have nowhere else to go
with it because I was not a programmer. Fortunately, thanks to your call
for arms, I have been able to present my viewpoints and given a chance
to do something about it.
Needless to say, I'm still awaiting a response. I suppose that is what
has eventually led to the creation of this series. But enough about this,
on to the games.
Autoduel Commander
This was the game I pitched to Origin in my query letter. While I'll
save a lot of plot and game elements, the basis was the following:
Autoduel Commander will be the newest product in the Commander series.
Instead of taking to the skies or space, the player embarks on a journey
navigating windy roads, dark tunnels, and up rocky mountains with all four
wheels on the ground. The main character can travel wherever he or she
wants, taking missions that they desire.
The map should be relatively free for the character to roam about, with
the chance of stumbling upon precious resources. Whatever's left of national
highways still exist, as do old dirt roads that may cut your time in half
during a cargo run, lead to an enemy camp, or off a cliff into a raging
river. The key is to let the player have the freedom to travel and trade,
so that he/she can build up their automobile.
Like Privateer, trade is accomplished by taking in inventory and delivering
it somewhere else. This can lead to contraband material
(drugs, guns) and if travelling a main road or entering a city, there
would be checkpoints that the character can either stop for or blow
through at 110 mph!
Can you please pass the flamethrower?
Weapons and other armaments are available in many of the towns, though
the choice weapons are hard to find and afford. The weapons would be along
the same lines as the original Autoduel. Flamethrowers, rockets, machine
guns, and mines, but of course some non-weapons will be available, such
as radar, turbo, a radar jamming console, and maybe even an electronic
device that can interfere with the other cars, the sky's the limit if the
player has got the dough. These price requirements can be overcome by taking
missions or racing in the Arena.
Did somebody say rumble?
The Arena is a ten car free for all where everybody tries to take out
the other. The last car left wins the measly pot, and whatever they can
salvage from the automobile junkyard. As in the original Autoduel, there
are multiple types of tournaments from novices to aces.
Missions on the other hand pay A LOT! Certain town mayors may need the
player to run a letter or protect a truck that is leaving for another town,
somone may want aid in an ambush of a lone transport vehicle, or the main
organization itself may want to assault an enemy camp. The choice is up
to the player.
This would lead to multiple viewpoints of the plot. By running missions
for the main organization, they're willingness to recruit the
player rises, involving him/her in more high stake missions that would
help the overall plot. The player may choose to help the other sides, or
if the player likes, they can be a car-for-hire, taking the side that pays
the most.
Nothing like midnight raids with a few friends.
While through many of the missions the player will drive alone, other
important missions would include escorts. A fuel tanker needs to make it
to Austin, and the main organization puts on two of its best drivers to
accompany the player. The player picks the route, judging it on the amount
of time, the proximity to friendly towns (for fuel purposes, remember gas
makes the world go 'round), and overall terrain. Some missions will be
assaults of enemy camps, where a town will employ the player to lead some
of its drivers into combat against a local problem.
The missions will also vary since the Earth is a fairly unpredictable
place. Snow storms, heavy rains, strong winds, or moonlit nights can all
affect the level of difficulty the player must overcome to accomplish a
mission. By only having limited data on weather reports, the player will
have to rely on knowledge accumulated during prior assignments in order
to base his/her decision.
Oh no, not this again.
Through Wing Commander, Privateer, and Strike Commander, the one limiting
factor was that once strapped into the respective vehicle, that was as
far as the game would go. In Autoduel Commander, if the player runs out
of gas in the middle of nowhere, there is no game over or easy way home.
The player would actually be required to get out of the car and walk, on
foot, to the nearest town.
Not only will this new perspective add more realism to the game, but
will affect certain mission requirements as well. The player will need
to leave the protection of their vehicle to enter buildings. Within these
buildings, the player can deliver packages, steal money, perform assassinations
or protect VIPs. It all depends on the mission that the player initially
chooses.
And it doesn't end there.
Just like Privateer, once the plot is uncovered and the player completes
it, the game's not over. The whole country is there to explore. Unlike
Privateer, there is more than one plot. The next time around the player
who won as a main organization driver may choose the life of a mercenary,
choosing assignments here and there in a search for riches. Plus, who's
to say there aren't mini-plots throughout the entire story: a driver who
disappeared needs to be found, a dying town that needs to discover local
resources to stay alive, maybe even a treasure map to legendary gold.
Little did I realize then, that Autoduel was a license granted by Steve
Jackson Games and regrettably, I think a game with this title would never
exist. However, it's interesting to see now what's come about since 1994
when this was written. The biggest one is Interstate '76, a linear driving
combat game that had some of the above and with the upcoming Interstate
'82 allowing users to exit their cars and perform missions, it seems the
dream is closer to being realized; even if it isn't an Autoduel license.
Still, the idea of mixing Privateer II and Interstate '82 should have
most people drooling. Co-op driving assignments, an entire gameworld to
explore, cargo routes, the works. Sounds too good to ever be true. Pity
it's yet to be done.