SiN Episodes - Development

Development

Ritual's original intention was to release an episode every six months that would cost US$19.95 and take around four to six hours to complete. A total of nine episodes were envisioned. Although originally released as a single-player game, various multiplayer modes were planned including co-operative and team based modes.

One of Ritual's main design goals with SiN Episodes was to offer interactivity, character-driven gameplay, emergent AI, and a plot reflecting the choices made by players through an opt-in statistics system that aggregates play data to a database: the intention that future episodes would thus depend on the choices that are made by each player.

SiN Episodes is built on the Source engine with additional technology added by Ritual.

  • Community-driven outcomes: Ritual is considering using the trends of players to decide the plot development of the game in future episodes, a concept only possible with episodic development. If the majority of players make the same decision when faced with a choice, future episodes can be steered towards that outcome. Ritual explains, "if a feature is well-received by gamers, we might expand its role in the game, whereas aspects that aren't liked can be changed or phased out completely." At the same time they said, "we understand that it may be frustrating to not see 'your' outcome become a reality, so we’re still determining the extent to which this feature will be implemented."
  • Multiple-material surfaces: The Source engine does not natively support multiple materials on a prop—in other words, a model can only be made out of one thing. If an object such as a vehicle includes glass it will behave like the metal covering the body, and if you add armour to a character it will behave like flesh, unless you set the entire character to be metal. Ritual has added technology to alleviate this and have different material types on the same model.
  • Dynamic difficulty: Dubbed the Personal Challenge System, SiN Episodes adapts itself to the player's skill level and varies the skill, numbers and toughness of enemies faced in accordance the player's performance to ensure a suitable level of challenge as well as to help pace the player through the game, ensuring an even game length across all skill levels. Indeed, Ritual claims that a proficient FPS player and a brand new FPS player started at the same time and, despite their widely different level of ability, finished within a small range of time of each other. However, a bug present on release in the dynamic difficulty system caused the system to never ease up on players making it overly challenging and unforgiving. An update released through Steam on May 17, 2006 resolved this problem.

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