The Operative: No One Lives Forever - Production - Development

Development

Work on No One Lives Forever started in 1998, after the release of Monolith Productions' previous game, Shogo: Mobile Armor Division. Craig Hubbard, game designer for Shogo and NOLF expressed that Shogo "(although critically successful) fell embarrassingly short of original design goals", and "it is a grim reminder of the perils of wild optimism and unchecked ambition" exercised by the relatively small development team. The team (which included approximately 18 core members during development of NOLF) was determined not to make the same mistakes again with their next game. Describing the pressure on Monolith, Hubbard said that they "were still trying to live down the stigma" of their 1998 game, Blood II: The Chosen, and that the company "had a lot to prove, both to ourselves and the gaming public."

Signing a contract with a publisher was a very difficult task for Monolith. Development had been going on for months, and the project had been approved by different publishers four times, before they were able to actually sign a deal with one. During this long time for finding a publishing partner, No One Lives Forever "mutated constantly in order to please prospective producers and marketing departments. The game actually started off as a mission-based, anime-inspired, paramilitary action thriller intended as a spiritual sequel to Shogo and ended up as a 60s spy adventure in the tradition of Our Man Flint and countless other 60s spy movies and shows." This final theme for the game was settled on through discussions with Fox Interactive, the final publisher of NOLF. (Parts of the initial "paramilitary action thriller" concept evolved into F.E.A.R., another Monolith game, released after the NOLF series, in 2005.) Monolith's producer for the game, Samantha Ryan said that before the deal was signed, "here was a period where Monolith was two weeks from death. And Jason closed the deal with Fox Interactive that basically saved the company."

After finally signing a contract with Fox (which partnership was announced to the public on August 24, 1999), the team was able to draft a mission statement, which stood as a point of reference during every aspect of developing the game.

Our primary aim was to make the player feel like the hero of a 60s action/adventure/espionage movie. We came up with a list of the characteristics we felt were necessary to achieve our objective. The game must have a strong narrative, with twists and turns in the spirit of Charade or Where Eagles Dare. It must feature a fiercely competent hero and an assortment of despicable villains. The hero must have access to an impressive arsenal of weapons and gadgets worthy of Our Man Flint, Danger: Diabolik, or Get Smart. There must be memorable, death-defying situations, opportunities for stealth as well as all-out action, and a variety of exotic locales to explore. Finally, every aspect of the presentation must convincingly evoke the era. —Craig Hubbard, game designer of No One Lives Forever

The game was announced at the 1999 Electronic Entertainment Expo (E3) conference show. While at this time – as described in the mission statement above – the game was already set out to be a spy-themed shooter set in the 1960s, the version that was previewed to the press at this time had many differences to the finished product, with regard to characters, plot and setting. The game's protagonist was originally set out to be a male character called Adam Church who worked for MI0, "Her Majesty's Most Secret Service". However, many of the final gameplay and story elements are known to have been present in this earlier iteration of the game: the H.A.R.M. organization; the defection of an East German biophysicist for information about a top-secret Soviet weapons program; the presence of humor in the game; some locations, such as the sunken cargo freighter; the use of gadgets, such as the rocket launching briefcase; etc.

By at least July 1999, Monolith has decided to introduce many major changes to the game; the main reason being that the gaming press unexpectedly started comparing the game to James Bond games, like GoldenEye 007 (1997). Hubbard mentioned that their intention was to "make a 60s spy game", and that they "didn't want to make a 'Bond' style game, so when people were obviously drawing that comparison, we decided to rework things a bit. We wanted to get away from the Bond comparisons that people were making, so we've changed the main character and the back-story a fair amount." As a result, the player controls a female protagonist in the final game, Cate Archer, who works for an organization called UNITY. Changing the main character to a woman not only helped the separation of the game from the Bond franchise, but also allowed for "more interesting dramatic possibilities", and the "list of gadgets got a lot more visually interesting". As Hubbard said, before switching to a female protagonist, he had been "struggling with trying to distinguish him from all the other male superspies from the era—extraordinarily handsome, intelligent, knowledgeable, resourceful, and so on. But a woman with those same characteristics immediately stood out because of the social climate of the time. No matter how qualified she might be, she'd have to overcome some serious barriers just to get a chance to prove herself. And if things didn't go flawlessly on a mission, she'd catch more heat than she deserved."

The female protagonist "went through numerous concept sketches, costume designs, hairstyles, names, and even nationalities." According to Hubbard, it was a challenge to find a look for her that was not only evocative of era, "but also worked as a 3D model." In the end, the in-game model of Cate Archer was styled after model and actress Mitzi Martin. This was a marketing decision made by the publisher, Fox Interactive, which used its feature film casting department to look for an appropriate model internationally. Archer's voice was provided by American voice actress Kit Harris, who also did the voice of the Inge Wagner character. Originally, Harris recorded the Scottish protagonist's voice in a stronger Scottish accent. This was changed after a Scottish producer of the game felt that the particular accent used was too lower class, and an inappropriate choice; Harris re-recorded her lines with a "British bent" instead. Both the face and the voice of the character were changed in the game's sequel, No One Lives Forever 2: A Spy in H.A.R.M.'s Way.

Along with the character and plot changes, it was also decided to change the game's working title, No One Lives Forever, to something else, for similar reasons related to the Bond franchise (in particular, the novel Nobody Lives for Ever), as well as possible legal considerations. However, the title, in fact, stayed throughout the development, and "The Operative" (referring to the game's heroine, Agent Archer) was added to the beginning of the title.

After the game's release, Hubbard identified the realistic expectations set by the team as a strong point in the game's development, saying that "given our budget, team size, and development cycle, the best we could hope to do was to create a fun, engaging 60s espionage game that would make up in presentation what it lacked in innovation." Other positive aspects of the process included the aforementioned mission statement, along with the flexible systems used in development, the cohesion of the team, and effective scheduling. On the other hand, Hubbard cited difficulties in fleshing out the final team, as well as inefficient pre-production, delays due to waiting on technology, and the major difficulties in finding a publisher. Hubbard also mentioned the cinematic cutscenes as lengthy and problematic, partly because of technical difficulties, and partly because of conceptual flaws on his behalf, with regard to screenwriting. Regarding gameplay, he said that "ne of the main failings of NOLF was that it ended up feeling a lot more scripted and linear than it was intended to be". Hubbard also expressed dissatisfaction with the balance between action and intrigue: "Unfortunately, we came up a little short on intrigue. Stealth was too unforgiving. Once you were spotted, you were playing an action game." The team paid attention to these points while developing No One Lives Forever 2.

According to Hubbard, the team's "greatest asset was the list of mistakes we made during Shogo. We started this project with a pretty sober view of what we could achieve. As a result, every major feature we outlined made it into the game, as well as a few additional items we came up with during the project." However, there were still things that the team didn't have enough time to implement. For example, No One Lives Forever's team-based multiplayer portion was originally going to be a story-driven cooperative gameplay mode (similar to the "Assault" game type in the 1999 first-person shooter Unreal Tournament), including objectives and obstacles for the two teams. Like the single-player story in the game, this gameplay mode was also going to incorporate humor; for example, in one map, a goal of each team was to find a special watermelon for a mayor in a Moroccan marketplace. While this mode was publicly discussed even in July 2000, it is not present as such in the final product (which went gold on October 20). The different objectives were changed to a general goal for both teams in all maps: photographing the other team's intelligence item. However, a number of remnants stemming from the earlier gameplay design can be seen in some of the released maps, such as the office of the aforementioned mayor seen in the Morocco map. Fully realized co-operative multiplayer was, however, a feature of No One Lives Forever 2.

Read more about this topic:  The Operative: No One Lives Forever, Production

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