NHL RIVALS 2004
Date of Release: October 2004 Platform: Xbox
Developer: Microsoft Game Studios Publisher: Microsoft Game Studios
GAME OVERVIEW DESIGNER NOTES IMAGE GALLERY VIDEOS
Game Origins
In many ways, hockey can be thought of as an ideal sport to represent in a video game. The game is characterized by a lot elements that appeal to gamers: a fast pace, a constant flow of action, simple objectives, a healthy amount of scoring...and a great deal of physical contact. Many gamers who wouldn't normally play a sports game fondly remember playing games of NHL '94 on the Sega Genesis console. The classic scene from "Swingers" was probably played out in many living rooms across the country.
So why do another hockey game? Part of the desire to design a new hockey game from scratch was the belief that hockey would make for a great online gaming experience. A key design pillar for all XSN Sports titles has been to promote online play through the implementation of innovative online game modes, easy matchmaking, and elements that could promote cooperative play between gamers. Another reason for doing hockey was for personal reasons. As a transplanted Canadian originally from Toronto, I had always dreamed of working on a hockey game. As I worked on other titles at Microsoft, I came into contact with other people who also shared my passion for the sport. I knew that if we were given the opportunity to develop a hockey title, there would be a core group of individuals who would throw all their energies to developing a great hockey game.
Microsoft had talked about doing hockey for some time, possibly as far back as the late 1990's. Each year the idea was pitched, and each year, the title was shelved for another year. In 2000, the go-ahead was finally given to do high-concept and pre-production work on an Xbox-exclusive hockey title with an external development studio. A core group at Microsoft worked on the title for nearly a year before the title was again shelved to ensure successful delivery of other, higher profile sports titles due for the launch of the console in late 2001.
Finally, in early 2002, the green light was given to start internal development on "Project Cujo", the codename for NHL Rivals. It was a long time coming for many of us, and for some, it was the reason why we came to the studio in the first place.
Game Vision
Initially, a core team comprising about 5 people including myself brainstormed features for the game. I had a sense that I wanted to by faithful to the sport at a more fundamental level. The game was not going to be about how many photo-realistic face texture we build, or how deep the GM features were going to be. It was more about making the game fun again to a broad audience -- like the way NHL '94 was fun experience for many people who didn't play sports games, let alone hockey games. In conducting focus groups in Chicago, Vancouver, and Seattle, some common desires bubbled to the top. Almost unanimously, gamers wanted differentiation amongst the players. Many gamers expressed a desire to have strong online components so that they could challenge people anytime. Gamers also wanted to have more intuitive game controls. A fun fighting engine was also at the top of the list (much to the chagrin of the league). Elements that seemed to be not as important to users included a very elaborate multi-season mode, any type of handicapping features to "level the playing field" so to speak, and mini-games or drills to train your players.
View excerpts from Focus Group report
With our lists and the feedback received from the focus groups, the core team begin the list of assembling a prioritized list of features and the beginnings of what would eventually evolved into the high-level design or game pitch document. We had always envisioned that this title would be the start of a series of hockey titles under the "Rivals" banner, so it was important to establish a franchise vision that defined not only what kind of game we wanted to make in 2004, but also for future versions of the title. I kept coming back to the idea of representing the core elements of the sport, and specifically, the grassroots experiences many of us remember growing up, like skating on frozen ponds in our backyards. To me, this is hockey at it's purest: no professional players, no real rules other than what you make up, no skill requirements, no expectations other than to lace on your skates (or boots, if you don't have them), grab your stick, and get on the ice. The core team and I came up with a franchise vision of "Bring Hockey Culture to Gamers" that seemed to encompass what it is we were trying to do. Hockey, like every other sport, has a culture that people understand at many levels. For some, it's following a pro level team, like the Maple Leafs. For others, it's getting up at 5am to drive your kids to hockey practice. For me, it was playing ball-hockey in the street after school until I couldn't see the ball anymore. Hockey culture is every bit as pervasive and diverse as baseball, football, or any sport you can think of.
View the Essence document for NHL Rivals 2004
Armed with the franchise vision and some high level understanding about our audience and their desires, we pitched the game to the studio leads during the middle of 2002. It was probably the smoothest pitch meeting I have ever been a part of because every member of the core team understood what the vision meant, and how each of their areas of responsibility was going to contribute to turning the vision into reality. We quickly received the green light and headed into pre-production. Chip Pedersen, the program manager and longtime Minnesota hockey fan, came up with a vision statement for the specific version we working on: "Great on-ice and online hockey experience". This was a great yardstick to measure progress against, especially when we were in the midst of cutting features or debating whether or not a particular game element was important or not. We wanted to make sure our online experience was second to none, and we wanted to focus on getting the on-ice gameplay feeling as "right" as possible. If a feature didn't support those goals, it was not a primary feature and candidate for being cut, simple as that. The best vision statements are ones that really boil down the essence of what is important in an easily digestible message, and Chip's was a great one for all members of the team to understand.