Development of Haze/Detailed Features (2006)

*In consideration of the increase in the Advance Against Royalties, FREE RADICAL shall implement into the Game the detailed features as set forth:*

DETAILED FEATURES: GAMEPLAY / MULTIPLAYER / ONLINE

The following requirements apply to all platforms: PlayStation 3, Xbox 360 and PC (Hardware manufactures TRC requirements must be implemented additionally).

The features are broken down into 3 categories:

* MD (Must Do): FREE RADICAL will implement the feature. UBISOFT agree that it may turn out to be unfeasible. Such unfeasibility shall be discussed and mutually agreed upon between UBISOFT and FREE RADICAL. In the event a feature is deemed unfeasible, FREE RADICAL shall propose and implement an alternative.
* TD (Try to Do): FREE RADICAL will try to implement the feature, but UBISOFT agree that it may turn out to be unfeasible for reasons of timing or otherwise. Such unfeasibility shall be discussed and mutually agreed upon between UBISOFT and FREE RADICAL. In the event a feature is deemed unfeasible, the feature shall not be implemented.
* ND (Not Do): FREE RADICAL will not implement the feature.

## A. Gameplay features

FREE RADICAL shall implement the following gameplay features. Those features apply to all game modes single and multi-player.

* 3 dynamic nectar states : nectar functional, nectar optimal, nectar malfunction
* The conditions of transition between these states (killing enemies, getting critical damage, administrator shot, nectar grenade, time)
* A clear ‘time-attack’ like dynamic for chaining nectar optimals
* Situation readability will be ensured : When facing a group of troopers, who can all be in different nectar states, the player should not feel confused
* Nectar states shall be highly visible and readable on trooper NPCs
* 1 scripted nectar state: nectar withdrawal. This state is subdivided into the following categories :
	+ Major withdrawals. Example : the « we’ve been here before » gameplay unit
	+ Minor withdrawals : a few occurrences of a few seconds of withdrawal! during trooper gameplay in the copper plant level, further illustrating the ‘disparity rendering system’
	+ Gameplay withdrawals : Induced by ‘nectar withdrawal’ grenades, thrown by the Dark Ops in the later stages of the game
* 1 reality state, corresponding to the rebel vision of the game world, the absence of nectar.
* The corresponding audio-visual treatments (one for each state and transition between states), illustrating the ‘disparity rendering system’, as described in the KOM presentation, and clearly differentiating each state for a strong visual identity

* 2-very distinct experiences : trooper and rebel ; the cornerstone of the differentiation shall be the nectar game system
* Level design shall foster gameplay differentiation
* 2 distinct sets of abilities:
* Trooper: nectar foresight, nectar focus, nectar perception, nectar melee blast, advanced ammunition, resilience, integrated optics/digital zoom.
* Rebel: weapon booby trapping, playing dead, scavenging, weapon steal, vehicle hijacking, recovery, light foot movement, administrator shot, nectar grenades (the gameplay of which must be interesting in itself and not just an additional step in the trooper-killing process).
* Frequency of usage of abilities is what will make the rebel gameplay interesting or not. FREE RADICAL must make sure that there is not a one ability that surpasses all others.
* The compensation given to the player turned rebel for the loss of nectar abilities is to be clearly designed and implemented. For every nectar ability, there should be one compensating ability or gameplay item on the rebel side.

Squad orders (ND):

It is agreed that squad orders be removed from the game.

## B. Gameplay documentation

FREE RADICAL shall provide UBISOFT with the following gameplay-related documents:

Formalisation of June 2006 discussion results and subsequent design amendments (MD):

* Clear game system graphs and trooper/rebel, strengths/weaknesses tables.

Macro level design documents (MD):

* Explaining, mission by mission, what the player learns, which new abilities he is given, which new weapons are introduced, etc. It is agreed that UBISOFT shall assist FREE RADICAL in producing these documents.

Weapon review (MD):

* Formalisation of weapon design in easy to read tables. The format of the document provided by FREE RADICAL in July 2006 is deemed satisfactory and shall be updated as weapons are balanced and table values change.

## C. Al

FREE RADICAL shall develop its Al system so it conforms to the following requirements.

Multi-step planning (‘Conspire’) (MD):

* NPCs shail set themselves goals and elaborate plans to attain them, dynamically adapting these goals according to the ongoing situation and weighed factors such as time, health damage and theatricality.

Theatricality (MD):

* A great Al being nothing if its actions go unnoticed, the HAZE Al shall act theatrical, i.e. choose actions that will the player will inevitably see and find impressive.

Trooper vs. rebel differentiation (MD):

* Rebels and troopers NPCs shall adopt radically different behaviours. Troopers shall act gung-ho, displaying a brutal, ruthless force approach, while rebels shall be more cunning, taking cover more often, displaying care for their peers and being much more careful overall.

## D. Multiplayer

FREE RADICAL shall implement the following multiplayer modes in HAZE:

Team assault (MD):

* Online and split screen (MD)
* Up to 4 players per console (TD)
* 6 Unique, objective based scenarios (MD)
* Shall fit into campaign story arc and add significant narrative value to multiplayer (cross references being made between single and multiplayer) (MD)
* Up to 24 players simultaneously (MD)
* Al ‘Bots’ +5 levels of Al difficulty (MD)
* Support of campaign mode gameplay features (MD)
* Maps shall play well in all player configurations, from 2 vs. 2 to 12 vs. 12. (MD)
* Chat: voice and text (TD)

Cooperative play through campaign mode (MD):

* Online and split screen (MD)
* Up to 4 players per console (TD)
* Player allocates ‘slots’ in their squad: Al characters only, friends only, any players (MD)
* Chat: voice and text (TD)

Death Match and Team Death match (MD):

* Online and split screen (MD)
* Up to 4 players per console (TD)
* 6maps (MD)
* Up to 24 players simultaneously (MD)
* Support of campaign mode gameplay features (MD)
* Map variety ensuring that there is a map for ail player configurations, from 2 vs. 2 to 12 vs. 12 (MD)
* Chat: voice and text (TD)

## E. Online services

FREE RADICAL shall use Demonware to design an online interface for HAZE that features the following services (MD):

All platforms :

* Tournament/Ladder tools: Detailed individual, group stats. Tournament creation tools. (MD)
* Tournament/Ladder tools: Detailed clan stats (TD)
* Matchmaking (MD), maximizing player's ease to
	+ Host games, (MD)
	+ Identify the games he/she wants to play: general settings, geographic zone... (MD)
* Party-based matchmaking: Ad-hoc collections of users (parties) can enter into matchmaking as a group, and be matched onto the same server and the same team. (MD) .
* Clan-based match-making: Users in the same clan can enter into matches with other clans. Stats generated from these matches are noted as Clan stats. (TD)
* Ever accessible friends list: Friends list should be easily accessible at anytime during play (TD)
* Robust spectator Mode: For general spectating while waiting to respawn (MD) and admin spectating & esports broadcasts (TD)
* In-game rewards: Badges, trophies, character skins. Rewards should be earnable at the individual, group and clan level. This includes Xbox 360 achievements as well as their PS3/PC equivalent. (MD)
* Player customization: Tags, identifiers, player icons, colours, arm patches. {MD)
* Clan customization: Tags, identifiers, player icons, colours, arm patches. (TD)
* Clan support tools: Invites, join passwords. Lobbies, messages, customizable icons, tags/identifiers, ranks (leader/council/scheduler/member etc...), home page with clan description, clan message of the day, clan calendar. (TD)
* Clan stats: Stats based on Clan matches should have their own set of scoreboards. However, stats earned during Clan matches should also count towards each participating individual's stats. (TD)
* Clan Challenges: Clans can issue a challenge to another Clan. Accepting the challenge would result in a scheduling mode, which allows each team to propose times until a mutually acceptable time is found.(TD)
* Ubiquitous Player Icons: Custom player icons are displayed in lobbies, on friends lists, scoreboards, and wherever else specific player names appear in-game. (MD)
* Ubiquitous Clan Icons: Custom clan icons are displayed in lobbies, on friends lists, scoreboards, and wherever else specific player names appear in-game. (TD)
* Quick-match: Next available: Players are put into next available low-latency game, regardless of game type or server configuration options. (MD)
* Network Optimization: Automatically optimizes current game session such that the user with the best connection is the "network host" for the game, which is independent of the “Administrative Host". (ND)
* Registration on ubi.com. (MD)
* Death rewind cam: gives the player that dies an instant replay of his death from his killer's perspective. (TD)
* Demo recording: Ability to record in-game action to a file to be played back later through the game engine. (ND)
* Map editor (ND)

PC-specific :

* Anti-cheat measures: Punkbuster or similar functionality. (MD)
* Dedicated servers (stand alone): BOTH Linux/Windows. Interface to manage these servers. (MD)
* Compatibility w/ 3rd party browsers (TD)
* Server Log files/Stats Capabilities: Allows for global or local stats (High score or detailed player statistics) (MD)

## F. Downloadable content

FREE RADICAL shall deliver the following downloadable content:

* Demos (all platforms, both single and multiplayer) (MD), according to the milestone delivery schedule (exhibit A).
* Premium content : (Premium content requires a post launch milestone and will be defined in the next amendment)
	+ 3 team assault maps,
	+ 3 deathmatch/team deathmatch maps
	+ 1 new multiplayer mode (Example : Dark Ops vs. Troopers)
	+ 'Mirror’ versions of existing team assault/deathmatch/team deathmatch maps
	+ ‘Relit’ versions of existing team assault/deathmatch/team deathmatch maps (different time of day)
	+ 3 original ‘Al behaviours’ for multiplayer (example : Al will systematically attack strongest player)
	+ 3 weapons (can be weapons from single player campaign that are not used in original multiplayer — example : nectar withdrawal grenade)
	+ 2 vehicles (one way to tackle this can be to have one of the additional maps feature vehicle gameplay with an exclusive vehicle)
	+ 5 skins (design and use TBD : in-game NPCs or new designs, for cross-marketing or game promotion)