Excerpt
When [game designer David] Doak first joined the team at the end of 1995, GoldenEye's levels were just barebones architecture—no objectives, enemies, or plot. After designing the watch menu, he and [game designer Duncan] Botwood started creating a single-player campaign that followed and expanded upon GoldenEye the movie's narrative—a difficult task, considering the fact that the film's dialogue about Lienz Cossack traitors and Kyrgyz missile tests went over the heads of quite a few 12-year-olds. Doak and Botwood's job was to tell this complicated story using rudimentary pre- and post-mission cutscenes, pre-mission briefing paperwork, in-game conversations with NPCs, and mission objectives, which proved the most powerful way to allow players to experience the story themselves.
The biggest inspiration for GoldenEye's objective design was not another first-person shooter but rather Super Mario 64. "I studiously tried to learn what Nintendo was," [game designer Martin] Hollis said in 2015 of his years at Rare. "I played Link to the Past from beginning to end—I got all the hearts and all but two of the quarter hearts. I could write a thousand pages about that game. Then [an early version of] Mario 64 came out during the development of GoldenEye, and we were clearly influenced by that game. Ours was much more open as a result." Hollis took from Super Mario 64 the idea of including multiple mission objectives within one level. For instance, in the Control level, the player must protect Natalya, disable the GoldenEye satellite, and destroy some armored mainframes.
GoldenEye's mission objectives add variety to what a player has to do beyond just shooting people and blowing stuff up. Sometimes you have to rescue hostages or steal secret documents, and other times you have to disarm bombs or sneakily infiltrate a base. The game's instruction manual makes clear how differently GoldenEye treats its objectives from other games of the time: "Unlike other first-person perspective games," it reads, "the object of the game isn't necessarily to destroy everything or everyone you come into contact with. Some people or objects are necessary to complete the mission. Shoot the wrong person or destroy the wrong computer and the mission could be a failure. Make sure to read through the list of objectives for each mission. The fate of the free world depends on it!"
Emotional drama in games is best structured by carefully tuning the highs and the lows like a roller coaster, with brief lulls after big periods of action. Doak and Botwood established a rhythm to the missions so that fast, action-packed levels like Dam and Runway were followed by quieter, stealthier levels like Facility and Surface, respectively. To vary each level's pace, the two designers brainstormed a large variety of creative objectives. For instance, instead of just collecting keys—the already well-established formula for first-person shooters that id Software had established in Wolfenstein and Doom—in GoldenEye, the player makes use of more interesting, Bondian riffs on finding keys such as shooting a lock off a door or rendezvousing with an undercover agent to receive a door decoder. The level designers even tried objectives that wound up being technically infeasible. For instance, they originally wanted players to ride a motorbike through the Runway level, chasing the plane down the runway just like in the original movie. When this proved too difficult to pull off, the motorbike was repurposed as a miniature model on a desk in one of the Surface level's cabins.
The motorbike wasn't the only thing the developers couldn't fit in. The team originally wanted to include another level between the Jungle and Control missions called "Perimeter," but the level never made it past the earliest blocking stages. Another level cut from the game was a Casino mission in keeping with the movie—in fact, the game's ROM still includes money, a casino token, and a gold bar. In the end, Botwood said later, "there would have been such a lot of work to make a good casino background that we decided against it."