Latest News
spacer View All spacer
 
November 21, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [10]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [7]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Features
spacer View All spacer
 
November 21, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [5]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 21, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 21, 2009
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
Texture Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
News

  DICE's Channon: Mirror's Edge Would Have Been 'Watered Down,' Done Open-World
by Chris Remo
7 comments
Share RSS
 
 
July 24, 2008
 
DICE's Channon:  Mirror's Edge  Would Have Been 'Watered Down,' Done Open-World
Advertisement
Talking to Gamasutra, EA DICE producer Nick Channon has been discussing the creation of unique first-person title Mirror's Edge, commenting that open-world design is not always the best choice for next-gen games - and that it would have "watered down" the game to take it in that direction.

Speaking at the recent E3 event (and following up on a recent Gamasutra interview with senior producer Owen O'Brien), Channon was asked about why the title - a first-person adventure title with an intriguing context-sensitive, dynamic action set - has a relatively linear level-based structure.

The producer at the Battlefield franchise creator explained:

"We could have gone open-world. We could have made a game that felt very open. We went for a more linear story; we went for a more level-based game. The reason for that is we wanted to pack as much action in as we could. As soon as we went open-world, I think that would have watered it down.

"That was one learning [experience], in that I think a lot of people think nowadays that open world is the way to go, and it's the next-gen thing. You know, I don't believe it is. It's clearly right for some games, absolutely, but you can actually get a lot more in at times with more of a level-based [structure].

"But you have to give choice - it can't just be, 'Do this, do this.' That's what we've done; we've built every level out to have lots of choice. I think the thing we're really pleased about is that the amount of choice in every level is really limited to your imagination, which really plays to the movement and the parkour elements we talked about."

Later in the interview, Channon was asked about similarities in gameplay style to titles such as Valve's acclaimed Portal, and he commented on influences on the game:

"Yeah. You know, we've taken inspiration from certain games, but we've tried to be very unique. We've tried to really keep Mirror's Edge as Mirror's Edge.

"People have compared it to Assassin's Creed, but we were well into development before that game came out, so, you know, that's the thing - we've tried to create a unique style, and something different.

While there may be elements where we think, 'Oh, that was cool,' we've really tried to blaze a trail."

The full interview with DICE's Channon will appear on Gamasutra in the near future.
 
   
 
Comments

Jamie Roberts
profile image
More power to them. Open-world isn't the "ideal" setup, anymore than full 3D is the "ideal" kind of gameplay space. Do what's right for the game, not what the latest trend dictates.

Anonymous
profile image
If the comparison between open world and 3D are correct, then we should expect *most* AAA games in 5 or 10 years time to be open world to some extent.

Christopher Braithwaite
profile image
I agree with the sentiment, but I think it may be the wrong choice for the game Mirror's Edge appears to be. Parkour and a cityscape practically demand an "open-world" design. I think the focus on packing the game with as much action as possible works against the premise. Why is it that nearly every action game developer thinks the game needs to be a theme park thrill ride? Parkour seems to me the kind of thing that is as much practice and planning as it is action and it would be nice for a game to incorporate the kind of open environment that promotes that.

Perhaps it is just me, but I am increasingly less inclined to play games that are composed of "levels." They are really old fashioned and restrictive. Regardless of the type of game I play, I want the experience of having an alternate existence in the game where I can choose what I want to do when I want to do it. Burnout: Paradise is a great example of this. Open and focused are not mutually exclusive.

Benjamin M.
profile image
I think they're headed in the right direction with Mirror's Edge. I'm a huge fan of Breakdown and this is the closest IP to that ever since. Breakdown was linear and you were limited in choices, but the action of the game immersed you so well that it was hard to stop playing. I'm looking forward to this title and I hope it's a non-stop thrill ride!

Anonymous
profile image
Get the parkour gameplay right in a linear level-based game, learn what works and what doesn't regarding motion, control and scenery design, and then move to the much more complex to develop open world afterwards.

Yannick Boucher
profile image
I'm pretty happy that someone mentioned Breakdown !! It was incredibly unique, and indeed, worthy of much more attention than what it got. This one will probably take off better, if only because it's in the hands of EA......

I have to disagree that Burnout Paradise is both open and focused, though. In my opinion it's an unfocused mess. Sorely disappointing. It's Need for Speed with Burnout elements tacked on.

Jamie Roberts
profile image
"If the comparison between open world and 3D are correct, then we should expect *most* AAA games in 5 or 10 years time to be open world to some extent."

That could be the case, however the total market share of AAA games is decreasing as more "casual", portable, mobile, and downloadable games are released (and become popular). Because of that, the trajectory of the games industry from present to future isn't a straight, predictable line.


none
 
Comment:
 


Submit Comment