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News

  DICE's Channon: Mirror's Edge Would Have Been 'Watered Down,' Done Open-World
by Chris Remo
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July 24, 2008
 
DICE's Channon:  Mirror's Edge  Would Have Been 'Watered Down,' Done Open-World
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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
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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
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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
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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.
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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
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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
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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
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"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.


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