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And what do you think that
it should be?
PO: As an industry, we're enjoying
the second or third generation of people who grew up playing video games
as customers. Those people have expectations and experience about what
a video game can be that didn't exist in the consumer body five or eight
years ago. We have to find ways to leverage their consistent experience
to make games evolve, instead of just circling the drain on the same
play patterns over and over again, just looking a little prettier than
last time. When film started, they said that a movie shouldn't be longer
than 15 minutes.
That's where we are with video games. Over time, the
film audience became more sophisticated, and film evolved, because the
audience evolved. It was no longer a novelty, and now they understood
it and it became a great thing. Video games are no longer a novelty.
The audience understands them, and they can become a great thing, but
they haven't yet. That's what next-gen design should be.
One thing that sometimes
troubles me is that there's a lot of emphasis on what we can learn from
film, rather than doing something beyond film. Film is an incredibly
limited medium compared to games. If you're playing a set experience,
that takes a lot of potential power away from games.
CU: I think you're right. It's
like early films -- they took a lot of their emphasis from stage, and
then they ended up transcending stage. I think that there's still things
to learn from film in terms of how things are shown and achieved. Using
the camera as an example, step one would be to use an intelligent camera
that's not just fixed in place, but aids the player to feel like he's
in a world. One thing we can do in video games and not in movies is
to become something different and feel what that feels like. I don't
think we've come close to hitting that identification yet, and that's
where I'd like to see us go.
I'd like a feeling in a video game to be
something that I couldn't feel anywhere else. A next-gen video game
would be something you can only feel on the current generation of gaming
systems. I'm a huge fan of Guitar Hero, but the Xbox 360 version
isn't a very different experience [than on PS2]. It may
look a little better, but it's doesn't take it to the next level.
Most of the things I've played on next generation platforms still feel
like current generation games that have been prettied up.
Do you think that people
are ready to take that next step up? They do still seem to be buying
the same old stuff over and over again.
PO: There's comfort in the
familiar, and there's quality in the current generation games. Gears
of War is a terrific game, but you can split hairs over whether
it's next-gen or not. It's a great experience, and anyone who plays
it is going to be mightily entertained. World of Warcraft is
a terrific experience and so is Guitar Hero. It's a golden age.
There's never been a wider variety of quality games for people to choose
from, and I'd never go and tell a consumer that they shouldn't be happy
with what's entertaining. It's not the audience's fault. We need to
give them something that's new, but isn't new merely for its own sake.
It has to be new and better.
Taking on one of Darkwatch's many nasties
How do you feel about designing
for a license, versus original IP?
PO: It's a different box to
work inside of. It's a different set of specs. When we built Darkwatch,
we established certain parameters. It was going to be this genre on
this platform, and it was going to innovate in these areas and do something
common in other areas. You have the same blueprint with a license, but
the spaces are more clearly mapped out for you.
In Darkwatch,
we had to spend more energy to figure out its look and feel and tone.
In a licensed property, those things are available for you, but you
also have to bring creativity to it in terms of determining what aspects
are actionable and what ways you can expand the property. You don't
just want to rehash what is familiar to the core fans.
Do you find it easier?
CU: It really depends on your
groove. For us, everybody here at internal development was hired for
new IP, so we had a natural desire to do that. It really just depends
on the people you hire and the people you have on board for a given
project.
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