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I see. Cool. Well, I was just thinking
that it's a shame to have to dial stuff back, because as an interactive
medium, it seems like we don't have an obligation necessarily, but we
certainly have a unique opportunity to be able to inform people more.
RY: It doesn't mean that we're not
doing that. It's the same with anything. If you want to entertain people,
it's about balance. Look at a movie like An Inconvenient Truth. That
is a very intelligent balance between making it entertaining but also
informative. If he'd gone in all po-faced without the jokes, it wouldn't
have done the business. It wouldn't have reached that many people. So
you need to have the spoonful of sugar to help the medicine go down.
That's true.
RY: Originally we didn't have the sugar,
and people wouldn't want to swallow it.
I see. So it was more like a serious
game, almost.
RY: It's still very serious.
Well, I meant serious game as in
serious games as a genre, like training games or military simulation
types.
RY: It wasn't so much about the gameplay
being very serious. It was just about that story and the things that
were happening there. I mean, it's still some extremely fucked up shit
that happens sometimes, and that you will feel responsible for. And
that's the key thing. We want people to feel a little bit guilty about
what they're doing.
That's good.
As long as you turn the camera back on the player, I think that's...
RY: Exactly. And that's one of the
reasons why we're keeping all the narrative in single-player. We want
you to feel claustrophobic, trapped inside this body doing these things
and thinking, "Well fuck, I'm responsible for it."
No, it's good. It's kind of hard,
though. I understand it's difficult to get that
kind of thing across and have it still be fun. It seems like a very
difficult thing to do.
RY: It is a very difficult thing. But
we're not out until November, and we're tweaking and balancing and have
got plenty of time to get it right. It's going amazingly well, as you
will see and play today.
Yes, good. But at the same time,
there are still movies that we can watch that make us uncomfortable
and are really a bit tragic and things, but they're still really compelling
and we want to watch them again. I hope eventually we'll get to that
stage in games as well.
RY: The complication with doing that
in a game is that a player in a game is an actor who doesn't know his
lines. So making him complicit in the events he wasn't complicit in,
is all about taking away the interactivity, but they're paying money
to interact. It's that balance -- giving them the gameplay but not taking
too much away to get the story across.
Yeah, it seems like if you give
people difficult choices, that's a good deal of the way there. But it
would really be nice to see sometimes, a few more games take some kind
of a stand on something. But I suppose that's more of the place for
a smaller project than something of this scale.
RY: It's difficult. I mean, all it's
going to take is one breakout game to do it and make the money, and
then everyone else will follow. I think we are edging towards that.
Good, good. Now, in terms of the
gameplay side, being able to bury things and steal weapons and this
sort of stuff -- how much of what you do is on the player? How much
player choice is there? Are you basically in a first-person sandbox
game, or is it not quite that far?
RY: It's still a limited game, absolutely.
But all those rebel skills I was talking about, you get those in the
multiplayer maps and in the single-player. It's up to you when and how
you use them.
But you can't just traverse the
entire universe or something like that. You still have specific goals
that you have to meet at certain times.
RY: Yeah. I mean, by playing through
the game and traversing the universe, you'll eventually complete them
anyway as a matter of course.
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