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So you guys,
did you internally develop all three SKUs?
AI: Yes, we do.
Did you have any challenges, moving
your technology across three different platforms? They all have their
own quirks.
AI: Working on three SKUs at the same
time is really hard. We had to do a significant redesign of the engine
to take full advantage of next-gen capabilities of high-end PCs, Xbox
360, and PlayStation 3 hardware, doing things like native multithreading
in the engine, and doing things like supporting all these multicore,
multi-CPU hardware. It's challenging, but I believe we did a good job
of harnessing the power of all three SKUs. I believe that it is what
it is.
This game has an interesting development
history, in that you started out with a different publisher, and the
title was picked up and moved over. The development cycle was greatly
extended from the original plan, wasn't it?
AI: It was extended over and over again.
A brief history of the title that was published: it was picked up in
2004 by Atari, and by that time, we already had a fully functional prototype
with time-control mechanics fully working. It was like a complete vertical
slice of the game, and it wasn't bad. It had two or three good levels
with really good visual quality and fully gameplay mechanics in there.
It was picked up opportunistically by Atari.
Was that just on PC at that time?
AI: It was on PC only. The original
plan was to put it out on PC and Xbox -- the first Xbox. Saber was a
relatively small company coming from somewhere in Eastern Europe, and
nobody really knew where Russia was.
But as the project matured, it was
rising up in the ranks at Atari, and at some point, they realized they
had something bigger than they originally thought, so they refocused
it from PC and Xbox to high-end PCs and Xbox 360.
Unfortunately, in 2006, Atari ran out
of money, so they decided to sell the title to somebody. There were
a number of publishers bidding for the title and Vivendi eventually
acquired the title. They liked it. It was an opportunistic pick-up for
Vivendi, because something that was big for Atari wasn't so big for
Vivendi anymore.
But just like with Atari, the title
kept rising in the ranks, and eventually, the guys in power realized
that they had something bigger than this. They gave us another year,
and they expanded the title from PC and Xbox 360 to PlayStation 3 as
well. A year later, we have a title we're releasing on three SKUs. It's
completely redesigned in terms of graphics, in terms of gameplay, and
now it's fully a next-gen title.
The title's changed a lot over the
course of its development, from its original plan until where it's arrived
at now. Can you talk about some of the processes you went through and
what you learned when you were dealing with that situation?
AI: The first, big-ticket item that
changed was the visual style, from steampunk to a much more mass-market
gritty "destroyed beauty" type of thing. I think we really
succeeded in building this universe, which fits the title. The main
gameplay mechanics were tweaked over and over again until we arrived
at what we currently have, which is really feasible, which is really
easy to get into.
Which is really important on consoles,
because the title started on PC and Xbox, and now it's Xbox 360, PlayStation
3, and PC. To nail down the time-control mechanics to make it challenging,
but it's an easy learning curve. The switch to the console mentality
was really important to us.
Do you feel the game is better than
it would have been if it had followed
that original plan in its development, coming out back when Atari had
it?
AI: Yeah, definitely. The quality of
the game was significantly improved over the course of the years. We
were fortunate enough to work with some of the more experienced people
in the industry -- people like Chris Miller, who produced F.E.A.R.
and N.O.L.F. and other games. Working with those people, they
brought a lot to the mix of an already talented team, and helped us
to bring the quality of the game really to where it belongs.
It's interesting. The one thing
I would say is that you've got a lot of time to improve the title, but
by the time it's come to market, the playing field is a little bit different,
on the Xbox 360 particularly. There's a lot of shooters. How do you
feel about that aspect of it?
AI: I believe that even last year,
we didn't have a bad game. It was a good game. At the time, it was a
good game, and people were considering it to be one of the better-looking
Xbox 360 games a year ago.
Clearly, when the decision was made
to extend the title, the first question we asked ourselves, as well
as Vivendi, was how to stay competitive a year from now. The decision
was to to do a complete overhaul on a lot of engine technologies, such
as rendering. We really upped the ante in terms of the things we were
doing.
Things like shadow maps -- it's something
that nobody else was doing. Maybe Crysis was doing it, but that's
only one SKU right now. Things like a host of rendering technologies,
like detailed normal maps, and next generation physics, and post-processing
effects and per-pixel effects. These are things we are doing but nobody
else is doing. Graphics-wise, we are definitely where everybody else
is, and maybe a little bit... we're definitely keeping up with the pace
of competition, and in many respects, we are better than other games.
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