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I think those other tools are probably
like, situational happenings that make you feel like you're in the universe
and integrated there.
SS: So-called non-invasive cutscenes
or whatever, right?
Right.
Scripted events that make good sense,
like the ones which happen in Call of Duty 4.
The best implementation of story I've seen is probably
BioShock, because you have to search for it. You have to find
the story.
SS: You're talking about the little
voice-overs?
It's cool, because you can ignore
it if you want, but it's kind of neat.
SS: Creepiest moment in games is in
System Shock 2, putting those recordings on. Did you play System
Shock 2?
I actually didn't. I'm remiss.
SS: It's tricky, but I remember there's
one part where you get the recording of the doctor who's gone insane,
and you can hear it in his voice -- the straining and the insanity --
and he's talking about Nurse Bloom
And of course, just at this moment
as he's speaking through the dialogue, you turn the corner -- and it's
1999 graphics -- but you turn the corner and you see this body on a
table that's obviously female, and you feel a flush going up your face.
Some of that stuff is brilliant for sure.
Yeah, that's good stuff. Have you
anything to say in the Quebec versus Ontario debate that has recently...?
SS: Is there a debate?
Just a small one.
SS: Does this have to do with government
funding and so on?
It does. It has a lot to do with
that.
SS: Interesting.
Because you
Ontario guys don't get it.
SS: We don't get as much. Well, I think
Telefilm has now opened it up for game developers in Canada, which I
think is going to be pretty helpful for us as well. I don't know. I
think this probably for my boss to talk about more than me, because
he has to pay everyone. (laughs)
Fair enough. Do you have any
plans to sell your technology at any point?
SS: Well, maybe. But I think that the
kind of people who I look up to, technically -- the Naughty Dogs and
the Insomniacs [don't]. It's hard to say. I think it would be nice,
but it would definitely be gravy, and it wouldn't be a company focus.
I don't know. Is that part of their competitive advantage? I'm not sure.
In some ways, it seems like companies
are selling a kind of supplemental business, in a way, and also to keep
them going when they're not working on a project or stuff like that.
SS: Yeah.
But also, when people do weird things
to their engine, they can be like, "Oh, look what they did. We
can do that!"
SS: Sure. I think Epic sort of hit
that perfect storm for market penetration, and those guys have... I
think they've had to grow a lot to accommodate that. But they've always
done a great job on their tools, as much as everybody likes to bitch
and moan. Their stuff is nothing short of amazing.
It's true that not everybody wants
to work on a tool that doesn't wind up getting used in the game that
you are making.
SS: For sure. The f*cked up thing is,
I think a lot of people will get these engines. You see a lot of slips,
or you see massive teams -- even compared to ours -- where a guy comes
back and says, "Did you realize that this team is like 60 guys
with 10 people on programming stuff... and they started with Unreal
3 as well! What the f*ck are you guys doing?" You know? It's a
little bit out of control. So, scope management's tough.
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