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And
so how do you handle story in the game, given that you're talking about wanting
to not take away control, not wanting to deliver scripted things? I heard a lot
about this coming out of GDC -- I get a lot of people talking to me about
articles about, "Where is narrative going in gaming, and how can we shape
it in a way that's compelling -- and not intrusive, but actually
rewarding?"
CB: Right. You know what, I know... I'm
really interested in seeing what the FarCry
2 guys are doing with that kind of stuff; definitely watching with
interest. Our ambitions with Mercs,
we tried to recognize what the core of the game is -- I think why people are
attracted to the game, I don't think it's necessarily for an emergent narrative
experience.
So the solution for Mercs 2 has been to keep it relatively simple, but give you a
really compelling, easy-to-follow story. I'm kind-of a real dumbass when it
comes to games. I'm a pretty good focus test for my own games, I think, because
I emulate people who get confused by game stories -- which I think is most of
us, to be honest.
So we've kept it relatively simple. You
start out, and you meet the key bad guy in the game. You actually start out, in
Mercs 2, working for this guy, and
through a sequence of events that play out during the first act of the game, he
becomes persona non grata -- he does something to you that really, really
annoys you. Moving into the worst insult that you can level at a mercenary --
which is not paying you.
And so, the game is set up with a very
simple kind-of overarching premise of, "Go and get this guy." And
then we have -- obviously, you've got these factions that you're working with,
and we've got a lot of really interesting factions that we've brought into this
kind of fictionalized Venezuela.
And so, by working with the factions, you're kind-of building up your
resources, and uncovering clues, and bringing yourself closer and closer to
this final showdown with this guy Solano who stiffed you in the beginning of
the game.
Yeah, so, I'm not sure I can give you a
crisp answer on exactly how we've done it, but it's really -- you know, we've
kind of blended this merc's journey of going after this guy, with kind of
half-accidentally, but half through just not carrying very much, kind of
igniting this entire war in Venezuela, which, if you really take a step back
and look at the story, turns out to be pretty much your fault. Not that you
care, as a mercenary.
And so, there's all these -- the world
becomes the resources that you can use to build yourself up and go after this
guy. You have to play the game and tell me how we did in crossing the street.
A
couple things that you said really interested me, but one of them is about
delivery of narrative. How do you deliver narrative in your game? Is it through
cutscenes, or, like, mission updates, or voice overs during gameplay?
CB: All of the above. There are some
cutscenes in the game; we use a couple at the start of the game, really just to
set, just to introduce the characters in a way that you'll understand. Introduce
the world, and make sure that you follow what's going on. And then you go meet
the various heads of the factions, and they'll give you contracts that you're
going to do. So, those are presented to you as kind-of non-interactive
sequences.
We don't do a lot of them, and honestly, I
would say, the primary narrative vehicle for the game is the contracts that you
do. So you take contracts from various clients in the game, and that varies
from, you'll have very military objectives, like you're going to go level
entire cities for the Chinese Army, or you've got to, sometimes it's more low-level
but lucrative stuff like you're transporting, like, endangered parrots to these
Caribbean pirates, or harvested human organs for these Caribbean pirates... So
whatever it is you're doing, that is really the context of what you're doing,
and why you're doing it, and who you're doing it for; it fills out the world
and advances the story.
There are certain missions that are self-generated
-- things that you do, not for a client, but you actually elect to do yourself,
in part of your quest to get this guy Solano who screwed you. And those really
advance the primary arc of the story. So, you know, you're getting key pieces
of information, and key resources that you need in order to move forward.
And so a lot of that happens in the
missions -- there are various things that you've got to acquire in order to
track this guy down and then attack his [base] where he is. So that happens, actually,
in the missions. So to answer your question directly, I would say I think the
primary narrative device is the contracts themselves -- the gameplay that you
do.
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