GAME JOBS
Contents
Living On The Edge: DICE's Owen O'Brien Speaks
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Social Point
Senior Game Developer
 
Treyarch / Activision
Senior Environment Artist
 
Sony Computer Entertainment America - Santa Monica
Senior Staff Programmer
 
Sony Computer Entertainment America - Santa Monica
Sr Game Designer
 
Trendy Entertainment
Gameplay Producer
 
Trendy Entertainment
Technical Producer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [2]
 
Cracking the Touchscreen Code [4]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Living On The Edge: DICE's Owen O'Brien Speaks
by Christian Nutt [Design, Interview, Console/PC, North America, Europe & Russia, Asia & India]
5 comments Share on Twitter Share on Facebook RSS
 
 
June 6, 2008 Article Start Previous Page 2 of 5 Next
 

Designing a First Person Adventure

One thing that you've left out of this game is a lot of weapon combat, and I'm wondering if that coincides somehow with the concept of scrum, where you say, "This isn't working; let's get rid of it quickly," rather than in a more traditional development setting, you would have a milestone where, say, six weapons are meant to be implemented by six months from now. Does that affect these things?

OO: Yeah, it did, to a certain extent. I mean, it did allow me the freedom, as the senior producer, to say, "Ehhh, you know what? I'm just going to take guns out of the game completely." And that was OK, because we hadn't done a lot of planning around it. When the game started, Faith did have a base weapon.



But then we kind of quickly got rid of that. We're having enough trouble trying to make people understand that it's an action-adventure, and if you give somebody a weapon straight out of the box, then they think it's a shooter. There is weapon combat in the game -- you can snatch weapons and use them -- but it's really not the focus. The focus is on the physical human being.

I'm trying to think of an example of a first-person adventure game -- and of course there are games that have toyed with first person combat, like hand-to-hand combat, or first-person running and jumping. I'm failing to think of an example of something that really dialed into that.

OO: Yeah, I don't think there is. I'd like to hear it, if you do think of one, because I don't think there is. That's why a lot of stuff we're doing is cool and it's new, but it's also risky, and hasn't been done before.

I think a lot of people have tried. I think people kept dipping their toes in the water a bit, but they didn't really go for it. I think once we decided we were taking out the gun, then it was like, "OK, so now we really have to make this work. We can't fall back."

I think a lot of people in the past have made first person shooters, and then they've decided to try to add in movements at the last minute, and that's just not going to work; you need to be committed to it from the get-go.

I would say that, in general, HUD-free games have not worked out. Basically. Most games that ditched the HUD have actually felt just as contrived, or in some cases more contrived, than games with the HUD on.

OO: Interesting thought. I mean, for us it works because we've got a lot of stuff in the world that tells you the information you need to know, like where to go; and you don't need a health indicator because it's very obvious how healthy you are, and your health regenerates.

You don't need a mini-map because the Faith-vision sort of guides you through the world. Bullets are not important... So, I don't know. So far I think it's working out well for us. We haven't suffered from it.

 
Article Start Previous Page 2 of 5 Next
 
Top Stories

image
How Kinect's brute force strategy could make Xbox One a success
image
Microsoft's official stance on used games for Xbox One
image
Gearbox's Randy Pitchford on games and gun violence
image
Why you can't trade items in MMOs anymore
Comments

Kostas Yiatilis
profile image
also a great fan of the firefly series and love the visual in this game

Jonathan Teske
profile image
To Owen & Christian:



Games that have some first-person combat:



The Condemned series

Metroid Prime 3

Chronicles of Riddick: Escape from Butcher Bay



I'm sure there are more, but this is what I've played. Must say though, Mirror's Edge looks like it might wipe the floor with these games and I'm excited. Please don't disappoint Dice.

Giuseppe Trapani
profile image
Speaking about a first person adventure, I remember Normality by Gremlin Interactive:



http://en.wikipedia.org/wiki/Normality_(video_game)

Anton Wiegert
profile image
Thanks for all the compliments Owen. I did indeed love working in Shanghai :)

Greek .
profile image
Parkour is not the same thing as Free running.


none
 
Comment:
 




UBM Tech