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Something
that I'm interested in from a design perspective, that seemed forward-thinking
to me, is how interactive objects become red. Could you talk about where you
got that idea? Why do you want to keep blinking arrows out of the game?
OO: Well, it was built out of a desire,
really. We want the player to be able to move quickly through the world, and
read the world as quickly as a runner would be able to read it. You know, to
use the analogy of Jason Bourne, he looked the world differently to everybody
else, and I wanted to get that sort of a sense through it.
So that's really
where the idea came from. Initially we had it sort of non-dynamic, so it was
just red marker-posts through the world, and it was almost like there were red
objects that the runners left for other runners, to show them --
You
mean almost like checkpoints, right? Like in a race.
OO: Yeah, exactly. So we experimented with
that initially, but that as well felt a little bit contrived. And it was also
limited, because you can't do the stuff that we can do now with this dynamic
system; so we can change pipes, or telegraph poles, or we can change anything.
So it's a very flexible system. And it's something we can dial up or down
depending on skill level, or work with how quickly it fades in, or how far away
it fades in; so those are variables that we can play with to really tweak and
guide the player, without feeling like it's a trail of breadcrumbs through the
world.
Zeitgeist
and Inspiration
It's
got that parkour, free-running vibe, and that's actually informed two very
successful, and I think also quite good titles in this generation: Assassin's Creed, and Crackdown. Do you think that's a function
of the zeitgeist -- it just feels right to draw from that?
OO: It was kind of coincidental, but
basically again it was born of a desire to -- in a city, you want people to
move in the vertical plane very quickly, so we needed a movement system that
would allow you that real agility. So that's where the desire came from.
Because we've been working on this for
couple of years now -- I think recently, parkour has kind of ended up
everywhere. It's in Casino Royale, it's in the Bourne films, it's in Madonna
videos, so it's started to permeate into more sort of a mainstream.
But at the same time, we don't want to say
that we're a parkour game -- which is probably why I didn't say it. Because
then it becomes too niche. I mean, we're parkour in the sense that Prince of Persia,
or Assassin's Creed are parkour.

Ubisoft Montreal's Assassin's Creed
I'm
not trying to imply anything about the way that things work at EA, but it's
like, if you give that word out, it'll become a bullet point. Whereas, if you
can draw from something cultural, it becomes an inspiration. And it doesn't
really matter whether or not you tie into the culture that you're working with.
OO: No, I think that's fair. And I think as
well, the other name for parkour is "free running," and that's very
much -- that even more fits in the storyline of the game. This game is about
freedom. About freedom of movement, but it's also about freedom of thought, and
freedom of action. So "free running" really worked for us, in that
respect.
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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.
http://en.wikipedia.org/wiki/Normality_(video_game)