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 3 of 5 Next
 

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.

 
Article Start Previous Page 3 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