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The
original game was extremely popular, and fostered a great deal of passionate
community; did you really go and dive into that, to find out what the fans
wanted?
RF: Yeah, we were doing that all along. It
wasn't a matter of, "Now that we've shipped, let's go mine the
forums..." We're pretty forum-aware, as a company, and so we were always
knowing what people wanted. And, you know, the party system, we would've loved
to have had it, too, but we sort of ran out of time on Gears 1.
And then things that go against the way
that we want to play; like the whole "rolling shotgun" stuff, that
kind of became the de facto way of playing, was against our core belief about
how we wanted the game to be.
That was really something that we brought to Gears 2: "How do we bring back
tactical combat?" How do we bring in things with stopping power, and
balancing the shotguns, and those sorts of things, which we really felt like
the online experience should be, from a player perspective.
Does
it ever occur to you, "Maybe we should do a Title Update to rebalance this
stuff? Or should we just save it for the sequel?" How do you make those
decisions?
RF: It depends on how bad it is, really;
you know, in terms of exploits, and whether it's ruining the experience. You
have to look at what's ruining the experience versus what is a tweak. And if
you plan things appropriately, like we've done for Gears 2, we were able to actually balance without doing a Title Update.
There are different technical solutions
that you can do that actually change -- much like Bungie does, in terms of
changing what the damage your shotgun does, or whatever -- if you see that
you've made a mistake in the title you've launched.
But we did it for Gears 1: I mean, the grenade tagging was
a show-off feature in our lab, and Cliff used it occasionally to taunt people
and stuff, but we didn't really use it that much, because we didn't think that
it was useful; it was cool, but it wasn't useful, we thought.
But then we released, and we found out that
people were using it all the time. And we had actually mis-set -- it was an
improper number that was set, that gave it a much longer range than a normal melee;
and it was when we realized that we had that kind of an exploit, we did a Title
Update, to reel that back in, and get that feature under control, because we
felt that that was hurting the gameplay experience.
So you really have to look at it as:
"Is that a preference thing? Do we have a vocal minority who's making a
lot of stink about something just because it goes against how they want to
play? Or are you truly unbalancing your game and potentially hurting the
experience for everyone?"
And then you make that call, because Title Updates
are not trivial; it's not like PC updates where you just kick out a patch;
you've got to go through cert, and your entire game gets re-certed, and you
have to go through this whole process with the publisher to get that stuff
done. It's not trivial.
People expect, like, "Oh, I saw this
thing, and now give me a Title Update over the weekend," and it's like, from
the moment you see a problem to the earliest you can get a title update, it's
weeks and weeks. So it's just part of the process of making sure that things
are certified, and are the right kind of things that you want to put out there
on a console.
And
you have a limited number of Title Updates that you can do, I believe, over the
lifespan of the product.
RF: We had quite a few with Gears 1, trying to get things, like with
the Roadie Run [glitch] and so... We haven't hit that one, and I don't actually
know what the ultimate limit is. They have limits in terms of size, and stuff
like frequency...
But, again, it comes down to the
significance, right? Like, Microsoft is really about, is there a security
breach or an exploit that's truly ruining the game? They're not big fans of
developers kind of whimsically doing it, just because they want to mess with
the game, or whatever. So yeah, you have to have a purpose behind your title
update.
We're
getting a few years into the Xbox 360 lifespan experience; where do you think
we are, technologically, in terms of the potential of the system, this
generation?
RF: That's a good question. I mean, I'm not
the technical guy, so my ability to speak to where the engine goes is -- all I
know is that with the two to three more years of optimization that we've had,
we're much further along than I think, three years ago, we thought we were
going to get.
So I think we're certainly approaching the upper end of it, as
far as what developers are able to do with it, but just looking at all the
demos we saw today -- ours and others -- it's clear that all the games just
keep improving, and keep pushing that bar.
I think it's just a matter of, you know,
it's a slow cycle; you only get a kick at it every couple years, and so it
takes a while for people to see that progress. There will be games in
development that won't ship until 2010, and I'm sure they'll look killer, just
because, again, they'll have more time with it, and learn from mistakes and
optimizations of others. So, I don't know; I think we're getting up there, but
I still think there's room to grow.
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Jeez even the really thick Schwarzenegger showed more of his willpower than muscles in his films.
Games are for fun not to solve identity problems. That's why so many people prefer to play Homer Simpson, Harley Queen, Little Red Cap or a creepy zombie bunny character modifications instead of your stock characters lol. I mean no offense obviously. I like how your characters are made. But people play your games because they are beautiful, because the Art inside of them is great. Because the game core is fun and levels are nice to play. It's not that people want to be thick-necked hulks brandishing around red-splotched chainsaws lol
Thx
Regards
Agostino
"and it has this thing where I want to be with these guys, and I'd go to war with these guys. And it's just cool! I mean, really, we want it to be thick-necked steroid guys; we like that vibe.
And at the same time, we've been trying really hard not to be sophomoric. I mean, we're not doing fart jokes, and all of that stuff. So there's a line there, and we're trying our best to keep the energy, keep the excitement, and keep the aspirations of a 17 to 18 year old, going, "Yeah, I want to be that guy! And I'm gonna go kick ass with my chainsaw!"