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You're
developing this game on Unreal Engine. Obviously, you're at Epic. Do you
consider it more of an advantage that you have access at that level, or is it
more that you feel the pressure that you have to put the best foot forward for
the engine in the product?
RF: I think it's a bit of everything. I
think we feel like there are some benefits, obviously, of having the engine
being developed in-house, but at the same time, our engine team is servicing
all of the licensees as well.
You know, other teams that use their own
engine have dedicated engine programmers that are just on their product; we're
sort of sharing our engine team.
So in some respects we're a little bit like
the cobbler's children, but at the same time, having that, the engine leads are
two offices down from me, and I can talk to them and understand; it makes it
easier for us to plan about how we do things, and stuff. I think there are
definitely some benefits to that.
But, like I said, if I had a dedicated
engine team that were just focused on my game, I'd definitely get benefit from
that as well. So, there are pros and cons to both of them.
I've
talked to a lot of people who've been developing Unreal Engine games, and they
do a lot of customization on the product for their own purposes, for their own
games. To an extent, I've heard people say, "The engine is designed to
make Gears of War." Not in a
sense that it's only capable of making Gears
of War, but that your product slots in well. How do you see that?
RF: Well I think that the design philosophy
for Unreal Engine, from the very beginning, is that it's to support the games
we make, and then people can take that however they want to. But we generally
don't implement a feature unless there's an important need from the licensees;
we generally don't implement a feature that we are not going to use.
And it's not, generally, because it's being
proprietary or anything like that; it's that we can't do that feature justice
if we don't use it. You need to be able to put it in, use it, see what's
working or not working with it, optimize it, make it better, until you have a
better product for the licensee.
So, to create a feature that we don't use, so
that it just rots on the vine, or that we have to rely on other people to tell
us whether it's good or not, that's just not doing any favors to the licensee.
So, it makes sense that as Gears [goes], the engine is helping to
support the development of Gears, so
you could say that Gears is an easy
fit for it, because that makes sense. The same goes for Unreal Tournament for all these years, right? That engine was built
to it.
But again, we keep an eye toward licensee
needs; we're certainly open to licensees' needs, and we make tweaks and a bunch
of other changes based on their needs. So, I can understand that perspective,
but again it comes down to "We want to make the best engine
possible," and if we're not using the feature, we can't ensure that it's
the best.
Are
there any features that have come out of the development of Gears of War 2 that are being
implemented in the engine? That are going to be available to all licensees,
that you are aware of?
RF: I think the fracture system is probably
one of the easiest to point to; that idea of the semi-destructible environment,
where you have the inner core with fracturable bits that fall off to make the
gameplay a lot more dynamic and interactive. It's because we want to have that
sense that you're hunkered in, and you're getting all these chips and stuff
flying off.
So that was something that was a feature
that came out of the needs of the Gears
team in our "New, Better, More"; they wanted to have a more
interactive environment, and a more destructible environment, so that got
applied into the engine, which then became available to licensees.
Something
I was interested about, that you talked a little bit about earlier, was with
the first game you started with a blank slate, and then things became much more
complex in the second game because they had to tie in, and things became more
elaborate in the sense that there is more universe-building this time around...
RF: So are you speaking story-wise?
Story,
especially in the context of games, is not just story, it's setting. When you
talk about narrative in games, of course it's spoken dialogue cutscenes. But
the whole Gears of War world is very
distinctive, and the things that you can do, and what you've established as the
capabilities of the Locust in the predecessor don't quite lock you down, but...
RF: Oh yeah, absolutely. I mean, I think
there's a lot more need of the universe, as well. The game, Gears 1, required a certain amount of
information to form the universe, which we were able to provide. But then when
you go to where it becomes a franchise, you have to look at -- I'm dealing with
the author of the book, and stuff.
I'm looking at "What does the universe
need to provide the author, to be able to make their story?" and
"What does the comic book author need? What do you need for that
information?" and "What does the potential movie script need for that
information?" and then there's the second game's story...
So yeah, it's a
lot more complex, and understanding what the full universe is, and how does it
apply to all these different mediums, and the stories that they want to tell.
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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!"