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That's
interesting. It's an interesting way to split the characters. The thing about
games -- which you're well aware of -- is that they're both like a software
development exercise and a creative exercise, so it's like you're talking about
something that's almost mechanistic, in a sense. It's a mechanic of the story,
the way the story functions. How do you do that division?
RF: Yeah, that was the big thing for us:
Marcus is the player, and Dom is the voice of the player; that was the way we
always looked at it. But yeah, it's tough, especially because it takes so many
years -- that's one of the things that I envy about TV shows: Being able to
crank something out every week, and being able to see the fruits of your labors
much quicker, and adapt much quicker to whether things are working or not.
It's one of the things that I contend why
there's not much humor in games -- it's that no joke is funny for two years.
It's one of the things that we still struggle with; whether it be an emotional
moment, or a scary moment, after two years of shitting scary, it's not
emotional, and you have to worry about getting desensitized, and that's what I
think is really hard about games. That stuff doesn't hold up for two years; you
start to question yourself.
Even game mechanics where you're like,
"This is kickass! This is the most fun I've ever had!" and then two
years later you're starting to go, "Maybe I need to add more things to it,
and more things to it..."
And I think that's what we've done a really good
job of recognizing the saturation point, and saying "Maybe we're going too
complex because we're so used to it." And when you expose new players to
it, what I love about press visits, is that you get this sort of naive person
coming into it, and getting exposed to it, and they're like, "Holy
crap!" and you're like, "OK, good, we don't need to do any more with
that." So it's been good, from that perspective.
You
mentioned humor, then you mentioned getting so comfortable with the game that
you can't tell anymore, and both made me think about Portal, and its development process. Obviously, Portal's very funny, and the team also
went through a very extensive process where they used lots of tissue testers:
they would only play the game once, and they could never use that person again,
because they needed to see how they reacted; whether they could solve the
puzzles, and whether they both could solve the puzzles and could find the game
funny. Have you been able to work with stuff like that?
RF: Yeah, we work with Microsoft a lot, and
they do a lot at the User Experience Group, with their playtesting and
usability testing; so we do a lot of stuff like that, in terms of getting the
first hour -- they do the out-of-the-box experience. They watch the first hour
and forty-five, and how do people feel as they go along, and we've done
playtesting specifically of the tutorials.
And working with Microsoft is great on
that, but we even do less formal stuff, and bring in just relatives and friends
and things like that, and getting what their experience is like. I think my son
was one of the first non-Epic people to chainsaw somebody, just because it was
like, "OK, before we go into E3, we want to see, like, can somebody pick
this up? Can somebody learn how to do this? Because it's really
complicated."
So, you get your testing where you can, but it's been really
great having a partner like Microsoft, that has that process figured out, and
formalized, and we've been able to leverage it whenever we can.
But
they do it out of Seattle, whereas you're in North Carolina.
RF: Yeah, we get really thorough reports,
and we get video captures, and it's always surprising; developers, I think, as
a whole, over-generalize. I think developers, as a whole, overestimate their
audience.
And not to say that the audience isn't capable, but it's just like [developers]
expect that because we can do it, they expect they can do it, and we're always
shocked when we get usability tests back, and get a videotape back of what people
actually struggle with, and how hard.
Some things that hardcore gamers find easy,
that the average person has trouble with. Even when we did the Hollywood
Forever event for the Gears 1 launch,
sitting down with celebrities and we're like, "Do you want to play the
game?" and they're like, "Sure!" and then they start off and are
face-down in a corner, and you're like, "OK... This stick is your feet,
this stick is your head..." and you realize that we're leaving people
behind.
That's one of the [reasons] we're doing the
different difficulty levels in co-op, and why we're adding more casual
difficulties; we're just trying to reach out to these people, that we think we
have a compelling story, and a compelling universe, and we don't want to leave
people behind if we don't have to.
I
was talking to Scott Brown, from NetDevil, and they're making this game called Jumpgate -- which is an MMO, so it's a totally
different kind of game -- but what he just told me is that they did testing on
the first mission in the game, and he said they anticipated five to 10
iterations before they would get to the point where they were satisfied with
the results that they were getting on the testing, and it was 150.
RF: I can believe that. Yeah, absolutely.
That's the hardest part, right? It's finding that sweet spot. And I give lots
of credit to people who take that stuff seriously, because it's really
important.
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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!"