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It's
clear from the presentations today, and also from talking to [community head] Ryan
[Schneider] earlier, that you guys think that the feedback from the community
is invaluable, in terms of shaping how the game could evolve.
TP: It certainly shaped how R2 evolved. I mean, the proof is there
with many of the changes we made in Resistance
2. And whether or not everybody likes the changes we made, many of them
were motivated by the community.
We
all know that the people who participate in the forum, and set up their MyResistance
profile, and everything, are going to be the biggest fans of the game. Do you
ever mitigate, or temper what you get out of them, with different, other
research, or just your own ideas about what will appeal to the guy who just
goes into Best Buy, who goes, like, "Dude! Aliens!"?
TP: Yeah, as a matter of fact, we did
research; we did a study on Resistance:
Fall of Man, and it was done by a group called Chatter, and it was a very
blunt assessment of Resistance: Fall of Man.
It was probably the most critical
assessment I've seen of any of our games, and it was the best thing that we had
ever read, because it called out, specifically, what was wrong with the game,
and what the game was missing. We've addressed a lot of those issues a lot
of Resistance 2.
I mean, for example: Hale. One of the main
complaints that the study brought up was that Hale was just basically
non-existent in the story for Resistance:
Fall of Man, and the narration made it very difficult to identify with him.
And so, when we saw that, we reinforced our attempts to bring the story back to
Hale, and tell it from his perspective, and develop him more. And he does: now,
in Resistance 2, he changes
throughout the game, and he has a more complex relationship with the others in
the game.
Was
that already your instinct for the direction of the game?
TP: Well, we'd heard some of that from
players, but on the other hand, we'd heard from people who also liked the
narrative approach. But seeing this from an outside, objective source, really
helped push us in the direction.
Another thing we heard from the study was
that Resistance: Fall of Man didn't
have as much of an identity, because of its setting. And people weren't quite
clear if it was taking place in the '50s, or the '60s, or even what country it
was set in.
And so, we made a much bigger effort in Resistance 2, to push that feeling of
1950s America.
And one of the results of that was a Henry Stillman broadcast that you hear
throughout the game, and other aspects that really play up the kind-of quote-unquote
"American" feel.
You also asked if there were other sources
that we looked at besides our own forum. And we go to places like NeoGAF, for
example.
(laughs)
TP: And NeoGAF... What's your opinion on
that?
Trust
me, I read NeoGAF too, and I mean, I periodically go on the 1UP podcast, so I
have my own run-ins with NeoGAF, and post on NeoGAF a little bit, so... I'm
just laughing, because I'm imagining when NeoGAF finds this interview, what the
reaction is going to be to hearing themselves called out by Ted Price.
TP: Well, we really enjoy it. I mean, those
guys are not shy about sharing their opinions, and it's always fun to read
through the posts, when it comes to our games or anything we do. It's a
good counterbalance to what we're seeing on our own forums.
Do
you find that different communities online have different reactions? Like, the
tenor of your community, and its reactions to your game, is different from what
you see on NeoGAF, or what you see elsewhere, on maybe blog comments on Kotaku,
or anywhere?
TP: Well, sure, Kotaku is a good source.
IGN, also, the IGN forum is a good place to go as well. What we see are
probably a more diverse group of folks who, perhaps, are into Xbox 360, or
other games, who are commenting on our games, and... it's always entertaining.
I
thought some of the questions from the community during the presentation were impressive -- they're really plugged in, aren't they?
TP: I was impressed. I mean, they're well-educated,
on the games, on what we do, and on just the industry in general. So they were
smart questions.

Insomniac's Ratchet & Clank Future: Quest for Booty
Yeah,
they were savvy. One person talked about how you guys ship a game a year --
which, I guess, you've shipped like one a and a half this year, because you
have Quest for Booty. And you talked
about how you now have the alternating cycles, and you moved to having a year
for prototyping, for games now. Your typical cycle is a 24 month cycle, now?
TP: It's 24 months right now. Yeah. We have
a preproduction team starting on a new game.
Is
that a small, core team?
TP: Yes, usually it is a team of people who
prefer to stay -- who have a common interest, whether it's the franchise that
they're staying on, or a new IP that we're working on.
And they are a group of
folks who have a diverse set of specialties, who can help form the core of a
new game. So, gameplay programmer, designer, artist, concept artist, animator,
can all get together and begin to lay the groundwork for the game before the
rest of the team comes on.
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