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BS:
Right. To the Call of Duty 4 example,
the way I tend to play games is that as soon I tend to get a little bored, I
try to break stuff and get out of the world. But I feel as though there's no
point in that. It's like, "Well, pretty much what they're trying to get me
to do, it seems like a fun thing that I actually want to do, so I'm going to do
that."
RP: They have an interesting problem, because
one of the reasons they're able to do that is because they're always able to
keep the pressure up -- because they cheat. Unless you move forward and cross
the trigger, they're going to keep spawning enemies and driving them at you.
But because we've played so many Call of Duty games, we've all figured it
out. And so we're starting to see -- like when Neo saw the Matrix instead of
seeing the people -- now we've figured out that they're cheating. I think that
in Call of Duty 4, if I stay in the
same place for too long, they'll actually spawn a grenade at my feet. No enemy
threw it there. They'll spawn a grenade to make me move out of the way.
BS:
[laughs] That's happened to me, but I never...
RP: You can't put it together. But people are
figuring it out. And now they have a problem because the gamers are saying,
"Hey, dude. We hate monster spawning." And the designer knows,
"No you don't. You love it. That's why we're engaging you." But now
the designer knows that you're onto him, so he's like, "Fuck, I need to
come up with a new trick."
I used to be a professional magician. A
magician can create wonder by creating a set of logic, and then proving that
the logic is impossible and false. Now if I repeat the same trick over and over
again, as long as it's still surprising, it's fine. I've got you. But as soon
as you start understanding how the trick works, you get bored and you lose
interest. So, I've got to create a new trick. I've got to hit you with new
magic.
So, the Call
of Duty guys have an interesting challenge there. They have to solve that, because
we are starting to understand that. The customers are starting to understand
how their game design actually works. And once we see through it, it loses some
of its charm.
I've seen some things -- I haven't played
the game yet -- in some of the interviews they've done with the new Modern Warfare that [suggest] they
understand that. They're making some promises there. I'm curious to see if
they've adapted to that at all or if they've done it in a way that helps their
game because the games are brilliant. They're fun. They're just fun rides. I
like them, so we want them to keep being able to do that.
BS:
The magic comparison is interesting. The creation of an illusion could
certainly be analogous...
RP: It's the same business. It's
entertainment. It's smoke and mirrors. These universes don't exist. They're
virtual, but we want to immerse you in them. So, a lot of the same skills
apply. Misdirection, too. We'll like attract your attention and then surprise
you with something.
This is another example: id's starting to
be made fun of for the monster closet, like the idea of here's a monster that
was hiding in this closet. The closet opens, and a monster pops out.
Back in the day, it was really great. I
remember Quake 1, I think it was the
second map where these little cubes come out. There was this doorway. These
little cubes come out of the ground, and you approach it, and they float in the
air. You plug into these two empty slots, and you're watching this happen, and
you're just like, "Okay. I don't know what this means. I'm thinking that's
going to make the door open."
And while you're watching this, they have a
monster closet behind me open up, and one of those little dog guys jumps out
and like just "Rrargh!" You jump and you turn around, like, "Oh
shit! Oh shit!" It's misdirection. They got me. Well, because we've seen
that trick so many times, we're starting to see through it, and we go, "Ah,
monster closet. Busted." It's the same thing -- it's like, "Ha ha,
you're palming the card" to the magician. "Ha ha, I got you. You're
not fooling me anymore." So, we got to come up with new tricks.
[Minor Batman: Arkham Asylum Spoiler] BS:
The monster closet thing is funny because I'm playing the Batman game right now,
Arkham Asylum. That kind of fucked me
up because they did this thing where they make the screen have some fuzz crap
across it and makes it look like it's frozen.
But
that is also an error that happened to me twice while playing Fallout 3. I was just like, "Fuck,
my Xbox is red-ringing." Then a week later this happens in the game. I'm
like, "Jesus Christ, don't make it look that real!"
RP: Well, they affected you, though.
BS:
It made me mad.
RP: For a few seconds, you had a feeling,
and then it goes away once they show you that they were tricking you. If you
didn't like that feeling, then you resent them for giving you that feeling.
BS:
I do, a little bit, yes.
RP: Some customers, when they have that
feeling, they like the fact that something artificial was able to change them.
And magic works that way, too. Everyone knows magic is not real. Or at least
every adult knows it's all bullshit. But if I'm able to convince you that
something impossible has happened and you know that's impossible, some people
just have a hard time dealing with it. So, it's the same thing.
BS:
For some people, there's wonder and "How did he do that?"
RP: And they're comfortable. I don't know
how that happened, and I know that that's a trick, but the fact that that
fooled me is interesting. Other people hate to be fooled. It's like,
"Dude, you bastard. Why did you fool me?" You have to be able to deal
with that, too. If you can entertain both customers with the same trick...
For me, when I was a magician, I had to
develop my routines in such a way so that the spectators that are totally
comfortable with going along the ride with me, they're easy. But the guys that
aren't, you have to develop your routine in a way where you can engage them and
give them entertainment as well. That's the challenge of the artist, the
creator, the entertainer.
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Beautifully put-- truest statement about shooters I think I have ever read. Really hits home why we (most of us anyway) enjoy the core gameplay of FPS games so much.
I agree with the sentiment that game "balancing" is BS and it's cool to feel powerful, especially at the end of a game - however, I can see how there is an argument to be made for rubber band AI and enemy difficulty. In Oblivion, Bethesda's game before Fallout 3, it was exactly as Randy describes - enemies leveled almost exactly parallel with you (at least on console - this could be modded on PC.) Players could still exploit it though, by leveling to the point just before the enemies scale up (I think it was on a 5 level soft cap.) In Fallout, the enemies ARE locked at their level after the first time you enter an area - but they do scale to your level when you first go in. Still, you can go back to earlier instances later on and own stuff - the specific timing and locations are just not as static as in Oblivion.
Also - great point about story getting in the way. I AM the type of gamer who will role-play a story, and found myself sorely disappointed my first time through Fallout at how short it was. There should have been a "teenage scouting years" section or something where you're encouraged by the story to explore - if a game doesn't nudge me that way I usually don't do it, and the world seems empty. The same thing happened in GTA4.
if you end up with too many areas in an open-world title where you can simply "own" everything, the developers finds themselves faced with a serious loss of content, most gamers (casual audience aside) play games for a challenge through-and-through, and cleaving low level fodder is only fun for so long before its time to move on to the higher-end content.
As for the interview as a whole;
I really enjoyed the personal level this interview had; Brandon you did a great job getting the right questions in while avoiding that 'interview grille' territory that often causes developers to clam up and regurgitate mundane PR responses that you find in so many other interviews outside of gamasutra-- cheers!
I think dialogue in role playing games is essential. Playing the role of your character is all about altering the perceptions of those around you. Will you treat other characters with compassion, or with distate? Will you help them or hinder them? Surely it's what role playing is all about? It is often the reason you feel compelled to keep playing, to get that special item and to level up. You feel like you are making a real difference to these characters "lives" and the fact Borderlands rejects this feature gives me pause.
He seems a little like a shooter-freak, but that's cool, especially at a company that makes shooters. I never liked Brothers in Arms, but am buying Borderlands.
Ohh wait, now that I think about it I have heard of Randy before.. Didn't he twitter that he would give people loot if they proved they pre-ordered the game. haha, he's crazy, I like. Keep it up!