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Have there been any
times where you were playtesting something and the players just totally didn't
get what you were trying to do, and you had to change something?
GdF: Thankfully not, but there's been a lot of little
adjustments that have been done, and this is really, again, what we're saying
about detail. I don't think that what's been written at the beginning
was totally wrong; there's really small things that we added, small things that
perfect and make the whole experience believable, because this is really what
we want.
What can you do to
keep -- or maybe you can't -- people from kind of ruining the mood by screwing
around?
GdF: There isn't, to be very honest, there isn't. I think at
the beginning of the game there is a certain kind of a pact between the game
and the player. We're setting a context; we're setting a story; we're setting
characters. We're giving you the choice of doing a number of things.
The sets
are very interactive; you can talk to people...
I think we're trying to make sure that, whatever the context of what the
player has to do, we're giving an awful lot of choice to players so they can
really go their own way. But of course, if someone wants to just ruin the
experience -- but who would want to do that?
In Fahrenheit, when it said that I shouldn't
combine alcohol and painkillers, well, it was the first thing I did, and I died
immediately...
GdF: But this is giving you a possibility. We didn't even
have to warn you about that -- well, in this particular case we do -- but sometimes
we don't even warn you about that. It's just a choice. You can have this
possibility, but of course it's like in real life. If you do something that you
shouldn't do, there is a consequence.
I think that this is a central theme of Heavy Rain; you have to bear the
consequences of your actions. I think that what's really interesting and pretty
much unique about Heavy Rain is that
your choices have consequences and you can see what happens when you make a
choice.
When I talked to David
and he did a postmortem for Game Developer, he was disappointed with how the
combat worked out. Have you come up with some solutions for this game?
GdF: Totally. On Fahrenheit,
we had a system that was more a success or failure system, to start with, and
we really wanted to get rid of this. In Heavy
Rain, the combat sequences are -- or I would more say the action sequences,
because sometimes it's combat; sometimes it's driving; sometimes it's dancing. So
we have a system that enables us to offer all kinds of actions. It's really not
a success or failure mechanism, so you don't have to try and try and try
again.
Simply depending on your actions, something different is
going to unfold; something different is going to happen. So we came up with a
system that I think is perfectly, from a graphical standpoint, totally
immersed. We don't have a big Simon Says thing like we had in Fahrenheit in the middle of the screen;
no, it's totally integrated within the scene.
Also, the moves that sometimes
you have to perform, because we're not only using the four buttons, we're also
making use of the analog sticks, so you really have to unfold the animation.
You really have to do the movement that the character has to do on screen. That
all works far better now, and we're very happy about that.
How many conditions
or results can you have for actions like that? Say, if you're dancing, I can
imagine that it would be most likely the results of your partner being
disappointed or neutral or happy, or something like that. How much gray area
can you have between these?
GdF: I think that's a good example. It's a little bit like
in real life, and this is really what we wanted. If you're dancing with someone
-- let's say, imagine there is a scene in the game where you have to dance with
someone. If you do the correct moves, you're going to dance nicely, and you're
going to engage in a more interesting dance.
Stepping on the foot of the other person, he's going
to start looking awkward, and at one point he may tell you, "You know
what? I'm not so much into dancing --
let's do something else." And this is exactly what would happen in-game.
So
again it's not the failure-success mechanism; we're trying to think, "Okay,
if I would be in this situation, what would happen?" and we're trying then
to create all the animations. I couldn't give you a straight answer how many
different possibilities there are in the action sequences; there are so many,
in the thousands!
Let's say per
sequence.
GdF: There's no rule. There is no rule. Take, for instance,
the combat in the mud between Mad Jack and Norman Jayden. You have multiple
possibilities in this particular scene to die, but you have a number of
possibilities to overthrow him; to continue the fight; to succeed over him.
We
try to be as realistic as possible. If you're getting five, six punches that
look deadly, you must die. This is it; we always ask ourselves, what's
realistic? How much leeway do we have? And the same applies actually to
dialogue. It's the same basic mechanism: giving choice and seeing what
consequences you have.
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The (personal) goals for the project scare me a little. Trying to prove something other than a good game and proper narrative sounds like a dangerous aim for a commercial title, but I trust that this was a personal ambition and not an aesthetic crusade for the project.
As a narrative-driven player, this kind of game really peaks my interest. Not only that, but, as the developers', I also believe games can be a true form of cultural expression, like movies or books.
That is why, as medium, games deserve freedom of speech as any other.
Big level of interactivity is also great thing(we dont need fantastic stories about next gen storytelling), speak true or pleas mute. Unaffordable promises harms other teams.
wanted it not to end