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  Interview: The Shape of God of War III
by Kris Graft [Business/Marketing, Design, Production, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
March 17, 2010 Article Start Page 1 of 4 Next
 

God of War III is one of the biggest releases for Sony's PlayStation 3 so far. The console is in plenty of hands, it's been three years since the most recent game in the series, and anticipation is at extreme levels.

Of course, the development process has been anything but simple -- but here, Sony Santa Monica senior producer Steve Caterson discusses just how the development team tackled the development process, particularly from tools, engine, and workflow perspectives.



He also addresses the content concerns the game has been facing ever since the demo at last year's E3 show -- which featured the disquieting task of forcing the player, in the role of the bloodthirsty Kratos, into ripping the head off of the god Helios with his bare hands.

What goes into making a great game? Is it creative passion or technical polish that drives the Sony Santa Monica team? Caterson discusses these topics and more, in this interview conducted in the immediate run-up to the game's release (which was yesterday in North America.)

How long have you been working on the game, and how does it feel to complete the trilogy?

Steve Caterson: God of War III was roughly a three-year experience for many of the people on the team, but we've been working on the God of War franchise for seven years.

So for a lot of us, beyond the three-year completion of God of War III, it's been a huge, huge release -- a sense of fulfillment and gratification to see a three-part trilogy done from start to finish, and to say pretty confidently that we've done everything that we could in each and every project. We pretty successfully made every project better than the last.

As we speak, the game has not yet been released. Are you anticipating how gamers and press will receive the game?

SC: There's definitely a lot of anticipation. Three years of anyone's life on anything, you definitely have butterflies, you know? "How is it going to be received?" You can't help but take some of it a little personally, because it's been three years of your life. But I think we're also very excited.

I think there's been very few regrets. We did everything possible. We gave everything we could, and we certainly tried everything we could. We didn't leave anything on the table. There weren't any, "Argh, I wish we could'ves". We were adding things up until the very last minute. We could not have found any more time or added any more stuff to it. We did absolutely everything we could.

The engine behind the game was from the first God of War titles for PS2, and you guys just kept on iterating it for the sequels. Can you tell me about the transition to new hardware? The transition from the PlayStation 2 to the studio's first PlayStation 3 game -- was it overwhelming at first?

SC: It could've been overwhelming. A couple of things were working to prevent us from getting overwhelmed. The first and major thing was that we weren't given a lot of time to think about it. By that, I mean that there wasn't a lot of time to go, "Oh wow, what are we going to do?" because we were able to hit the ground running.

The tech part of our studio has always been really great with the tools and the technology they've provided the team to make the games. And every game we've made at the studio has always been built on the engine before it. That's even the case when we went from PlayStation 2 to PlayStation 3.

The very first thing the tech guys did was they ported the God of War II engine to the PlayStation 3. Very quickly, we were able to play the PlayStation 2 game on the PlayStation 3. It meant that Kratos could move around, he could jump, he could run, slice his blades, do all of his combos and animations, and he could fly. All of the things that he could do in God of War II he could do on the PlayStation 3. That meant that we could immediately start designing stuff and immediately get in and start working on things.

That didn't leave us a lot of time to think about the overwhelming task we had in front of us. We basically just said, "Hey, it's time to start making the game. Let's start making it." What we did along the way was we started replacing those parts on the PlayStation 2. We worked in-depth with our code department and basically, as we developed the game, they would swap out PlayStation 2 stuff with PlayStation 3 stuff.

We figured we needed the renderer first, so that was the first thing to get replaced. Then the particle system, and then the collision system. It was kind of a dual development process -- there was the main track that the engine team was working with, and in parallel, the replacement parts for the engine were being developed. As they came online and were being tested, they were able to be swapped out with as little interference or interruption as possible, so that the whole team itself was not left high and dry while it was developing.

 
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Comments

David Delanty
profile image
Very awesome insight into the Sony studio pipeline. I really like the part where the programmers aren't the gatekeepers, but the artisans who allow the designer to be...well...a designer. I've seen this done a few times in my own lifetime, particularly in movies, and it definitely helps the work flow for everybody.

Tobin Russell
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I was a designer on the first God of War and Kinetica before it. In fact, I was one of the original 3 designers on the God Of War and was heavily involved in its pre-production phase as well. Sony Santa Monica by far has the best development tools I've used in the industry and has a great team working with them. Steve Caterson (aka "Scat") is a great guy and and I am very glad he was able to share with you some insight into the GOW development process. I hope other developers can learn from this interview how to empower their designers just as well.

Jim McGinley
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"Don't do anything just to be sensationalist.

Don't do anything just to be controversial.

There should be a purpose and a reason for the actions and the depictions shown on-screen."



From http://www.ugo.com/games/god-of-war-3-first-look-preview:

"Helios is now down on the ground, with no defense, wheezing and bloody. Kratos walks up behind him, grabs hold of his head, and starts to pull. And Helios starts to scream. You've got to slam on the triggers to keep your hold and Kratos will continue to pull, as Helios screams in terror, looking straight into the camera as his head sepeartes from his body in a sinewy mess. It's probably the most graphic thing I've ever seen in a video game, and if you can get an "Oh god!" reaction from a crowd of jaded games journalists, you know you've done something right."



At first I thought this scene was just controversial and sensationalist, but...



"The obscene violence wasn't just for kicks, though. Helios' head is actually one of the new sub-weapons in God of War 3, letting you reveal hidden locations and light up dark caves."



The torture porn truly serves a larger, subtler purpose.

Without it, the player would be questioning how exactly they got that head.

Josh Foreman
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hahaha... yeah. "Don't do anything just to be sensationalist." I'd also like to see how he applies this to the totally immature sidebar sex scenes they feel the need to throw into each game. Developing character? Moving the story forward? I don't think so.


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