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[How do you construct designs which offer freedom but don't let the player ruin the game with overpowered weapons? What's more important -- playability or internal consistency? These questions, among others, are pondered in this interview with Insomniac's Cameron Christian.]
The Resistance franchise has become a stalwart of the PlayStation 3 lineup. This year, the third game in the franchise will be released -- one which takes the darkest turn the series has seen yet, presenting a world in which the humans have been all but totally eradicated.
Of course, the gameplay designers are more concerned with tweaking the game's design to serve the player than the story. For Cameron Christian, developer Insomniac Games' senior designer for single player and lead designer for multiplayer, the challenges of refining the Resistance franchise are paramount.
How much power is too much for the player? How do you construct designs which offer freedom but don't let the player ruin the game with overpowered weapons? What's more important -- playability or internal consistency? These questions, among others, are pondered below.
You brought the weapon wheel back.
Cameron Christian: Definitely.
Some people like that. I don't.
CC: Aw, nice.
Because it gets you out of the gameplay. You've got to pause, you've got to select.
CC: True.
And then while people are shooting at me, then I lose orientation. I was talking to Tim Turi from Game Informer, he loves it. So, there are opposing opinions.
CC: I've heard that as well. I've heard your concern. I think the biggest thing is just the tradeoff. The tradeoff in being able to use what you've collected at all times. I think one of the things with Resistance 2 is that because you only had two weapons, designers had to put those weapons we wanted you to use for that setup around that area, so it became very lock-and-key.

I think having the new weapon wheel gives it a lot more choices, in that it's allowed us to evolve the environment to have to support those choices -- to support a sniper rifle, to have to support a shotgun -- and so it's allowed for a lot more open and diverse levels, I think.
Yeah, that does make level design a little more potentially complex. One thing that I noted in Resistance 2 is, once you get the weapon that can fire through walls, if you're a coward-style player like me, you never use another weapon ever again.
CC: True. I think one of the things that we have going on is our new AI changes. Like [lead designer] Drew [Murray] ...mentioned, we have a new kind of like AI role system, so we have aggressors, and defenders, and guys who flank, and they're all assigned roles, so if you're shooting at one of their team members and this other guy's an aggressor, he's going to come and find you and try to hunt you down.
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I guess you can see why From software started focussing on mobile titles more before sony asked From soft to develope DS for them. Nitch titles are great but they can bankrupt you fast this gen. From software got lucky that people actualy liked DS. Every great FS franchies up till then was only mildy succesfull, if at all.
I agree with John and Christian. The developer says gamers have changed, I think that statement isn't completely correct because in my opinion, the people who have always been gamers haven't changed so much as there is a new demographic that has begun to invade the industry. Insomniac could easily make their game for hardcore gamers and sitting back with 'Oh we could, and we want to, but we won't' is a poor stance (could be just this guy's ideas and not reflective of the company though).
And please, I hope the Chimera have some other motivation than 'Must Kill Humans' and 'That's what they do'.
I liked R2 but I think the game would have been more exciting if bosses had weak points. I particularly remember of the Marauder's fight. I spent 30 minutes trying to find the Marauder's weak points, using my Mark 2 rifle on every parts of his body. I noticed that when I shot in his belly there was a lot of blood coming out of it, so I focused on this part. The problem was that I quickly ran out of ammunition and I ended up to be killed. In fact, I didn't see that there was a rocket launcher in the attic: 1 minute and 3 rockets later the Marauder was dead, this experience was really frustrating. I had the same feeling for almost all the boss fights in R2. Only the final Boss was a little bit more interesting but unfortunately I didn't understand the part of the fight when Daedalus destroys the platforms: what is the player expected to do here? Just waiting? Overall I really enjoyed playing R1 and R2 and I liked the fact that R2 was not a R1 version 2. So keep the good work for R3. I hope the bosses in R3 will be as interesting to fight as they are impressive to look at!