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  The Design Challenges of Resistance 3
by Brandon Sheffield [Design, Interview]
6 comments Share on Twitter Share on Facebook RSS
 
 
July 4, 2011 Article Start Page 1 of 3 Next
 

[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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Comments

Steven An
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Hmm if someone made an FPS in the spirit of Demon's Souls...sign me up! :)

Glenn Sturgeon
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Think of it this way, DS has basicly no competition and still doesn't sell nearly as well as the resistance games wich has alot of competition. Resisitance has to compete with every console fps on the ps3 including sonys own KZ franchies.

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.

John Martins
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Half of this interview seems to hinge around a single weapon... anyway, I'm disappointed by the developer's total acceptance that his game is designed for a large, casual market and is somewhat dumbed down because of that fact. It's all money these days, very few people making the games they really want to make.

Matt Christian
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I'm kind of disappointed by this article, only because I feel it was so much more driven by the interviewer than the developer. It started off very defensively and was like the interviewer was saying 'I like this, why don't you have it?' which (to me) came off kind of aggressive. Still had it's interesting points.



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'.

Matt CT
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I also think the interview was a bit aggressive but with some very interesting points, especially the part about the Hulk fight. Indeed, whatever the game I play, when I fight a boss I always expect him to have weak points. The more I need to know the boss in order to beat him, the more I enjoy the fight. I had developed this habit of looking for bosses' weak points during my childhood in playing Nintendo's hit games such as Mario 64, Zelda OOT or Starfox 64. To me, looking for bosses' weak points really participates to the excitement of the fight. I still remember of the final fight in Zelda OOT when you had to roll under Ganon's legs in order to hit his tail. This kind of mechanics doesn't make the game much more difficult but it pushes the player to step back, think of a strategy and it adds a lot of fun to the fight. If I still remember of most Nintendo's bosses it is not only because of their great character design but also because of the weak points that make every boss fight a unique experience (the way we had to fight Bomb omb in Mario 64 still makes me laugh).



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!


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