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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 Previous Page 3 of 3
 

That makes sense. At that point visual and auditory cues become very, very important.

CC: I mean the Hulk definitely [involved] a lot of tuning, a lot of playtesting to get it right. He started out much more complex than he currently is right now. Right now he has weak points, and you hit this set of weak points, and it unlocks this set of weak points, and it unlocks this set of weak points...



But when we initially started designing him, I designed him in a way that his weak points would only show up during certain moves. Like, for me, as a hardcore gamer, that's awesome. I've got to like see like okay, he's about to charge up, and that's when his weak points are there, but it was just not coming across in the playtesting. And so we ended up not doing just state-based…

And so we went a little too complex with it, and we kind of reined it back in, but it's still something where you've got to figure out where his weak points are, you still have to shoot him, there's not this requirement of all this knowing what exact state he's in, or if he's charging. There are balances like that that we had to do.

It's kind of too bad though, that nowadays we have to dial the difficulty down so much to where you can't do something like that.

CC: Yeah, it is.

You have to be like, "Okay, you shot him and now his weak point is giant and exposed, and here you are!" and it's too bad.

CC: It is the trade off, though. It's like the hardcore gamer in me is like, "Aw, I just want it to be old-school, where people really had to figure it out." But I think gamers have changed a little bit. Where gamers used to pound on this thing, and they'd play 10 or 20 times to figure this out, gamers [now], they'll set down the controls.

Yeah, they'll just give up.

CC: It's just something, as we become a much broader medium, unfortunately.

But there are other ways of doing it. A lot of indie games are more like that, and you've got Demon Souls where people are throwing themselves against the wall, because the game puts you in the position where it feels like you should.

CC: True, true but the whole idea going into it…

You've got to go into it with that mindset making the game.

CC: And playing the game. You're going in playing Demon Souls thinking that the game is going to be a hardcore game.

I had a question about the overarching narrative style. The humans have lost, Chimera have won.

CC: Yes, pretty much, yep.

So why are there so many dudes in the Chimera still running around with guns? If the humans have lost... It's just pockets of resistance?

CC: Well that's the thing, they're just trying to clear out the rest of the resistance. That's the big push is like sure, we have technically lost the war, but there's still pockets of resistance. They're going around in these big squads of the terraformers, just trying to like wipe out any part of human civilization they can find. That's what they do.

 
Article Start Previous Page 3 of 3
 
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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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