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  Building the World of Reckoning
by Christian Nutt [Business/Marketing, Design, Art, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
February 6, 2012 Article Start Previous Page 3 of 4 Next
 

Again, as a leader of your team, how do you inspire people to not be precious about what they're crafting? I think, for most people, that's an innate human desire to be very precious about what you're making.

CC: I think so. Again, I'm very fortunate to have a team that's naturally very good at this, but we try to do as a group is just be honest with our feedback. I think that's what Big Huge Games philosophy is as a whole. It's not even down to my team.



As a company, we've always said that if you're saying it for the good of the game, then say it. No matter what it is you're going to say, if you believe it's for the good of the game, get it out there. Obviously, you can be nice about stuff, but the more important thing is to make the point and improve the game. It's a philosophy of usability and just getting to the player at heart.

Given the high investments that have been made in games this generation, the number of people who have to buy a game to make it successful is very high, and there's a certain belief that we have to make them work for a lot of people.

But RPGs are pretty serious investments for players. Do you have a sense of where, philosophically, you lie in terms of saying, "How understandable does this game have to be?" or "How readable does it have to be?" Who are you targeting?

CC: One of my favorite things about our game... The combat, for example, anybody can pick up the combat, press the buttons, and get through the game. it's very approachable. It's very organic. It feels the way that combat should feel, I think in a lot of ways. You press the button, and something happens the way you expect it to happen.

That said, the player that wants to can learn about the different talents, learn about the ways... Like this attack does this, and you can chain this attack into this attack, and use a spell with these attacks or with these weapons, and you can apply this buff to this weapon.

There are a lot of opportunities to customize yourself and add a lot of depth to it. That's where all the RPG depth comes in. So, I think... You're never going to please everybody, but I think we've done a good job of creating a spectrum that can appeal to a lot of folks.

And that kind of goes back to what you were saying earlier about creating content that not everybody will see -- especially art, right? Art is the most expensive part of game creation, probably. How do you make determinations about those resources?

CC: It's a lot of give and take. You know, you start with an idea, and you have to have the willingness to change that plan. "The best laid plans", like they always say. You make your best guess. You have to have flexibility and patience and be able to roll with the punches because things get thrown out, things get made that don't get used or get completely redone.

You realize at the 11th hour that "Oh my gosh. We need this entire new thing, like a different kind of tree, because this isn't making sense with the narrative." You have to be able to, you know, not get too frustrated. It's part of game development.

That's sort of the fun nature of it, that every day is a new challenge, every day is a new adventure; you're never going to have the same problems twice. You'll learn from them and be able to use the lessons toward future problems, but everything is always a new adventure.

Can you give me an example of something that you ran into that was one of those moments in the game? Like sort of a shift in what you thought wasn't necessary or possible, suddenly be came necessary.

CC: That's a good question. Let me think for a second. Well, I think, in a whole, the world builder position might be an example of that. We wanted the spaces to look as beautiful as they could be, but we realized that we needed -- because combat was becoming so important and so unique to our game -- we needed to build the stage for that as well as we possibly could.

So, shifting artists into being in the design department and thinking like designers was actually... There were growing pains with it. It wasn't an immediate process, but it's one that I think has really paid off. We've had people really dedicated to making that part of the game work for combat while still maintaining the visual fidelity.

So, can you take me through that decision in terms of like why and when did you decide that you knew to like create a design-led art department?

CC: Well, it's not a design-led art department, actually.

How would you phrase it?

CC: I'm not in charge of the art department, I should be really clear about that. Or even the design department. I'm in charge of my team of world builders. We're integrated in a lot of things, but there's an art director, a design director, and that kind of thing. I'm just a cog in the machine, or what have you.

An RPG has so many systemic things that are so important to it, that all those pieces have to make the game fun. That's really the heart of it. If it's not making the game fun, you have to ask, "What purpose is it serving?"

There are a lot of the things in the game that are just beautiful, though. That can be part of the gameplay, you know -- things that are gorgeous or immersive; that's a part of playing through the game.

But it was pretty early on on Reckoning that we figured this out. We learned from previous projects, previous iterations, from making RPGs, that this was an important thing to us. I would say it was really quite early on in Reckoning, and all the way through we just learned and got better as we went.

 
Article Start Previous Page 3 of 4 Next
 
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Comments

Glenn Sturgeon
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Cool interview. I'm looking forward to getting the game. I played the demo and it was good, but pretty buggy. Unlike many people, i do understand it's thier first RPG and may have a few ruff edges at launch and those factors will be delt with in time. The demo was realy enjoyable! But they will need to exchange it with a more current build, so they don't scare people off with the bugs.(mostly sound based)

Bart Stewart
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When I think about "world design," my first thought is for dynamics. What should be the core systems and how should they interoperate to create a coherent universe?



So it's interesting to get the perspective of someone who sees world-building primarily as achieving an aesthetic goal. That could well be the most effective approach to building a place that feels emotionally coherent.



"We're all building one thing, collectively. It has to feel cohesive in all of its parts. That's sort of the philosophy of the whole project."



I love hearing this. :)

Jack Kerras
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So few design departments seem to have the freedom to create a cohesive -thing-. It's really interesting to fool around with a game that has it; Amalur's not exactly my speed, it's a little simple for my tastes (being an oldschool SWG guy means my crafting itch is pretty Goddamn tremendous) but I still had fun playing with the demo and it seems like this is a worthy buy even for someone who can't often be convinced to part with sixty bucks for a single-player game.



Amalur's been good to me so far. I wanna get into it and not have a time limit or a place limit. All the things this guy said about the whole team bridging up in the worldbuilding department is interesting as Hell, and I think other developers should take note.

Eric Schwarz
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Very comprehensive and fun interview. The idea of a dedicated world-building department is one that sounds incredible to have, but is a sort of pie-in-the-sky idea that I doubt few developers are able to realize even if there's so much value to be had in ensuring a degree of consistency to the game. These sorts of projects can get so big, and have so many people working on them, that you almost always need that person sitting in the middle to be able to mediate all those different bits and pieces.



Thanks to Colin Campbell for giving an inside look at the game. I've followed Amalur for quite a while and it's been a lot of fun to finally be able to play it. If there's one thing it does well above all else, I think it's that world design.


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