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Though
not exactly the most likely candidate for a video game adaptation
(1991's MS-DOS and unpublished Sega Master System games by U.S. Gold
notwithstanding), EA released The Godfather: The Game last
year as the first in a prospective franchise. At the 2007 Game
Developers Conference, the game's three creative directors, Michael
Perry, Phil Campbell and Mike Olsen, held a talk to discuss how the
game came together as well as why the project actually needed three
creative directors.
Phil Campbell, the director in charge of story, dialogue and building maps, began the talk by pointing out that even though The Godfather
is one of the most well-known and loved films of any generation, EA
wasn’t sure wether or not it was a franchise worth doing, that it was a
“baby-boomer” product. To put into perspective just how old it was,
photos of game directors Phil Campbell and Mike Olsen in from 1972 as
young children were shown. “It was back when we had hair,” Phil
Campbell joked. Michael Perry himself wasn’t even born yet.
Speaking about pre-production, Phil Campbell said “It was a big challenge,” and that Rockstar's Grand Theft Auto was an important influence.
“Paramount
needed it to be close to the movie, the first movie really,” said
Campbell. The game adaptation needed a mission structure that followed
the film, but the team also wanted to create a living world. “It was
also thought of as a franchise, so we [had] to think of games down the
road,” continued Campbell, saying that the main goal of production "was
not to make a mess of it, basically.”
The
main problem mission-wise was fitting the player character – dubbed
Mobface by the design team – into the story. “We felt it was important
that the player character appeared in cinematics... no matter how goofy
you made your character, he was there.”
The first
step was deciding what key scenes from the movie should be transitioned
into game missions. The team created a chart indicating which
characters would be in what missions, and where they would be in the
living world. An example they gave of fitting the character in was the
scene where Michael Corleone goes to the dinner to murder Sollozzo and
McCluskey, the idea being “who was the guy who put the gun in the
bathroom?” Then, “Where does the character go during the scene we all
know?”
The answer apparently is that Mobface
would be the one to put the gun in the bathroom, and during the murder
scene he’s in the background eating pasta, just off-camera in the film.
They
would also go to the book for inspiration, the example given being the
mission to rough up the college kids who savagely beat the undertaker’s
daughter. Of course original missions also had to be created and in
that case Campbell thought that “the player relationship with Sonny
would be a great bonding experience,” though he noted that it was a lot
easier to cut original missions than ones based on the film.
As
a side note to the story side of the game, he pointed out that Marlon
Brando’s work on the game was the last he worked on. “We weren’t able
to use as much of his work as we wanted, but it’s in there.”
Concerning
the living world, Campbell said that “we didn’t want to create an
uber-realistic world, we wanted the world of the Corleones.” One of the
more ambitious ideas that unfortunately didn’t make the cut was to show
the game world change over the decade that the story takes place.
Some
of the bigger logistical problems involved figuring out where story
characters would physically be located on the map during the story, and
dealing with New York’s grid system. Originally they had planned about
200 landmarks to help orient people one the map, but they found that in
general most people could only recognize about five New York landmarks.
One EA executive even asked “Does anyone really care if the Brooklyn
bridge goes to Brooklyn?
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