GAME JOBS
Contents
What if Cliff Ran the World?
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  What if Cliff Ran the World?
by Brandon Sheffield [Business/Marketing, Design, Interview]
15 comments Share on Twitter Share on Facebook RSS
 
 
May 11, 2012 Article Start Previous Page 2 of 4 Next
 

I've seen it from the other side, too, where I was working on a multiplayer game for a Japanese company and then it got canceled. And you know, that was their one multiplayer game that they were working on at the time.

CB: I'm afraid people will see my big advice as "just tack on multiplayer." No, don't ever just tack on multiplayer; it's a huge mistake. Make the multiplayer soar and make it relevant to the game, and make it key to the DNA of what the experience is.



Reading a lot of postmortems, there are times where people say, "Okay, we've got the single player experience mostly nailed down; now let's think about what kind of multiplayer we want," instead of thinking of it as, "Here's our game experience that we want to have, and how does multiplayer and the campaign fit into that world?"

CB: Why don't I have a multiplayer Fatal Frame yet? What if I had a Fatal Frame where anonymous people could join my game and be ghosts and try to scare the crap out of me, and then I rate how well they scared me? Basically a fancy hide and go seek.

Why don't I have an augmented reality version of Fatal Frame for the Vita, in which ghosts hang around the world? I think Nintendo had something similar to that, right? Why don't they have ARGs where they then actually hide real ghosts in the real world, maybe where even real people died?

That's maybe a little too crazy, but this is the kind of thinking that I think needs to kind of push everything. Because I will never forget playing Fatal Frame II, where I had to pull my feet up from underneath the sofa, because I was afraid a ghost would grab me. And I was like 30 at the time, and I had to actually stop playing the game, and I have watched every horror movie imaginable. Everything from the scariest -- the J-horror to the K-horror to everything -- and to then play that game in the power of the interactive medium of fear is amazing. And that's a whole genre that just seems dead in the water right now.

And Silent Hill 2's one of my favorite games of all time; I miss that experience. But mark my words, if we get to just fully-connected consoles that have e-shops and everything like that, you might see the rise or re-emergence of the scary horror genres as $20 or $30 games. Maybe it's only six hours and scares the crap out of you, and you're good and that's it, or they'll be delivered in episodes.


Silent Hill 2

Yeah, Silent Hill is a really squandered opportunity now.

CB: If I were to rate the Silent Hills in the order of the best ones... The Silent Hill series for me was like Highlander, which for me stopped after the first one. So in regards to Silent Hill, after Silent Hill 3 for me there are no Silent Hills. And that sounds really mean; I apologize to anybody who works on the Silent Hills.

Horror is like comedy -- it's really hard. A nudge in one direction it's scary, and a nudge here it's not. Making that yourself is really hard, because it's kind of like trying to tickle or scare yourself; having that sensibility is really rare.

I would say, in order [from favorite to least favorite], Silent Hill 2. and then actually I would go for Silent Hill 3 and then 1, because 1 for me was a great game but the graphics on the PS1 just do not hold up. It's that just getting into 3D, the textures are not perspective-correct, things are swimming everywhere, and I'm just like, "Ahh... I can't deal with this."

Silent Hill 2 for me was one of my favorite games of all time because, as I've said before in interviews, it touched on some next-level stuff that games very rarely touch on, the themes that were like Solaris and all of that, which was just amazing.

I feel like the low-res graphics in 1 were really excellent actually, because at least for me, the less I understand exactly what I'm seeing, the scarier that can be.

CB: Excellent point. Eventually I'd love to do a horror game someday, and I have all these mechanics I'd love to implement. One of the ones I've fantasized about is to have a game that's first person, and the monsters essentially are the most clear when they're in your periphery, and then when you actually look at them, that's when they become more and more vague. It's all about what's unseen, right?

The other mechanic I want to do -- that somebody can feel free to steal, because I'm never going to get around to doing it -- is make a game in which it's first-person and you're being stalked by giant scary creatures, and you can turn invisible, but the only way to turn invisible is to close your eyes. And then you're trying to play this Metal Gear-ish stealth game around these creatures, and you hear the alert state, at which point you close your eyes and you just have to then listen.

There's this sound technology, I can't remember the name of it, where it really feels like the things are around you, and then you can only stay invisible for so long and find the right time to open your eyes. And you're either going to be in the clear, or there's going to be this thing just breathing down on you or whatnot. I thought that could be a fun mechanic to do. But who knows, right?

 
Article Start Previous Page 2 of 4 Next
 
Top Stories

image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The demo is dead, revisited
Comments

Luis Guimaraes
profile image
"The other mechanic I want to do -- that somebody can feel free to steal, because I'm never going to get around to doing it -- is make a game in which it's first-person and you're being stalked by giant scary creatures, and you can turn invisible, but the only way to turn invisible is to close your eyes. And then you're trying to play this Metal Gear-ish stealth game around these creatures, and you hear the alert state, at which point you close your eyes and you just have to then listen."

I've been designing this for the entire last week, not exactly that, but using "At The Mountains of Madness" as one the the sources of inspiration it's still close.

It's just an experiment actually.

Cary Chichester
profile image
I instantly thought of Amnesia: The Dark Descent when he mentioned this. Admittedly I haven't yet finished the game because I'm a scared child. The way that looking at things lowers your sanity forces you to not look at them, so when you're hiding and praying the boogeyman doesn't find, you're just forced to listen to the sounds of him slowly making his way towards you until you can't take it anymore so you decide to peek around the corner and OH GOD HE'S RIGHT NEXT TO ME!

I should really finish that, but I'm still too scared just thinking about it :(

Tynan Sylvester
profile image
I thought of Amnesia as well. The act of turning off the lamp is akin to closing eyes, since it reduces your visibility as well as that of everything else.

Luis Guimaraes
profile image
Amnesia does an amazing job at blending thematic with game-play to achieve the horror effect. This concept from Bleszinski is a good point of start and analysis on how to achieve horror with mechanics, correctly marrying it with the project's theme.

The surreal idea of "closing your eyes to become invisible from giant creatures" sounds like a good fit for a dark-toned fairy tale, something in the mood of Pan's Labyrinth, with the overall feel of The Village, with the blind girl stalked by creatures we never know if they're real, fake, or just a product of her own imagination tricking her other four senses.

Closing your eyes is already a symbolic way to avoid facing the product of fear, but still keeping it unresolved, as a way of pretend it's not there, specially when it's your own mind tricking you and there actually isn't anything in there.

That would surely make for a good experience, specially the point about having to move around blindly while being chased, trying to go far enough not seeing anything, and being forced to blink every time you lose your sense of location.

Terry Matthes
profile image
"At The Mountains of Madness" Is that the Lovecraft story where he climbs that mountain with the other guy and when they get to the top there are (literally) unspeakable horrors?

Luis Guimaraes
profile image
@Terry Matthes

Yes, exactly that one.

Steven Christian
profile image
@Cary: I too had problems finishing Amnesia, but I've recently forced myself to start a new play-through and this time I'm taking notes.

Even the way it takes a few seconds after moving into darkness for your eyes to adjust is brilliant.

Or when the invisible water monster is slowly splashing along and you associate the speed and regular timing of the splashing steps, and then when you have to cross the water the splashing intensifies (becoming louder and faster), and you go into panic mode trying to escape. It sounds like it's right on your heels but it's not like you can turn around to look..

Also the way it auto-saves. But it never tells you when it saves so you aren't sure how much progress you will lose if you die, increasing the level of uncertainty and anxiety.

I could go on but I'll simply say that this game is a combination of some truly inspired ideas.

Bernardo Del Castillo
profile image
Hehe, thats cool, With my dev team we've actually been working on something that is what I feel an enhancement of Cliff's idea (hopefully) for quite some time now, this makes me eager to pursue it faster!

We will see if it works well. Very tempted to tell but I want to develop it further before I say too much ;)

Taure Anthony
profile image
Always a good read with Cliff. Note: I will say Clocktower's antaganist is a small dwarf guy with big scissors, not a big guy.

Roger Klado
profile image
edit: oOoOof! big wall o' text...
( just does not seem close to bein that long while typing? weird )

The short version:

I love the sound of the blind game... ( well thought out language of the gameplay to build such a game and the realization of as much would be really awesome for the visually impaired as well! )

For such gameplay...

Why not leverage all the haptic "touchy feely research" and the biofeedback neural devices could bring alot of cool possibilities. Since Jung used a psycho galvanometer himself in his word association research... ( Besides his Archetypes making him the father of the boss figh, u would then also be able to recognize him as the father of the mind game controller! )

In which case, a designer with an advanced understanding of psychology as well as talented visually impaired creatives might have a lot to offer to the future of such gameplay?

Yasuhiro Noguchi
profile image
Great interview. Love Cliffy's approach to game design.

FWIW, Kenji Eno did audio-driven gameplay mechanics in the 90's on the Saturn and Dreamcast.

Although it wasn't a commercial success, his "Real Sound" adventure game "Kaze no Regret" was really unique, even to this day. I doubt a game like this would be made at any publisher in this day and age.

Christian Nutt
profile image
Not to mention that Enemy Zero had some really interesting ideas with invisible horror. That's a really cool game. It's a shame that Eno's re-entry into games with WiiWare didn't seem to pan out in the long run to something more substantive.

Joel Nystrom
profile image
"because there's less of an emphasis on auteurship and directors" - Actually, not in Japan. That's something they often do right.

David Navarro
profile image
"Gears of War was the "true" beginning of next-gen, not only in terms of visuals and technical excellence, but also tightness and expansiveness of design."

I do not understand this statement. What do "tightness" and "expansiveness" of design (whatever they are supposed to mean, and assuming they aren't mutually exclusive) have to do with hardware generations? There have been tight and expansive designs throughout the entire history of games.

And as far as visuals go, I'd say the "next gen" started with TES IV: Oblivion.

Nicholas Gatewood
profile image
"Why don't I have an augmented reality version of Fatal Frame for the Vita"
I'm pretty sure Nintendo owns the franchise rights while Team Ninja has development rights, or something like that. Either way, I doubt we'll ever see it on the Vita, though this game project idea did kinda surface on the 3DS as that crappy Spirit Camera game(whatever it was called).

It's so interesting that this article covers some of Cliff's thoughts about what he'd do if he left Epic... months before he actually did it. Heck, he even referenced what he'd do with Resident Evil in this article, he recently tweeted a message to Capcom asking for a chance with the RE franchise. Pretty awesome foreshadowing, it's definitely interesting to see that he really has been thinking about it for quite a while.


none
 
Comment:
 




UBM Tech