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  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 3 of 4 Next
 

I sort of feel like Resident Evil 4, as good as it was, was this kind of turning point where horror games changed into, "we need to have action, because RE4 was popular, and it had more action." But it wasn't really popular because of the action per se.

CB: Well, what happened is that it ceased being a horror game; it became an action game. And as much as the player was [handicapped] by pivot controls, he's still a badass dude with a laser sight and he's wiping out hundreds of zombies, right? You know, we weren't a scared girl running away from a giant guy with scissors anymore [Ed. Note: a reference to PS1 horror game Clock Tower], and that's okay.



Again, though, I would be terrified if suddenly, the doomsday scenario came along. Tim Sweeney says, "Hey you, you're fired!" and then Capcom's says, "Hey, come work for us and do the next Resident Evil game!" I'll be like, "Oh my God." When you look at action and horror the two are really, really hard to pull off, because in one scenario you're Rambo, and you're killing tons of things, and in the other one you're the scared little girl.

And I think the proper way to do that -- if I were to work on an RE game, hypothetically -- would be to alternate between those moments. Maybe do an RE game where there's two kinds of characters -- you know, you've got a Leon-type guy, and then mix in a scared little girl, and so you alternate between the empowerment and the fear. We had a little bit of that, actually in Gears 1, right?

And I think you can pull that off, and then maybe have a choice, even, and you can appeal to two types of gamers. You know, if you're the guy who wants to be the badass and you don't even want to do that little scared girl stuff you can, or if you're the person who just wants the scared girl sections, you can play as that character. But then you're building two types of games, and I think that's what might be necessary to maintain that horror DNA strictly, and not full-on become [a Resident Evil action game]. And please be careful how you word that, because I have nothing but respect for that franchise and those guys.


Resident Evil 4

I know that you really like Resident Evil 4 because it was a big influence on Gears, and of course Gears is an action game, so that makes a lot of sense.

CB: You know what else I would consider, from a production standpoint, is what if I was running Capcom? I would split Resident Evil -- and this may be a mistake but I'm just throwing an idea out there. I would do the Resident Evil, you know, "Merc Ops," where you're these badass soldiers who clean out zombies and you're just like "the guys."

And then do Resident Evil: Special Victims Unit. Where it's the stories of the ordinary people, where you see one zombie and that's scary and maybe you can fend that one off, but you get more than two or three and you do nothing but run, Walking Dead style. And see it from both sides.

Yeah, I think they're sort of trying to do that right now, but they're not really going as far in either direction as they could.

CB: The RE6 trailer was amazing, but I look at that and I'm like, "That thrills me; that doesn't scare me." Fear is all about what's unseen; that's the root of all horror, right?

Another good lesson from Resident Evil 4 was the mini sandboxes for all the scenarios. There's this whole town area, and you have to figure out how to survive in this big area.

CB: Yeah, well that's Halo's combat bowls, right? We tried to get more bowl-like in Gears 3, and in the future we'll continue to get more bowl-like and just overall less linear. This is my thing I've stuck to -- the more replayable your game is, the better of a game it is, even if you never replay it once.

And that's the big block that people often use with replayability. They say, "Nobody replays games; don't bother making it replayable!" No, you're frigging wrong. You're wrong because the player has more decisions, and more ways to play the game their way, and then it just drives conversations and YouTube videos, and all that stuff.

Yeah, if two players can have a different experience, then even if they don't play it again they realize that there's a lot more depth, and the perception of that game is much higher. There gets to be a mythology about it.

CB: And then once you train players that that kind of stuff can happen, you make a sequel [that plays off of those expectations]. I've played Oblivion for example. Now when I play Skyrim, I'm going to try and be a werewolf, I'm going to try all this crazy stuff. People come back for the emergent stuff that feeds the internet, as far as message boards and, again, the videos. So that's where I really want to keep pushing things.

 
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Comments

Luis Guimaraes
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"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
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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
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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
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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
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"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
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@Terry Matthes

Yes, exactly that one.

Steven Christian
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@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
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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
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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
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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
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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
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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
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"because there's less of an emphasis on auteurship and directors" - Actually, not in Japan. That's something they often do right.

David Navarro
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"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
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"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.


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