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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 4 of 4
 

We both did microtalks at GDC this year, and mine was about making a game that targets yourself, as a developer, and not targeting an anonymous group of players that you can't define. Target your own specific, weird interest and make that. That's what a lot of indies are fantastic at, but I don't see it enough from larger teams, and I think that's because there's less of an emphasis on auteurship and directors.

CB: Absolutely.



I wonder if you think that's a good thing or a bad thing, especially as we discuss how you might alter all these other franchises.

CB: I think you have to find a way of having a super creative, collaborative auteur. And I've always said I don't have every idea for the Gears of War franchise or games, but there's a lot of my own personal DNA that's running through the projects. There's a reason why in Gears 3, the game ends with Marcus and Anya on the beach, because that's my fiancee and I -- whenever we have a nice weekend we go to the coast.

I would love to have the opportunity to make something that's deeply personal. I've spoken fondly of my childhood in New England, and going out to the woods. There's a hill behind our old house in where somebody just had cast out six or nine old tires they threw away, in an old field.

And as I kid I quickly learned that if I lifted those up I'd find snakes and interesting little critters underneath them. And every day before school I'd go up there and, guaranteed, I'd always find something, and it was like the Zelda secret moment, right?

And I don't want to get into too many details, but finding abandoned pieces of plywood in the woods and then taking it back to build a fort or whatever, that is your initial way of trying to have your own apartment as a child, essentially. Some of that DNA I might be able to weave into Fortnite, since that's what I'm primarily working on right now.


Uncharted: Drake's Fortune

It would be great to have a really discovery-oriented game, like you're talking about. When I was playing the first Uncharted, I felt there was a bait and switch, because I was really enjoying exploring and finding things. I thought, "Oh man, I'm discovering this world; this is fantastic!" But then I was just shooting Mexicans for a long time.

CB: Well, that game was really a thinly veiled metaphor for border tensions in Nevada -- no, I'm just kidding. But yeah, I love Naughty Dog and Uncharted. What they do is top tier; they're a top tier developer at what they do. But one of the things that I find missing from Uncharted is that if I'm a treasure hunter and I'm playing Uncharted 3, I'm finding like a random Faberge Egg every once in a while, and I'm in this jungle and I try to go off the beaten path and I can't.

If I were at Naughty Dog now -- wow, this is turning into an "if Cliffy ran the world" interview -- but yeah, I would do a version of Uncharted that's multiplayer, in which every person is their own version of a Nathan Drake and you're doing global treasure hunts. And have dynamic events where "A new rune has been found in Peru!", you know?

Right -- you've got to race to get there.

CB: The race to get there, and then if somebody else got there first they actually left traps behind or bait/switch, and people backstabbing each other, and really have that be player-driven, and have a lot of emergent gameplay. Don't focus on the script-y stuff.

You know, make the jungles and make the players race to get to it, and make The Amazing Race with treasures, you know, a version of what Indiana Jones was -- globetrotting around the world. And then let me be that. Let someone make her character with a fedora and cool leather boots, and let me be the guy with the vest and all that, and just customize it and then set it in like the '40s or something. There's so much fun you could have with that.

What would stop you from doing a smaller thing like [Epic subsidiary and Infinity Blade dev] Chair is able to do? I guess you're supposed to be the blockbuster guy.

CB: Just time. The biggest thing we grapple with at Epic is that one of our little mantras is "Everything we do is epic," and we actually have a really hard time just making a little thing that is what it is and we put it out there. And I'm amazed we were able to do [iOS tech demo] Epic Citadel -- it's just a tech demo, not really gamified, we put treasure chests in and then say "Trade with your friends!" and all this stuff. Because with Infinity Blade when I talked to [Chair's] Donald [Mustard] about what he's done, I'm like, "Dude, you were setting out to make a great little mobile game, but you made almost a full console game with a campaign and all these rich social features."

 
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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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