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Yeah, that was an obvious question that I had while listening to you talk. Coming to melee, were you going to have a focus on interiors and not just a wide open world?
SvdM: Yeah, the answer, like Jeff said, is yes. Obviously, we need to look for ways to really bring those mechanics to the forefront, so you need these environments where you can sort of control the weaponry that the user has at that time; so that makes sense. We've done that through a lot of custom interior areas that really enhance the action, bringing the environments into the core of the combat really heavily and just play to the strengths of the game.
MS: A movie that really influenced us right from the very beginning was the Tony Jaa film The Protector. While not necessarily a Hong Kong movie, there's a fight sequence there which is basically one long, continuous fight sequence which included a lot of environmental interaction, fighting against multiple enemies, and even a little bit of free-running; that has always been the blueprint for our fight sequences.
We knew from the beginning that we really needed to have these in tiers, but, in addition to that, we also ensure that all of our core mechanics work in the open world as well.
So, even though we might not have the same level of interaction or weaponry on the street that we do in a very detailed fight interior, there's a lot of sandbox elements such as interacting with cars, walls, tables, and phone booths; just different kinds of interactions that you can get into on the street. They give it a much different style of gameplay while retaining that same seamless control.
JO: Just a thought on that Protector sequence that Mike mentioned from the Tony Jaa film: If you haven't seen that, one of the amazing things about that sequence is that it is one continuous shot. Tony Jaa enters this room, and over the course of I think five or six minutes, goes up this very long spiral staircase and takes out 50 guys or 40 guys or something like that; it's all one shot, one very beautifully choreographed shot.
He uses not just punches and kicks, but, as Mike says, the environment -- he puts guys over railings, he puts guys into televisions, he uses vases and stuff and knocks guys out. As Mike says, that was sort of a blueprint for us because it got us excited about using these interiors and this open world style of gameplay to give the player the freedom in those interiors to feel like a martial arts action hero.

Something you talked about is directing the experience and giving the player sometimes linear and sometimes less linear; what do you think about pacing in an open world game? You don't know where someone's going to fall off the critical path or mess around. Does trying to control the pacing matter, and, if so, how?
SvdM: Controlling the pacing is probably one of the most difficult things to do, because people come to the game potentially with two different mindsets: They might play a bit of the story and go, "I just want to screw around now." Then you've kind of lost the drama and tension at the point they started to engage in the game in a different manner.
I think the fact that we've stuck with a linear story, which picks up from where you've left off when you tackle the next piece, is sufficient in terms of bringing you back in where you left off so there is some continuation there; you understand where you're at from an emotional standpoint. But when we need to get you from one scene to the next because it's absolutely pivotal, we can do that. We can just say, sequentially, this is the thing you have to do next -- or just force it to happen.
Now, there's a balancing act in not doing that too often but giving the player the freedom to engage with the game, but that is both the beauty and the curse of the open world game, right? You want to give people the freedom, but you also want to give them the opportunity to experience something tightly crafted that takes them on an emotional roller coaster narrative-wise. "It's not easy" is the answer!
JO: One of the biggest things that we did was, right from the get-go, to really design out core game flow, the world, and our narrative together and have each of those elements feed off each other.
While we do have a linear narrative, we've really taken a lot of our core start and end points of our scripted missions and analyzed those areas and the routes that we think that players will take and finely crafted a lot of our secondary and ambient encounters around those. We've actually even made our own version of Google Maps where we look at all of the content in the game, and by using this program we can actually go in and really scrutinize the different routes and play-styles that players will use.
Obviously, user testing takes a big role in it, as well. As we're currently in the final stages of the project, we're moving beyond paper and moving beyond that level of analysis and really just watching what gamers are doing and how they're playing the game. It's actually really interesting just to see how different people progress through the game. Some people will obviously experiment a lot more than others; some people will plow through the storyline. We're actually quite satisfied that even people who really want to go and get to the next cutscene or get to the next key story change are still dabbling and playing with a lot of the secondary content.
I think one of the things that we've tried to do throughout this project is ensure that we have a really strong voice cast for all of our essential characters. There are, I think, well over two dozen main characters, as Stephen said, even though we were inspired by The Departed from a tonal point of view, we wanted to craft something more like an HBO series so that there are a large number of actors in there, some of them very well-known -- I'm sure that Square will release more names over the next few months.
In playing the game and in the user tests, I think people enjoy having dialogue with those kind of characters, and they enjoy interacting with those characters in the main missions and, as Mike said earlier, in the open world. I think that's another reason why the game is, in the testing we're doing, fun for people; they get to interact with these characters and hear from these actors.
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I understand wanting to tell a tight story, but that's still faintly depressing.
I watched some of the E3 gameplay footage out there and the game seems to be very heavy on story and less on simulation.
GTA III to me seems to have focussed on simulation first with minigames and missions to provide a minimal amount of structure. I think I prefer it that way. I would like to see more of these sandbox crime games focus more on letting the player
- choose his\her own role
a - muscle for hire - protection racket enforcement
b - car thief
c - cook with path to a Cook Tycoon empire
d - drug dealer with path to king pen
e - hitman focussing on maintaining anonymity and doing clean hits the way your employer wants
f - street gang member with path to leadership and then simulating the management of your gang and your territory, etc.
g - bookie
h - pimp
i - con artist
j - cat burglar progressing to master art thief & safe cracker
k - gun runner
- open mission selection
a - pick up the latest copy of Soldier of Fortune and take a job.
b - jail breaks
c - retaining lawyers and assigning them to get your homies out on bail and acquitted
d - ???
- managing your crew
a - payroll
b - hiring / firing
c - rooting out rats and informants
d - equipping
e - raises and bonuses (a poorly compensated crew is a liability)
f - ???
- planning and assign missions to your own soldiers/crew/members/associates
a - shake downs / fear and intimidation missions
b - bribing police and politicians
c - negotiations with other crime figures
d - counter surveilance
e - heists
f - home invasions
g - kidnapping (yes you are an evil bastard)
h - ???
- recreation and party missions
a - all work no play make Homer something something
b - morale is boosted
c - welcome home from the joint party
d - throw a weak party and lose credibility
e - funerals (gotta show your respect for your fallen crew or lose loyalty)
- managing a spouse and family
a - keeping your work a secret
b - making sure your family isn't cooperating with the feds
c - dealing with the shame from parents or younger siblings who disapprove of your lifestyle.
d - buying gifts constantly (an under appreciated significant other is a liability)
- hide-out selection and management and security
- dummy businesses and fronts
a - money laundering (spendng dirty money is begging for tax evasion conviction)
- managing your own vices (maybe the simulation forces you to pick up X points worth of vices from a list) and demons
a - alcohol and substance abuse
b - sex addiction
c - paranoia
d - psychosis
e - depression
f - bipolar disorder
g - guilt
h - gambling addiction
Yes it's all just a lot of wishful thinking off the top of my head type stuff. But my point is, let the user make his own story. Let's try to move away from these heavy handed story games. Those are just becoming examples of lazy uninspired game design i must say. We need all these stupid achievements in games because the emperor has no clothes.
Obviously.
However in this game using weapons is pretty much all you can do! The variety comes in as follows
- you can shoot them while standing still
- you can shoot them while running
- you can shoot them in slow mo'
- you can shoot them from a car
- you can shoot them inside a car from a car
- you can shoot the car tire from a car and kill'em that way
- you can shoot them from a motorcycle
- you can shoot them from behind a crate
- you can shoot them wearing a hat
- you can shoot them while eating green eggs and ham
- ok there's kung fu too for when you run out of bullets :)
inbetween all the shooting enjoy a cutscene
PHENOMENAL COSMIC OPEN GAME WORLD! itty-bitty game play...
http://www.youtube.com/watch?v=xpuf2jkznN8 <-- gameplay vid
I really like your "wish list" for an Open World crime game. What has occurred to me in the past is that although Liberty City is simulated (motorcycles, cars, buses, trains, planes and pedestrians), it is all a piece of clockwork in which the illusion of a living metropolis depends upon the player only being aware of a "slice" of the whole system. I'd prefer a game in which there were sophisticated AI "bosses" in charge of organised gangs:
Yakusa - Japanese
Bratva - Russian
Yardie - Jamaican
Mafia - Italian
Triad - Chinese
Cops - Irish*
I.A. - Internal Affairs
D.A. - District Attorney
F.B.I. - Federal Bureau of Investigations
I.N.S. - Immigration and Naturalisation Service
A.T.F. - Bureau of Alcohol, Tobacco, Firearms and Explosives
D.E.A. - Drug Enforcement Agency
D.H.S. - Department of Homeland Security
N.S.A. - National Security Agency
*incorporates S.W.A.T. - Special Weapons and Tactics
U.S.S.S. - United States Secret Service (in case of a Presidential visit)
...in addition to the office of the Mayor... all of which can be joined, either as a bona fide member or infiltrated in a manner akin to the Movie "Infernal Affairs" (which was remade as "The Departed"):
http://www.imdb.com/title/tt0338564/
Once inside you can seek promotion (which depends as much on trust as it does on your performance), in order to seek a place of power from which you can gain access to higher security operational intel. In effect, each organisation is the same in that it protects itself from spies and saboteurs by making its critical plans opaque to new hires. Breaking into offices and filing cabinets and hacking computer networks can help overcome this barrier at a risk to the discovery of your disloyalty. All organisations can be corrupted. Temptations abound, such as money and women. Ostensibly incorruptible officers of the law can be manipulated by blackmail (although, you would have to follow them around for a while to find out their dirty secret). These groups form a complex self-balancing system. The criminal gangs are not at war when you start the game, but can be manipulated to fight against each other through your involvement with them, somewhat like:
http://en.wikipedia.org/wiki/A_Fistful_of_Dollars#Plot
Access to the crime bosses themselves will be initially restricted in order to prevent assassination attempts. Much of the game engine's AI is devoted to simulating what these bosses know about the intent of their rivals and making tentative plans to preserve their "turf" accordingly. Their intel is only second-hand as it come via their unreliable henchmen. If you become one of these you can mislead them if you are the sole source of some "tip", but this is risky as they will know you betrayed them as soon as your "facts" are disproved by reality. Ultimately, you can rise through the ranks to challenge, or kill, the head of any organisation (although, membership of one precludes membership of another you can appoint proxies and end up running the entire city, appointing yourself Mayor through the intimidation of all the business owners your gangs get protection money off).
There need not be a predetermined script with this, just as there isn't one in Pac-Man. It is called an "Emergent Narrative".
A sandbox game, take yours as an example. When you install the game, you have to agree that your computer can be used as a node in the data-processing network for the game when you're not playing. Doing so will also earn you something in-game: a kind of currency makes most sense to me. Maybe you'd have to dedicate a minimum of 5% of your processing power, and then whatever you add on top of those 5% goes directly to your own game-world. You pay a monthly subscription to the developer for server-space and processing (dunno if this is necessary?).
The state of your game-world is kept on their server, and is iterated through by use of the combined processing-power of the game-network, and your own computer.
You link your game-world to an account, and you can download node-slave client-programs to install on other processing units like smartphones, work-laptops, etc. These would solely be used to leech processing-power to the game-network. To use them, you log on to your account and start the leeching. An account can be logged on to many clients at once, and thus you earn more in-game currency and processing power towards your own game-world.
I have no idea if this is technologically possible, as I'm not that tech-savvy. But I thought the Bitcoin-guys did something similar where you rent your computer out for data-crunching, and earn Bitcoins for it.