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Do you think that that violates the power fantasy deal you made with your audience in prior games? And if so, is that interesting or cool to do that?
MS: Well, I don't think it does, because what it does is it provides another end of the spectrum. I think that if you are constantly the overpowering guy, eventually that starts to become dull, and dead, and you never get the other end of the spectrum.
In order to have conflict, you need to have another end, so you need to have the ebb and flow where you have to play defense a bit in order to feel like you need to overcome something that's more powerful. And if you don't have that -- if you never have to worry about being overpowered by something else -- then it's not a good accomplishment, or great a feeling, when you do overcome that.
At GDC Europe, Jörg Friedrich, lead designer on Spec Ops: The Line, said they realized they needed moments of defeat to make the moments of victory mean something. Like you said, though maybe you didn't put it this way, God of War can get a little one-note, maybe, if you're just bashing your way through the world.
MS: Yeah, and that gets dull. And even if it becomes more and more epic, and more and more grand in terms of how you're trying to sell it, it's a lot simpler to just not be victorious one time. What happens if you fight a boss and you lose? If you end up fighting that boss later in the game, you have the knowledge of fighting that guy earlier in the game that you lost to. So when you're fighting him, you might know like, "Oh, at the end of the game the hero's always going to win", right?
Or maybe not! Who's ever tried that? Who's ever said, "You know what? We're going to make this so different that we're going to have you get a different reaction in the end", or a different reaction midway through the game.
And I think that that is very interesting; I agree with that designer and what he's saying. Because I think that what he's saying is that he's providing a different challenge for the player, and also casting a little bit of doubt... Everybody has the all-powerful -- I shouldn't say "everybody has", but many of the action games are all about the all-powerful guy, and some of the more interesting interactions are the ones where they're not all-powerful, and you feel like you're fighting against it as you go through. I'm attracted to that type of character design.

It seems like it's a tension between what our instincts are in terms of game design and storytelling. Things are always getting better and more exciting, you're always getting more powerful, you're always winning bigger battles -- versus what we expect out of drama, which is that there's going to be multiple setbacks on the road to victory. In any movie, you'll see the characters go low before they get high again, so it's maybe a tension between our instincts in game designer and instincts in storytelling.
MS: Right. It's the Rocky Balboa principle, right? You've got to feel like you're rooting for the underdog in this battle for you to get that emotional payoff sometimes. The Fighter, another boxing one, is another great example of that. I remember watching that movie and like standing up and being excited -- and I was watching it by myself at two in the morning -- because I felt like that guy had overcome a lot to get to where he was at. And it was a fight movie, and it was drama, but it's the same thing, I think, in video games.
We're a storytelling game, too. We'd like to be considered great stories. I know how much work that Todd and Marianne and Ariel and Will and Stig and Cory and Dave and all those guys have put into the story of God of War. Those guys have put a lot of effort into that story. And as a designer, you don't want to discount that work, nor the experience the player has from that story, just so that you can keep your principles alive of "brute alpha male".
So sometimes I think it's good and I think it's better to... I don't think that you get rid of the fact that the character or the hero feels powerful, because it's good that Kratos is the way that he is; that's what is attractive about him. I come home from my job or whatever, and what I do, and I want to play a guy that's different; you don't want to play somebody who's like me, you know?
Is there a way to do that through design? You did allude to the idea of showing more vulnerability in his animations. But is it simply a matter of animations, or is there a way to do it through something else?
MS: Well, yeah, I think it comes from even set design, situation design, and how he progresses; sometimes it's okay to take a situation and have him take a step backwards before he makes progress.
And you were talking about drama and how you'll chart out the emotional level of somebody, and you want to take somebody down before you bring them way up again. And challenge can be the same way, where you take somebody down in terms of challenge to where it feels effortless and easy right before you put them in front of something that feels monumental and impossible to overcome.
But the other example -- I was talking to somebody earlier today. The example is you run against a creature that has this massive advantage against you -- maybe it's speed, for example -- and you get your butt kicked by it, but you are able to overcome it. And when you get through that challenge of fighting that character, you feel great, because you're like, "Man, I was able to do that!"
And the next time you run into that character you're like, "Aw man, this guy again; he's such a pain." But then when you defeat something or you acquire something that now, when you face it the second time around, you have the upper hand against it, you feel like you've made this progression. And it's extremely rewarding to be like, "Now I have this! And now our encounter is going to be very different." So now you've gone up and you've peaked out, in terms of the reward for that fight.
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The single player story is still going to be the same old male-fantasy-power-trip that we all know and love, only this time maybe Kratos is a bit less of an asshole at the start and then, rest assured, he will become a much bigger, badder asshole at the end.
What I'm really interested in is the multiplayer. Competitive group based hack'n slash multiplayer is something that no one has gotten right yet (Anarchy Reigns didn't do too well) but I think that if executed properly it has A LOT of potential.
Also, I think it'll be cool to see in which way (if any) tweaking and balancing the combat system and the different strategies for multiplayer has influenced the single player side of the things.
http://www.gamasutra.com/view/feature/171970/the_secrets_of_brutal ity_god_of_.ph
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"Gods quarreling and being petty ...treating humans (even their champions) as disposable pawns"
angle (a la "Clash of the Titans") was not emphasized enough (or at all) in the series, which would have allowed me as a player to empathize more with Kratos' plight. by the 3rd installment, Kratos just comes across as a "grade A party pooper".
i (as player) didn't quite empathize with Kratos savagely killing someone like Poseidon/Hercules/Hermes/Hera/Perseus... I mean, yeah, they are in your way but is gouging his eyes out/disemboweling/chopping his legs off...really necessary? :)
As much as I loved the creativity involved with setting up mechanics and gameplay for these (Poseidon/Hercules/Hermes/Hera/Perseus) boss fights... the story setup to those moments could have been stronger... For example:
Imagine if Poseidon/Hercules/Hermes was personally involved in executing a legion of Kratos beloved and loyal Spartan soldiers? That would have at least allow me to savor the moment rather than cringe at the death of a character looking to overt the end of the world. (Motivation is a big part of revenge)
Anyways, seems like they decided to bring him back down to earth a bit... (Hey I'll cross my fingers they do something like have a flashback sequence to Kratos before his downfall to become the Ghost of Spata, think it would be interesting to see more of his rise to a spartan captain, and perhaps we can see some bare-fisted fighting... just a thought)
I did smile a bit when I read " a character that got almost too powerful, too unpleasant, too inhuman ".
You mean that he actually became the God of War at the end of the first game? ;)
These people have a lot of talent and passion for this, great. Focus that into a new direction. If they want to stay with the ancient Greek/Roman, et al theme, choose a new hero/anti-hero. There are thousands of years of REAL history to put a spin on, and thousands of years of mythology to adapt as well.
If we can make a game of travelling the Oregon Trail... we can make a game about almost anything based on even a small part of history.
I tried the first one and was done with it pretty quickly. A good friend of mine tried to get me to play parts 2 and 3 also, but ended up showcasing them to me by playing them himself.
To me there's a lot wrong with the series as a whole and although of course the opposite can (and probably will) be argued by many people here and on other sites, I stand by the following:
First you should know (to at least be able to understand me a little bit) that I'm a European and somewhat of a history buff and a great fan of mythology, especially Greek mythology, which has a very rich and diverse history and also tries to make Gods more human by giving them human traits and faults.
Even with all that, they ARE still Gods, and are supposed to be ridiculously powerful.
Now, from a gamers' point of view I'm always very interested to see how developers and story writers weave that 'reality' into the tapestry of their game, and unfortunately they get it wrong most of the time and to me it actually feels they are insulting the culture and the history of something so rich and ancient all for the sake of 'just entertainment' or trying to create what the blind masses may perceive as a good game. If I actually was from Greece, it would not be strange for me to even see this as a sort of blasphemy..
Especially so with God of War. What I'm about to say may sound racist, but isn't intended as such, so please bear with me and don't rip one remark out of it's context.
To start of with, the only thing that is somewhat Greek about Kratos, is his name, but even that isn't because it's not Greek at all, it's American-Greek, aka made up. The word or name Kratos does not even exist in Greek and has no meaning whatsoever. They probably used it because they thought it 'sounds cool'.
Then his appearance: to me he looks like a black guy with a bad paint job, and he seems to act pretty 'ghetto' or 'gangsta' too. For all I know it's 50 cents' ancestor from the hood and that seems VERY out of place to me.
So, the character to me has no 'feel' at all within these Greek surroundings, he would fit much better in a game that was taking place in an Eastern or African setting, like Egypt, Africa or something more along the likes of a Conan game.
And to me personally the most idiotic and disturbing thing is how a mere mortal (even though I can understand using artefacts and Godly power ups makes one more capable) would be single handedly able to slay the entire pantheon of Ancient Greek Gods, who themselves have powers beyond the comprehension of men, and to get into power had to slay and/or imprison the Titans, creatures almost equally powerful that would probably swat Kratos like a fly without even so much as an afterthought.
Kratos as a character feels empty and meaningless, his plight far too unimportant to have any sympathy for, let alone personify with. 'Almost' too inhuman? He's an ass and a very unlikeable person, period.
From all the games I've played, previewed and reviewed that are somewhat in the same genre and are from about the same period, Dante's Inferno impressed me way more.
The general fault with ALL of these games is that developers try to make them into these big, American Hollywood blockbusters while the stories themselves are already cool enough and need no 'enhancements' in the bigger, better, faster format that's so mainstream in these kind of games nowadays.
The reason why I liked Dante's Inferno way more is that in that story it IS possible to feel sympathy for the character, the combat feels less superficial and I certainly have no problems with slaying nasty demons and hellspawn, so as a player that gives me way more satisfaction because it 'feels' like I'm doing something good, or righteous. (as opposed to slaying Gods revered and respected by millions)
And even though Dante's Inferno is also not strictly following the original story, it at least seems to show it some respect and therefore makes it a better experience when playing it.
Another game that gets my okay for respecting mythology without changing too much is Rise of the Argonauts. Try it if you haven't already. (although it's an entirely different sort of game than GoW or Dante's Inferno)
All in all, like I said in the beginning, this is just my opinion but that does count enough for me to never play another God of War game again. Reading from other comments that the first one was also the best, doesn't help this any further either...
I do like to agree with some of you that a new character/IP is needed to revive this series and I also think that developers/studios in general (somewhat understandably, seeing how things are going with quite a few studios) are playing it safe by sticking with what they have and trying (with mixed results) to 'improve' these character sets and so on instead of moving on and making creative juices flow again instead of making them stagnate by limiting them into working in the confines of an already finished series.
As for other commenters: Michael Alexander: spot on, and Eric McVinney's idea is also rather intriguing...
And finally, Mark Simon: there's only ONE God of War and his name is ARES!
I suppose (having military experience) I would levy similar arguments on practically every military movie ever made (I have to suspend belief when I watch them, because I'm thinking "this is unrealistic, people don't act this way, this is not military tradition/custom/etc.")
Sometimes you cant get too caught up in it, you have to just enjoy yourself without too much critical analysis.
...And just my opinion based on some of your statements
--Kratos as a character feels empty and meaningless, his plight far too unimportant to have any sympathy for, let alone personify with. 'Almost' too inhuman? He's an ass and a very unlikeable person, period.
I think the first GoW had it's moments, (it's your typical "greek tragedy") but there was still something missing from the saga to totally connect the dots, but I thought his plight was well-realized (it's your simple revenge story), 2 & 3 though... I agree with your sentiment
--he looks like a black guy with a paint job
The voice actor for Kratos is a "black guy" fyi
--Dante's Inferno impressed me way more
I own both, and am hard pressed to see any improvements that DI had over GoW, (including story and lore)... I mean Dante's Inferno (the book) narrative wise was not about fighting off hordes of demons, I also thought the combat in Gow (pick any one) was superior, but to each his/her own.
Dante's Inferno the game is anything but respectful to the source. It takes a Michael Bay sized dump on the source material.
Kratos might not quite be the Greek version of Michael Meyers, but he's not far off.