Contents
Clearing the Haze: Rob Yescombe On Writing For An FPS
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
 
Designing Games Is About Matching Personalities [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Clearing the Haze: Rob Yescombe On Writing For An FPS
by Brandon Sheffield
0 comments
Share RSS
 
 
October 22, 2007 Article Start Previous Page 2 of 5 Next
 

Have you diminished it, as a result?

RY: I can say that originally, some of the stuff in there was way too controversial to include and it had to be cut. I can't talk about what it was, but it was very overt and very direct, much moreso than any other games.

Advertisement

That's a shame, because actually with BlackSite, when I was talking to Harvey Smith, it's incredibly overt, insanely overt. The U.S. government is making soldiers turn into monsters, and they're not taking care of them, and now you have to go kill them. I think it's interesting that some of these things are happening right now, but it's also interesting that there's a backlash.

RY: Haze, more than that, is a commentary on games themselves. In a game, you obey your orders without exception. That's what you do. And as a soldier, you obey your orders. There's no exception, and that's what you do. There are definitely parallels that can be drawn.

But more than that, it's a commentary on violence in video games. As a Mantel guy, it makes sense that you play it like a game, because you're absolved from responsibility. It's weird that our entertainment is founded on shooting people in the face! The truth is that I enjoy it as much as anyone else, but I find myself weird for liking it so much. That's less than a big political statement; it's much more about, "What are we, as people who are entertained by this?"

Yeah. I think inherently in our culture -- especially in masculine culture -- we have the exaltation of the hero, and warrior myths and things like that have always been intriguing to us. It makes sense. It's very ingrained in our culture. But do you think that games are a way you can do that without actually having to go through with that?

RY: How do you mean?

I mean, a way to live out a power fantasy without actually...?

RY: Oh, absolutely. That's where the kick comes from. Look at pretty much any high-concept movie; it's basically "ordinary person in extraordinary circumstances." It's no different for this. It's being able to do the things that you would want to be able to do if there were no consequences.

What was the impetus for the writing of the script? What was the node of the idea?

RY: Right back at the very beginning, the template for it was Apocalypse Now, but in the end, we became too overt and just too controversial to approach the marketplace. It's a 20-odd million dollar production, and it's a very risky thing to try and push it down that avenue too far. That stuff is still in there for the people who want to find it, but at the same time, the most important thing about Haze -- and this is the most important thing about any game! -- it doesn't matter how interesting your political commentary or story is. If a game isn't fun to play, you've wasted your time.

Well, certainly I'd imagine that if a game is fun to play, it'd surpass any type of political expectations that people may have, because people will skip the cutscenes or whatever.

RY: And by the way, there are no cutscenes in Haze.

It's all in-game?

RY: It's all first-person perspective in-game and it's a single streaming experience. There are no levels, and once you load up the game, if you bought it on the day of purchase and loaded it up, you could play the entire single-player campaign ten to fifteen hours without ever seeing a loading screen.

But there's probably a heavy loading screen at the beginning if you're streaming off the hard drive, right?

RY: No. It's all done on a stream.

 

 
Article Start Previous Page 2 of 5 Next
 
Comments

none
 
Comment:
 


Submit Comment