Contents
Living On The Edge: DICE's Owen O'Brien Speaks
 
 
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
Texture Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Character Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Technical Art Director
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
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [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
  Living On The Edge: DICE's Owen O'Brien Speaks
by Christian Nutt
5 comments
Share RSS
 
 
June 6, 2008 Article Start Previous Page 3 of 5 Next
 

Something that I'm interested in from a design perspective, that seemed forward-thinking to me, is how interactive objects become red. Could you talk about where you got that idea? Why do you want to keep blinking arrows out of the game?

OO: Well, it was built out of a desire, really. We want the player to be able to move quickly through the world, and read the world as quickly as a runner would be able to read it. You know, to use the analogy of Jason Bourne, he looked the world differently to everybody else, and I wanted to get that sort of a sense through it.

Advertisement

So that's really where the idea came from. Initially we had it sort of non-dynamic, so it was just red marker-posts through the world, and it was almost like there were red objects that the runners left for other runners, to show them --

You mean almost like checkpoints, right? Like in a race.

OO: Yeah, exactly. So we experimented with that initially, but that as well felt a little bit contrived. And it was also limited, because you can't do the stuff that we can do now with this dynamic system; so we can change pipes, or telegraph poles, or we can change anything.

So it's a very flexible system. And it's something we can dial up or down depending on skill level, or work with how quickly it fades in, or how far away it fades in; so those are variables that we can play with to really tweak and guide the player, without feeling like it's a trail of breadcrumbs through the world.

Zeitgeist and Inspiration

It's got that parkour, free-running vibe, and that's actually informed two very successful, and I think also quite good titles in this generation: Assassin's Creed, and Crackdown. Do you think that's a function of the zeitgeist -- it just feels right to draw from that?

OO: It was kind of coincidental, but basically again it was born of a desire to -- in a city, you want people to move in the vertical plane very quickly, so we needed a movement system that would allow you that real agility. So that's where the desire came from.

Because we've been working on this for couple of years now -- I think recently, parkour has kind of ended up everywhere. It's in Casino Royale, it's in the Bourne films, it's in Madonna videos, so it's started to permeate into more sort of a mainstream.

But at the same time, we don't want to say that we're a parkour game -- which is probably why I didn't say it. Because then it becomes too niche. I mean, we're parkour in the sense that Prince of Persia, or Assassin's Creed are parkour.


Ubisoft Montreal's Assassin's Creed

I'm not trying to imply anything about the way that things work at EA, but it's like, if you give that word out, it'll become a bullet point. Whereas, if you can draw from something cultural, it becomes an inspiration. And it doesn't really matter whether or not you tie into the culture that you're working with.

OO: No, I think that's fair. And I think as well, the other name for parkour is "free running," and that's very much -- that even more fits in the storyline of the game. This game is about freedom. About freedom of movement, but it's also about freedom of thought, and freedom of action. So "free running" really worked for us, in that respect.

 
Article Start Previous Page 3 of 5 Next
 
Comments

Kostas Yiatilis
profile image
also a great fan of the firefly series and love the visual in this game

Jonathan Teske
profile image
To Owen & Christian:

Games that have some first-person combat:

The Condemned series
Metroid Prime 3
Chronicles of Riddick: Escape from Butcher Bay

I'm sure there are more, but this is what I've played. Must say though, Mirror's Edge looks like it might wipe the floor with these games and I'm excited. Please don't disappoint Dice.

Giuseppe Trapani
profile image
Speaking about a first person adventure, I remember Normality by Gremlin Interactive:

http://en.wikipedia.org/wiki/Normality_(video_game)

Anton Wiegert
profile image
Thanks for all the compliments Owen. I did indeed love working in Shanghai :)

Greek .
profile image
Parkour is not the same thing as Free running.


none
 
Comment:
 


Submit Comment