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Open
world games have so much content, but do you ever worry that you're working on
this content that no one's going to see, necessarily? Someone doesn't go all
the way down that tree?
AP: Yeah. A large part of working on an
open world game is making sure that you have enough experiential density at all
areas. And with This is Vegas, it's
not such a huge geographical location that it's unmanageable. You will be able
to explore it in a couple hours, in terms of driving back and forth, and things
like that.
Now, obviously, one of the unique features
that we have is really detailed interiors, and big interiors; about 40% of the
game takes place inside. So there's tons of areas to explore... But yeah,
that's always the risk with open world games; that's why you have to make it
fun and engaging enough that people continue to play.
But one of the fears of open world games
is, in some of the failures of open world games, that they don't have the level
of experiential density necessary to reward the player for going around the
world and exploring. And that's where, again, to tie it back to the gigs, where
the gigs are all over town.
And we've also made it a very big point for
design, to make sure that the missions were covering -- we literally have
coverage graphs all over the map, how much time you spend in any given area,
and when. So it's all paced so that you're going from location to location, and
really utilizing the game environment.
It's literally a tool that we've used
behind the scenes, so that we can tell how people will play the game,
basically, so we can tune the missions to make sure people are using the world
appropriately. It's completely transparent to the player.
The
toolset that you're using to design the game, you have this tool, so that when
someone's designing that mission tree, it will encourage them to place the
missions in different parts?
AP: Yeah, exactly. So, when the designer is
literally placing the missions, first we make up, "OK, we don't really go
to the Fremont area, you know, for the first two hours of the game, so let's
put a vigilante gig there that's going to reward the players for exploring that
area."
And then, within the vigilante gig, we may go, "OK, in this
area, no one's really hitting that for another two hours, if people played
linearly through the game, so let's reward the player from that." So
you're really making sure that players are hitting all locales within the open
world, no matter how they play; whether it's just going off the rails, doing
gigs, which again are optional missions, or doing the narrative.
It
is a challenge, right? And it's not just a challenge creatively; the resources
you spend on making this game are deeply relevant to the company, and to your
publisher, so you don't want to waste those resources. Games are expensive to
make; the idea of wasting significant effort would be kind of terrifying.
AP: Yeah. We're really trying to use the
terrain we've created. And not only is it a cost issue, it's even a creative
issue. To have an art team that has spent four months, or whatever it is, to
build, say, a casino, and if no one's going to go in there, no one's going to
use it, you know, why did we do that? And then they get all bent out of shape
because we're not using that.
And again, that's just bad design, so it's
really up to the design team to make sure that the distribution of activities
is properly set up. And again, it comes all down to experiential density, and
making sure there's enough to do at any given area, to reward the player for
going to that place.
With
open world games, there's a certain -- and I'm not saying this is the case with
your game, but there's a certain "jack of all trades, master of none"
when you come to the play mechanics. How do you combat that?
AP: Well, it is challenging. Because
there's basically open world games which, the way I look at it is "seeing
the forest, not the tree," and then there are games, you know, very
cinematic games like Gears of War,
for example, where you see a very small field of view, you're seeing what the
designers want to show you.
Great game experience, but
they're two totally different game experiences, and I think the consumers are
starting to figure that out; that the game experiences I get with GTA or Saints Row are much more of a breadth experience, and people's
expectations are not going to be fighting game level of mechanics.
Now it's interesting because we've actually
gone pretty deep in a lot of our mechanics -- probably deeper than other open
world games -- and we did that just more to support the Vegas vibe, and, quite
frankly, I think you can go deeper.
You don't need just to have an open world
game with just one kick or one punch, you can have a more fun, robust combat
system; especially when combat's such a pivotal part to these open world games.
So it's really just a balancing act, just like the size of the world is
balancing your resources in how deep you want to go on certain mechanics, and
how important those mechanics are in the open world.
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Shaun, keep in mind that GTA4 has gone episodic - meaning their tech and gameplay is version 0.1 - it's only going to get better with each episode and subsequent full title.
Cheers,
Ian