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Can
you speak at all about how you organize your team, in terms of design and
development?
CB: Yeah, it depends on what phase of the
project we're in. Preproduction is a bit more loose, where you've got all the
designers and producers contributing to the ideas. You've got more rapid
prototyping in EA than ever before; we've got engineers and animators all
putting ideas down.
I think "design" used to be where
you would just write a gigantic design document that was huge, and you'd throw
it over the wall, and say, "That's our design!" And that's clearly
not how a 4D product works; your dynamic is through time. It's not like
designing the Sydney Opera House, where it's just a static object.
It's
a blueprint.
CB: It's a blueprint, right. I mean,
there's no such thing; this is a 4D experience. So for you to even talk about
what you are doing, you have to almost have it there, and just go through it,
and just get through it.
So we're doing that, we're doing a lot of prototyping
as fast as we can, so we can get these experiences out there, and mess with
them. And then from there, we just go into full-on standard production. You've
got all your artists and designers and modelers and riggers and lighters,
and...
On
the topic of design documents -- because I've heard that from other developers,
in recent years, that they're moving away from that kind of practice as
heavily. But you've also mentioned that this game is very much the design you started
out with.
CB: Yeah, that's really weird; I don't know
how that happened. Normally, the game that you end up shipping is nowhere near
the game you started out making. But for us, the mechanics have changed -- the rapidity and responsiveness of the [main character]... is really not
what we started out with, and ended up being much different.
Well the big deal for this is that -- and
there's a famous quote about this, but it's really applicable -- that the difference
between planning and plans is that your plans, as soon as they're made, are
fairly worthless, but the planning is invaluable. So that's what we're
learning.
Writing down everything is almost useless
as soon as you've written it down. But thinking about it enough that you can
write it down is the point. Then, when you start building it, and it starts
falling apart for various reasons, then you're like, "Well this doesn't
work, and that doesn't work." Then you're like, "Oh, okay, from
this huge body of research we've done, here's the next step to take to go where
we're going."
So what we've learned is that that's what
you're after; that big body of understanding of what you're trying to do. This way, when it starts to mess up, you're like, "Okay, we'll try this; we'll
try that." So you're not just shooting in the dark forever, wasting your
resources.
I'd
imagine there's also a certain amount of grounding that comes from making a
decision, like, "We're not having any traditional cutscenes."
Something like that is something that, if you're going to stick to that,
there's not a lot of wiggle room there.
CB: No, and like I said, it's very binary;
those decisions, once you make them, that is what you're doing, and it drives everything. A lot of decisions are
like that; especially the HUD, and especially all of these other things that
are happening. It becomes very fundamental to everything that happens, and it
drives all the rest of the design.
Do
you have any thoughts on, creatively, as the industry progresses, if developers
and teams are getting a better handle on how you start with a vision and then
take it to completion without losing it?
CB: Better. It's maturing. It feels like
we're so, so far away from Hollywood,
you know? They have that shit down. The roles are completely established, the
process is established -- like a production schedule is a work of art. Getting
a movie made in a year or something is... If you started from scratch, with no
process, it would take you years and years and years to make a movie, right?
You would have no idea. So they have the great benefit of that.
So we in the
game industry are just in the beginning of getting that stuff down. The better
part is, just think about: when film got started, all they filmed was musicals
and stage shows, because they didn't know that there was a language for
cameras.
Or,
like, little ten minute things that would be of a dude, like, tripping over a --
CB: Yeah. Right, it was just "Dorkiest
of Vaudeville". They were filming vaudeville because that was the only
entertainment media there was, up to that point; so they just put up a camera
tripod, and just watched it, and that's what they filmed.
And then, suddenly, someone started
realizing, "Well, the camera can cut, and it can do all these
things..." Then you fast forward like a hundred years, and you've got Robert
Altman doing all of his stuff, or David Fincher.
So, essentially, to me, games are at the
very beginning. We're just making, almost, Hollywood
movies; everyone still keeps wanting to make movies, cinematic experiences, and
we don't have our language down yet. I don't have a toolbox where I can just go
in -- I feel like, let's put it this way: I want the interactive spaces telling
a story in a way that interactive spaces tell stories.
There's an emotional
target, and an emotional toolbox that we get to use, and I don't feel like
we're anywhere close to being there yet. That's what we're trying to get to,
but it's hard to innovate like that, because there are no shoulders to stand
on; you've got to think of it all yourself.
And
if you look at job titles, a "producer" is a hugely variable role.
CB: At EA, for the longest time, it was vacillated
back and forth between "development director" and "producer". They were the same roles in different titles, and depending on the team
they'd flip back and forth. So the roles aren't at all clear of what's going on
there. And one executive producer can have a style so different from another,
that he's in the game totally, or he's hardly in the game at all. It's just
really different.
But I think the good thing is, the more --
we've got to find our auteurs, the people who have creative vision, to establish
the new language. If you have the pattern, you can get everyone who's mildly
talented to use the pattern and make something relatively good.
If you don't
have the pattern, everyone with only mild talent is floundering and not really
doing anything. As soon as people establish these benchmarks of how interactive
entertainment should be used, everybody else will start using that. But we
don't have that yet; no one's caught on fire and said, "This is how it's
done!"
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Real is how System Shock felt to me and to this day it's still one of my most memorable experiences in gaming. System Shock 2 failed in this sense, because of poor decisions on the developer's part. Things like unrealistically fragile weapons and re-spawning monsters from thin air took away from that sense of it being real -- and it ticked me off. The choice of different classes also made the game worse, because it made the game feel incomplete and unbalanced.
I thought this game looked like a cross between RE4 -- loved the Wii version -- and System Shock and now I know that it is to a degree. :)
I look forward to this game. I hope it's story is truly immersive like System Shock, where I feel an actual sense of accomplishment after completing it, but I also hope that it's as re-playable as RE4 Wii, which is easily one of my favorite console games. I didn't play System Shock again, because it probably traumatized me. Shodan's voice was scary as hell.
Anyways, I'm playing this on the PC, so for the love of all things good, I hope this isn't another focus-group-jacked console game like BioShock.
What do you mean?
I couldn't stand the first part of System Shock BTW. I almost wrote the game off completely, but decided to give it another go when they released the enhanced CD version. Unlike BioShock which became a repetitive Disney ride, SS evolved into a complex and suspenseful game that was actually worth finishing.
BioShock was "FUN" for a period time, but here lies one of its biggest faults. I know these are games, but BS shares its name with two of the "scariest" games I've played. It shares its name with a lineage of sci-fi horror games. Why on earth did they call this game a Shock, if the game wasn't scary, but FUN? The kind of enjoyment I got from the first two Shocks wasn't fun, it was suspense and in some cases horror -- especially in the first Shock. They evoked emotions that can be equated to viewing a really scary movie, but they brought it to a much higher level, because they were able to instill that I was that guy saving the day -- more so in SS than SS2.
At no point in BioShock did I feel any real concern. It was like any other FPS, I'll just re-spawn if I get killed. There was never any real sense of danger in this game, so it became a why even bother, it's not what I paid to play, it's not what I was expecting based on my experience with the other two Shocks.
Anyways, loving a game like BioShock over the other Shocks, would be like loving a sequel to "No Country for Old Men" directed by Michael Bay and it's now a typical Holllywood action movie.
Anyways, back to Dead Space. I want this game to be thrilling. I'm looking for that level of suspense that SS conveyed so well. If everything these guys are saying is true, I'm going to love this game.
You consider Ken Levine an amateur?
Lets do a cutscene and FORCE the player to watch our WORK!
The majority of hte time it comes off like a masturbation for wannabee hollywood types...im sick of it...
Bad company was a great example, a couple of the cutscenes I had no idea who the 4th guy in the screen was...then I realized "oh sometimes me, my avatar is in the movie and sometimes its in 1st person" seemed like a pretty poor decision.
Wow, what an appalling decision, lead by ideology, trying to maintain the horror suspense, but one which ultimately can only affect the end user gameplay to its detriment.
I can understand the reasoning for it, but in practice i've yet to find game where it doesn't cause more grief than suspense. So whats the point? I'd rather lose a little of the sense of 'dread' than frequent dying due to a poor game mechanic designed solely to prevent on the fly reactive adaptation to events.
Take for example the recent 'Alone in The dark 5', that had all manor of wonder contraptions to build, but you were often exposed to danger in doing so. As the player you then have to adapt to avoid this, meaning reliance on tried and trusted combinations, pre-building specific combinations, running away and hiding etc.
Unfortunately without the foreknowledge that the game designers have you never know what or if you'll need a specific tool. All too often this can lead to having something equipped that you don't need or is the wrong tool and to top it all you're now in close courters fighting and don't have the time to re-equip. So you spend far too much time dead or disadvantaged, due to decision to take away control from the player.
Conversely BioShock does pause the game, especially useful for switching weapons when dealing with multiple enemies, requiring different ammo types. I'm sure they deliberately added this after testing with the 'no pause' option, but can't find a link to back that up atm. Anyway, a simple change it empowers the player to be far more productive and react dynamically to events as they unfolded, with impunity. Giving a far better game experience.
Now obviously having yet to play the game or a demo i've not seen the full context that the 'no pause' inventory system is used within. It may be that the use of the inventory doesn't implicitly mean encountering the issues i've outlined above, in which case all will be well. However I suspect from the type of game and similar games from the past that this will end up being frustrating, but thankfully not to the point of killing the game. Perhaps one of the first calls for being patched though ;)
Still even with this slight dampener, I'm so looking forward to its release at the end of the month. I was enthralled after I saw the first released video demo as it instantly brought back memories of System Shock 2. It may have looked similar to Doom 3, but unlike that game I suspect this will have real jump out of your seat moments. I have to say I like the concept of no cutscenes and the use of environment along with audio/video logs to tell the story should be perfect, after all it worked so well in SS2.