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I
imagine one angle you could get from that is isolating is difference between things that just don't hold up now because of the game
design that's happened since that occurred, and the things that maybe were
flawed to begin with.
TH: From an interface standpoint, I didn't
even look at that. You know, "Well, it's not going to
have the same interface anyway." Anyone who was talking about the
interface -- yeah, my eyes went right through it.
Especially
because that's one of your first [steps], as you said.
TH: Yeah, yeah, it's one of the first
things. We knew we wanted to do it -- the [HUD] comes up on your wrist.
Do
you think that's something that games should be trying to do more? That
transparency of interface, character creation in
the world, and the UI integrated more naturalistically?
TH: Yeah, I think as far as interfaces go,
a lot of games, frankly, do it a lot better, in that I'm really anti-clutter on
the screen, with information. So I think we could actually be doing a little
bit better job with it being contextual. You don't need to have your health bar
up all the time when you're in a city and not hurt at all; you know, examples
like that.
But we felt -- and we tried to do it in Oblivion, where you're looking
at your numbers a lot in an RPG, and going through your stuff -- how do we
make that visually stimulating, and not just a spreadsheet? So in Oblivion, you have your guy there, and
you can move him around... In the original design, he was going to be doing
lots of stuff. He would react, the character would react to what you were
selecting, but that never made it in.
I mean, Fallout
was, you know, "Let's do it as the [wrist interface] Pip-Boy and try to
make it just feel alive." But I think more and more you see games blurring
that. Like, one of the examples that I've been using for the ease of
play -- and you almost don't know it until you really look at it -- [is] Grand Theft Auto IV. I assume you've
played it.
You put the game in, and it just starts. There's no menu. You
never select "Load, do, yes." When you put it in, the game starts,
the credits roll, and when you take it out and put it back in, it starts where
you were.
Actually,
all the LucasArts games were like that, by the way.
TH: The current ones?
No,
no. The adventure games.
TH: Ah, yeah. So, I think I like that
stuff. And some people, they want to see all the information on the HUD at
once, but I, as much as possible, I like it to not be there.
One of the defining gameplay aspects of
Fallout 3 is that you've
got the VATS system, but you've also got standard real-time "shoot a
guy" going on. I suspect that there was some impetus to try
to bridge the two worlds. Fallout was rigid --
TH: Stat-heavy, turn-based.
And
here's what people expect from a modern video game. I mean, is that how you
went about thinking about it?
TH: I think that would be pretty accurate,
actually. We just felt like we didn't want to make it appear [like a]
"shooter." We wanted the ability for you to see your character doing
really cool things that you couldn't necessarily do. We tried that line with
the Elder Scrolls, too, but it's
mêlée, so it's kind of, you know... You don't have to aim that well; it's just
sort of "swing the sword and hit the guy."
And we're always conscientious where we
don't want whatever we're doing to only be for people who can handle
fast-twitch stuff. Where is that line for, "Well, I don't have the
dexterity to pull this off. I want to play my character, and get into him,
and have my character on the screen have the dexterity."
So again, we're kind of on the edge of
that with the stuff we do. And we like that. I like being on the edge, because
we play a lot of first person shooters. We play everything, and believe that
there's not a specific rulebook for, "This is your genre, and this is what
you can do."
You know what? I actually don't know many people who are
like, if you ask them what they play, "I only play flight simulators!
Nothing else! No! Ever! Nothing!" Not, "I only play first person
shooters, without any menus."
But we're conscientious that some people
aren't going to be really good at the heavy action stuff, so we try to walk that
line. We felt that we knew we wanted to have you stop the game in some way. In
the beginning we didn't know how. "Do we slow it down?" But we knew
that once you said what you wanted to do, your character was going to do it,
and make it kind of cinematic.
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Brandon Crisp is missing and we need the community to help in the search. If you have seen this gamer online or in person or have a clue please contact the paper or local authorities.
Here's the story:
http://www.thestar.com/article/524494