Contents
New, Better, More: Epic's Cliff Bleszinski on Designing Gears of War 2
 
 
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
 
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
  New, Better, More: Epic's Cliff Bleszinski on Designing Gears of War 2
by Chris Remo
3 comments
Share RSS
 
 
October 24, 2008 Article Start Previous Page 4 of 6 Next
 

How do you work with the writers? They're external, right?

CB: Yeah, Josh Ortega. That's also organic as well. Starting off on Gears 2, I came up with a two-page treatment. That was then torn to shreds by the other leads. Then work cycled on again and again, sat down with a whiteboard, beat on it some more until we had something we thought was compelling, then brought Josh in.

Advertisement

We had basically the bullet point of what the major plot points would be throughout the campaign. Then Josh was just unleashed on all of the scripts, which went through like eight to 11 cycles on each one. There were times where Rod and I would edit those scripts to the point it looked like somebody got chainsawed on top of them, there was so much red.

Josh, thankfully, is such a tenacious person he was able to see it through and do a great job with the story and the scripts. But it's an exhausting process, and there's not a lot of people that could do what the video game writers do in this day and age. It's very much a rare thing.

You get your Rhianna Pratchetts. You get your Susan O'Connors. You get your Josh Ortegas. There's just a handful of them, man. There's just not a lot of people that can do it. They're incredibly valuable for the business, because context and writing are going to be increasingly important.

Were you considering working with Susan O'Connor again?

CB: The scheduling didn't work out. She's a great girl, a wonderful writer. Really smart. But she had a lot of other stuff going on, and there was a little while there we didn't know what was going on, we didn't know who was going to write the game. I had lunch with Eric Nylund who wrote the Halo novels, and was very much involved in Gears 1 with regards to the Gears story. Chris Taylor was there too.

From Gas Powered Games?

CB: Yeah. We were having curry in Seattle. Josh happened to be along. We were talking about politics and porn and things like that. Josh and I just kind of clicked. We were like, oh, you seem cool. We kept in touch. I read his graphic novel The Necromancer, which I just loved, and read some of his other work. He's done so much stuff in regards to writing his book, writing for [comics series] Death Dealer, things like that. He was a no brainer for us.

So he came out, and he was so enthusiastic, and he had the tenacity to pull it off, really. If you look at this campaign [compared to] the first game, there's a lot more going on in the story. It is such a delicate balancing act. It is really tricky to pull off in this day and age. I'm pretty proud of the team for doing it.

Is it a challenge for this genre? I'd imagine a lot of people would just say, why bother finding a writer you click with, because it's an action game.

CB: There's a certain amount of people that will always not care about the action. I'm a big believer in empowering the user. If the user wants to skip all the cutscenes, if he wants to ignore the collectibles, if he doesn't give a crap about the story, fine, let him do that.

But if we can grab you with the first couple cutscenes and show you this is something that's compelling, then maybe people will want to hang around and pay a little bit of attention to what's going on in the universe. Because if you don't have a certain context to your game and your game mechanics, it's not as powerful.

I think if you can believe in what's going on in the world around you and really believe that this is a desperate situation, and that Dom is becoming increasingly frustrated with the search for his wife, those are narrative hooks. And television and theater have been getting by with plot points for hundreds if not thousands of years, right? Well, theatre, of course.

So if you can infuse a little bit of that in your game, why not? Because ultimately, if you fail, and your game's still fun, you still have a great game. But if you have a great story and your game is fun, then you just might have a classic, like Silent Hill 2.

 
Article Start Previous Page 4 of 6 Next
 
Comments

Richard Cody
profile image
Cliff's got a dream job. But this interview gave me a more humbled vision of him. I always read IGN or Gamespot and he seems like the rocker he described. That's cool but you want to see something more. At least I saw something more here.

Bob dillan
profile image
Lots of good insight into how to design a game - a well designed game is done using engineering techniques, you proto-type all the sets and the peices together for the experience, run the experience, check results, then iterate.

A lot of games would probably have been a lot better, if they adopted what the gears shop has done.

Aaron Lutz
profile image
When a read the abridged version of this feature a while back, I got the impression Bleszinski was kind of a dick with a "I rock" attitude. But, now with the in-depth, full-feature, I've got quite a bit more respect for him - and instead of sounding like a dick, he sounds like a pretty cool, creative guy. Wouldn't mind working for Epic if he's around as a "creative director."


none
 
Comment:
 


Submit Comment