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Are you guys working on the Aliens RPG at
all?
FU: (laughs) No comment.
And it's for the reason of, obviously, Sega announced that we were doing their
game. It's their game. We have confidential agreements with them, and so really
-- whatever might be or might not be going on with that game -- they're the
ones that would have to say something...
But you're working on Alpha
Protocol.
FU: Oh absolutely, yeah.
So, we continue to work on Alpha Protocol,
and it's actually going great. I'm actually pretty excited from the standpoint
of, you know, we hit content complete, so we shoved all the -- I'm not going to
call it crap -- we got everything in the game, and now we're just working
towards alpha.
In essence, we get to
polish a number of months before alpha, and then a number of months to beta, so
it's looking really positive. We've been able to fix a lot of things. As a
developer, there were a lot of things we had to learn with Alpha Protocol, things we didn't have to do in our previous games.
And so, we've been really hitting those things.
Well, you were talking a little about taking RPG elements and
broadening that out a little bit. This is what Alpha Protocol seems to be, right?
FU: Yes.
There are a lot of action elements that I assume you guys haven't
done before.
FU: Right, it's pulling
things we haven't done and pulling them into RPGs. There's kind of a couple
things for me as a game maker that I've not had to really think and focus on
before. This is going to sound really strange but I've never really had to
think about player control. Because other than just making sure running around
feels okay.
Because obviously all my
previous games that I've made, they've usually been point and click, or with KOTOR II, you're just kind of running
around. I mean, it has to feel good but not amazing. Combat was all
choreographed, so there's no cover, there's no this, there's no that. So,
really with Alpha Protocol, we really
had to learn to come up with... I mean, Unreal has stuff in there, but you have
to expand on it, basically.
And so, really focusing on
movement, cover, how the AI reacts, and AI and cover. AI, cover, movement, and
animation quality, that is the lesson that we've had to learn for Alpha Protocol. We can take all the
stuff we know about RPGs and get it in there, but then there was this large --
I would say "large" -- group of things that we then had also to learn
how to do and get better at it.
And do you do that by bringing in people who have worked on those
kinds of games?
FU: Yeah. I think it's
both. One, it's a good education. It's good for us. With me, that's the next
thing that I look at, now that there are a couple games that we're looking at
starting right now. If you asked me five years ago what are the big things that
we have to get right...
Well, we have to get area building right because RPGs
are all about areas. I guess all games are about areas, but RPGs are kind of, "We
have to figure out how to make towns," and things like that which are
these persistent things which the player runs around in.
You always know where they're going to go.
FU: Yes, exactly. And so,
it's areas, it's creature creation. And from a standpoint, how do we create
characters when we're dealing with seven races, two sexes, body morphing, and
all this other kind of stuff and all these things?
But what wouldn't have been
on there are these things about, "Well, how are we going to do cover? How
are we having the AI react to cover? How do we give the player in a
third-person over-the-shoulder camera an understanding that if they throw a
grenade, where it's going to go." In our games, it's always been like, you
targeted something. In Fable II,
right, you target something, you don't target the world.
Right, that sort of thing. And that's an artistic choice.
FU: Yes.
And when working on an original property like that, do you have any
sort of ownership of Alpha Protocol?
You're doing it for Sega, but is it also an investment for Obsidian for the
long term? Or is this something that's work for hire, and you see it the same
way as doing Aliens or some license?
FU: Obviously, our success
come in games selling well, right? So, if you get too far down the line of, "Well,
the brand of Alpha Protocol is more
important than the game," you start to get all schizophrenically weird.
For us, Alpha Protocol being
successful is good for us. We look at the game, and the brand is important
because if we make the brand feel good, then the game will be successful.
In a world where games often materialize in other media, I'm
interested when developers try to own IPs themselves. So, is that the case with
Alpha Protocol?
FU: Oh no, it's Sega's
property. We've created it, but it's their property.
If it's successful, with you talking about being on the list, do you
feel like that if this game works, suddenly you could be on more lists? Do you
sort of think like that? Do you still feel like you're the same company you
were?
FU: No, I would still want
to make RPGs. It's what we think about. It's like how you think about asking
questions.
And so, that's how we
looked at it. There's a range of different RPGs. You go from the Diablos to the Torments, almost. Planescape:
Torment is all kinds of talking, and Diablo
is just all action. I think that within those bounds, you can create a lot of
different things. And I guess there's even another axis now, which is Mass Effect, Alpha Protocol, and Fallout 3, which is more of this
first-person, even action-based, skill-based shooting mechanic.
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And it's a huge pile of crap.
Why is it that the RPG can be raped liked this? What other genre have the media allowed to be 'any damn thing you want it to be'?! How can RPG be a genre when so many other genres can be fit into it and it's still called an RPG?
Let's get things straight: Diablo is a hack'n'slash RPG, Planescape Torment is an RPG, Fallout 3 is an RPG, but Jade Empire, Mass Effect and Alpha Protocol are NOT RPG's - they are 'action-adventures'!!!!
What makes an RPG is character stats. Are you able to choose stats for the character you are going to play,and then have game options that take that character into account? Planescape and Fallout 3 are the only titles that fall into that category.
If having a inventory for weapons and armour and a conversation system means it's an RPG, then Crysis and STALKER and Far Cry 2 are all RPG's! In fact every 'shooter' released in the future will be able to be called an RPG!
It's funny how, when you look at what developers were saying about their RPG's like KOTOR and Baldur's Gate, they were pointing out that same things as I have above, to show their titles were proper RPG's!
Your final paragraph therefore, is a total cop-out, and will, just like Flight Sims and Adventures before will help kill the hardcore RPG market.
Gamers want REAL RPG's. It's why Oblivion and Fallout 3 have sold in the numbers they have, it's why the Fallout compilation of Fallout 1,2 and Tactics re-appeared in the charts last month, it's why The Witcher has sold twice as many copies as Mass Effect on PC!
Alpha Protocol is a game with all genre for all gamers, but it's stats are based around NPC attitudes and weapon and tech stats. There will be little in the way of character stats or gameplay that takes account of that, it will go the way of most 'games written for all genres', in that it will appeal to no gamers and sell very few copies.
There's no dispute that Mass Effect sold well, especially on console. But a conversation engine tied to a third person linear tactical shooter engine does not make an RPG. AN RPG has you able to create a character through stats and then have a gameworld that reacts to those stats. Ie., as a strong fighter you have a front door with guards to go through, as a stealthy type character there is a back door to sneak into. In Mass Effect everything led to that linear third person shooter quest. That is not an RPG, lite or otherwise.