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The Philosophy of Faith: A Mirror's Edge Interview
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The Philosophy of Faith: A Mirror's Edge Interview


November 7, 2008 Article Start Previous Page 5 of 5
 

I was really surprised that I used literally three buttons the entire time I played the demo.

NC: That's right, and I don't think it feels -- it never feels repetitive in that sense, because you want to maintain that momentum. It's all about keeping the momentum, which is like the fuel that drives you through the game; that's the most important part. And that's the challenge, you know?

It's almost like, in sports, if the challenge is to go faster -- if you're running, the challenge is to do it as fast as you can, and that's what drives you forward to keep doing it.

There's a similar sense in our game in that, you know, I want to go through the levels as quickly and as cleanly as I can, and there's a real sense of achievement for that.

You don't have to have lots of different moves to do that, you just have to have skill, and the skill comes to a point where you're really getting through these levels clean, and it's massively rewarding.

That's one of the things I really like about platforming games, and I don't think there are a lot of outstanding examples of it these days, unfortunately. If you look at Mario, you jump, and maybe do a couple other things. And then even, again, Portal, you've got two types of portals, and you move around, and that's it. It's amazing how much variety of design you can get within that framework.

NC: Absolutely. And it comes out in the levels, you know? In the level design, and the way they're put together, and, you know, platform games obviously were huge on the older consoles, and I think it's a shame that they've not been used more.

And clearly we're trying to bring a lot of that back, because they're still fun, they're still really fun; back in the day, they were the games, and that was the genre.

Right. It's strange that part of the resurgence is coming via first person. 

NC: It is. I mean, obviously, when you look at the previous games, that's completely not the case, it was far from it. Side-on, and stuff.

But I think that's what the new generation of games is all about; it's to try and break down those barriers, to try and do these things; we can technically do it, but it's just about having some imagination and taking the time to get that right. You know, that's really all you're limited by -- instead of copying things that other games do, it's actually taking time to try to do something different.

It almost feels like, as the '90s progressed, genres became more and more codified; they were established in the '80s and mid '90s, and then they got more and more rigid. And I feel like the last generation of consoles was very much like that -- people established genres, and it was a matter of, "Let's lock that down," and now it almost feels more like, "Well, maybe we'll just use some of these design building blocks."

NC: Yeah. Yeah. Exactly. It's just using your imagination, you know, and I think that's the main thing: Try and -- you can't always make something different just for the sake of it, but try and be creative, and do something unique. I think that's what gaming's all about; I think that's what we're here to do.

And I think at times it's great to mimic real life -- there's no bigger fan of sports games than myself, and I want them to be real, clearly. I don't want them to play different; if I'm going to play football, I want to play football. I want to play it as it is, you know? It's great for me; I love that. But, in the other genres, I think in certain circumstances, there's a real gap to be unique, and be different, and be creative.


Article Start Previous Page 5 of 5

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