- Joined
- Feb 18, 2009
- Messages
- 1,825 (0.33/day)
- Location
- Slovenia
System Name | Multiple - Win7, Win10, Kubuntu |
---|---|
Processor | Intel Core i7 3820 OC@ 4.0 GHz |
Motherboard | Asus P9X79 |
Cooling | Noctua NH-L12 |
Memory | Corsair Vengeance 32GB 1333MHz |
Video Card(s) | Sapphire ATI Radeon RX 480 8GB |
Storage | Samsung SSD: 970 EVO 1TB, 2x870 EVO 250GB,860 Evo 250GB,850 Evo 250GB, WD 4x1TB, 2x2TB, 4x4TB |
Display(s) | Asus PB328Q 32' 1440p@75hz |
Case | Cooler Master CM Storm Trooper |
Power Supply | Corsair HX750, HX550, Galaxy 520W |
Mouse | Multiple, Razer Mamba Elite, Logitech M500 |
Keyboard | Multiple - Lenovo, HP, Dell, Logitech |
http://www.neogaf.com/forum/showthread.php?t=473890
Source Article:
Here's the Letter Message:
Source Article:
Gamasutra has a 4-page interview with Cliff B and it's a pretty cool read. Some of his ideas are neat.
http://gamasutra.com/view/feature/17..._the_world.php
About Japanese devs:
One of the options I've thought of was what if I left Epic right now, and became a consultant to help Japanese developers make games that are more Western-friendly -- not only from an IP perspective, but also from the game mechanics and features perspective. I could seriously have a very healthy consulting gig doing that, right?
And so my advice to Japan is that in a disc-based market right now, you cannot [ignore multiplayer]. I'm not saying tack multiplayer onto every game. But for instance, Shadows of the Damned, that was a wonderfully crazy adventure, the dialogue had me laughing out loud, just even the key-door systems in there; it was a beautifully crazy game with really fun gameplay, but no multiplayer co-op experience in there. I'm not saying tack on a versus mode; there's a billion different ways you can do some sort of "players interacting with other players" mode.
For instance there's Demon's Souls and Dark Souls. That's ironically one of the most innovative games with what we call "mingle player" that has had those kinds of blending and blurring of single player and multiplayer -- and it came from Japan! So clearly some of the developers over there get that, because that game is going to continue to inspire a lot of Western developers to figure ways that you can have connected elements in campaign games, and have more of a blended experience.
And if you're going to make a third-person shooter... the fact that Vanquish didn't have a multiplayer suite was a crime. That IP, it was pretty good as far as being Western, the gameplay was great, and the vibe... I've often said on record that if Gears is the kind of Wild, Wild West coal train chugging along, then Vanquish is the Japanese bullet train, with style and everything. There is absolutely no reason I shouldn't have been zipping around, doing the mega slides, diving up in the air in an arena with other players.
I'm sure the development team got together and was like, "Well, we probably shouldn't do multiplayer because of the budget," or the time, but at the end of the day you have an amazing product that was [handicapped] by the fact that it was seen by many gamers as a campaign rental or a used game, and not the $60, day one, gotta have it game.
I'm afraid people will see my big advice as "just tack on multiplayer." No, don't ever just tack on multiplayer; it's a huge mistake. Make the multiplayer soar and make it relevant to the game, and make it key to the DNA of what the experience is.
Fatal Frame:
Why don't I have a multiplayer Fatal Frame yet? What if I had a Fatal Frame where anonymous people could join my game and be ghosts and try to scare the crap out of me, and then I rate how well they scared me? Basically a fancy hide and go seek
Why don't I have an augmented reality version of Fatal Frame for the Vita, in which ghosts hang around the world? I think Nintendo had something similar to that, right? Why don't they have ARGs where they then actually hide real ghosts in the real world, maybe where even real people died?
That's maybe a little too crazy, but this is the kind of thinking that I think needs to kind of push everything.
Silent Hill:
I miss that experience. But mark my words, if we get to just fully-connected consoles that have e-shops and everything like that, you might see the rise or re-emergence of the scary horror genres as $20 or $30 games
If I were to rate the Silent Hills in the order of the best ones... The Silent Hill series for me was like Highlander, which for me stopped after the first one. So in regards to Silent Hill, after Silent Hill 3 for me there are no Silent Hills. And that sounds really mean; I apologize to anybody who works on the Silent Hills.
I would say, in order [from favorite to least favorite], Silent Hill 2. and then actually I would go for Silent Hill 3 and then 1, because 1 for me was a great game but the graphics on the PS1 just do not hold up. It's that just getting into 3D, the textures are not perspective-correct, things are swimming everywhere, and I'm just like, "Ahh... I can't deal with this."
Mechanics:
Eventually I'd love to do a horror game someday, and I have all these mechanics I'd love to implement. One of the ones I've fantasized about is to have a game that's first person, and the monsters essentially are the most clear when they're in your periphery, and then when you actually look at them, that's when they become more and more vague. It's all about what's unseen, right?
The other mechanic I want to do -- that somebody can feel free to steal, because I'm never going to get around to doing it -- is make a game in which it's first-person and you're being stalked by giant scary creatures, and you can turn invisible, but the only way to turn invisible is to close your eyes. And then you're trying to play this Metal Gear-ish stealth game around these creatures, and you hear the alert state, at which point you close your eyes and you just have to then listen.
There's this sound technology, I can't remember the name of it, where it really feels like the things are around you, and then you can only stay invisible for so long and find the right time to open your eyes. And you're either going to be in the clear, or there's going to be this thing just breathing down on you or whatnot. I thought that could be a fun mechanic to do. But who knows, right?
Resident Evil:
Well, what happened is that it ceased being a horror game; it became an action game. And as much as the player was [handicapped] by pivot controls, he's still a badass dude with a laser sight and he's wiping out hundreds of zombies, right? You know, we weren't a scared girl running away from a giant guy with scissors anymore [Ed. Note: a reference to PS1 horror game Clock Tower], and that's okay.
Again, though, I would be terrified if suddenly, the doomsday scenario came along. Tim Sweeney says, "Hey you, you're fired!" and then Capcom's says, "Hey, come work for us and do the next Resident Evil game!" I'll be like, "Oh my God."
And I think the proper way to do that -- if I were to work on an RE game, hypothetically -- would be to alternate between those moments. Maybe do an RE game where there's two kinds of characters -- you know, you've got a Leon-type guy, and then mix in a scared little girl, and so you alternate between the empowerment and the fear
You know what else I would consider, from a production standpoint, is what if I was running Capcom? I would split Resident Evil -- and this may be a mistake but I'm just throwing an idea out there. I would do the Resident Evil, you know, "Merc Ops," where you're these badass soldiers who clean out zombies and you're just like "the guys."
And then do Resident Evil: Special Victims Unit. Where it's the stories of the ordinary people, where you see one zombie and that's scary and maybe you can fend that one off, but you get more than two or three and you do nothing but run, Walking Dead style. And see it from both sides.
Uncharted:
But one of the things that I find missing from Uncharted is that if I'm a treasure hunter and I'm playing Uncharted 3, I'm finding like a random Faberge Egg every once in a while, and I'm in this jungle and I try to go off the beaten path and I can't.
If I were at Naughty Dog now -- wow, this is turning into an "if Cliffy ran the world" interview -- but yeah, I would do a version of Uncharted that's multiplayer, in which every person is their own version of a Nathan Drake and you're doing global treasure hunts. And have dynamic events where "A new rune has been found in Peru!", you know?
The race to get there, and then if somebody else got there first they actually left traps behind or bait/switch, and people backstabbing each other, and really have that be player-driven, and have a lot of emergent gameplay. Don't focus on the script-y stuff.
You know, make the jungles and make the players race to get to it, and make The Amazing Race with treasures, you know, a version of what Indiana Jones was -- globetrotting around the world
Here's the Letter Message:
Last edited by a moderator: