Shack Interview: CliffyB
This morning I bring to you an interview with Cliff "CliffyB" Bleszinski, lead designer on the popular Unreal Tournament franchise and, of course, the upcoming Gears of War. Interested in finding out Cliff's thoughts on gaming, the industry as a whole, and some Gears info? Of course you are! So click the link and get to reading.
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Storytelling in the interactive realm is based on a series of tradeoffs. If one chooses first person the entire time then the player may feel more immersed but that immersion can easily be messed with by shooting other characters or jumping around like an idiot while they're speaking to you. Cutscenes are a more deliberate way of advancing story but when you're playing a game you'd rather actually play rather than watch a movie. Gears uses a combination of techniques. We had a priority for these; the ideal way was to always tell story when the player was moving in the world (BTW, this is usually the cheapest way to do it.) The next fall back was to use seamless camera moves while you were playing along with points of interest (Basically, hold Y to see cool stuff.) Finally, we use the occasional (brief) cutscene to inform the player of critical data.
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Is it Full Spectrum Warrior / BiA / Myth style ? Do you have that kind of control?
Can you even control them at all? Or is all of the "team" stuff dependant on if you have another live person to play with you?
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Fucking truth.
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motherfucking SOLD
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Personally I think the PC is as good as it's ever been. He mentions hardware conflicts/etc. as problems with the PC platform, yet in it's initial heyday, when it could almost be said that they were superior to consoles, that kind of thing was 100x more difficult. Dealing with DOS and interrupts as well as memory limitations was incredibly more frustrating than some of the silly directx and driver problems we see today. We should be thankful it's decidedly better than it was. I think if anything is the problem, I would agree that it's the cost of the hardware.
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