วันเสาร์ที่ 6 สิงหาคม พ.ศ. 2554

QuakeCon 2011: Harvey Smith, Raphael Colantonio, Matt Hooper, Marcus Smith begin their games and how their roots form working today.

Who was there: magazine's senior editor Andrew Reiner.

Marcus was put on the spot and asked how Super Mario Bros. had influenced the development of Resistance. Speaking in broad terms, the developer stated that, while the Mario games are linear experiences, they don't force the player down one path or another. Instead they give the player some tools and have them approach the game's challenges in numerous ways. With Resistance, Marcus said, the team tried to do something similar. Finally, Hooper brought up Half-Life and talked about how developer Valve didn't feel as if they had to drag the player through every story sequence. They just presented their story and trusted that it was compelling enough to hold the player's attention.

After closing this topic, each member of the panel was asked to run through some of the modern games they felt were really shaping game development today. Bioshock, Batman: Arkham Asylum, and Minecraft all came up as very well-crafted games. A brief talk on multiplayer favorites followed, before the floor was opened up for a Q&A session. When asked about why the industry doesn't see more games taking creative risks and breaking the mold, Hooper spoke up and said it's tricky when a large game can take hundreds of millions of dollars to make. He added that back in the early years of game development, taking these risks was easier since the amount of money, manpower, and time was lower.


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