Showing posts with label interview. Show all posts
Showing posts with label interview. Show all posts

Thursday, March 19, 2009

Godfather 2 interview: cut, cars, and crew

Once again, I made EA Associate Producer Wes Culver an offer he couldn't refuse, and he was willing to share a bit more about The Godfather II. The game's due out April 7th in North America and April 10th in Europe.

As I said last time, I enjoyed the first Godfather game and the sequel seems to have a lot more dynamics, among other improvements. So I'm hopeful.


What RPG elements are at play in The Godfather II? What room exists for replayability in terms of character developmment?
There are a good number of elements in The Godfather II where you can upgrade your character and family. Traditional RPG elements include the ability to upgrade attributes for you as well as all of the Made Men in your family. Example attributes include the rate at which your health regenerates, your weapon accuracy level, your extortion effectiveness, and Black Hand skills, among others. Additionally, you will be able to find new weapons out in the game world that you’ll be able to wield. Depending on the type of weapon license your made men start out with (as they vary), they may be able to wield upgraded guns as well. Don’t worry if they don’t have an advanced weapon license, because you can always upgrade it by taking your made men in online multiplayer.

In addition to being able to upgrade attributes and skills, you’ll also be able to earn extra-special bonuses by taking over Crime Rings. Such bonuses include incendiary rounds, armored cars, bullet-proof vests, and more. Less traditional RPG elements include being able to build up your family as the Don. You choose which made men (and their associated specialties) you want to recruit. You decide who gets promoted and who doesn’t make the cut. You can even customize the appearance of yourself and your made men.

In regards to replayability, that’s mostly up to each individual. Since there are so many different ways of playing GF2, it is extremely rewarding to go back and play it again using a completely different strategy that yields different results. For example, you can go back and decide you want to take out all of the rival made men for each family. While taking out rival made men can be very challenging, it’s also very rewarding because it has a big impact on the strength of the family. Conversely, you can choose to go in guns blazing while trying to eliminate a rival family with all of their made men intact. It’ll be much more difficult, but possible. Being an open world game, each person can create their own fiction and unique experience in the Godfather universe.




Is combat entirely real-time? What's the balance between FPS aiming and character skills?
It depends… Combat between you, the Don, and your enemies is real time. As is any combat you personally engage in as the main character of GF2. However, being the Don carries certain perks, such as being able to order your made men to perform remote attacks on businesses while you’re doing something else. You can also send them to defend a business that’s either vulnerable or under attack.

Your character skills have a very big impact on your aiming. There are three different weapon accuracy attributes (for different types of weapons) as well as varying levels of each attribute. Add the “Marksman” ability on top of that, and the difference between when you start out and being fully upgraded is huge.

Has extorting businesses changed much since the first Godfather game?
The core of the extortion experienced has remained faithful to the original Godfather game, since it was one of our most highly rated features from the first game. We did, however, build on top of and around that core extortion experience. A great example of this is using your crew to gain access to side, rear, and other entrances in order to get the drop on enemies. You can have your engineer specialist cut through fences or cut the power so your rivals cannot call for extra backup. Your demolitions expert can blow open side entrances or have your bruiser break down walls. In addition to this, the concept that every racket belongs to a Crime Ring gives you a greater purpose for planning and attacking. Instead of just going after the closest business, you can choose to attack ones based on other factors, such as breaking up a Crime Ring or getting your own.




Will we see more vehicles in this Godfather game? Has driving gameplay been modified at all?

There are significantly more (I believe nearly 2x) vehicles in The Godfather II, compared to the original. There is also a greater amount of variety between the cars as well, including cars based off of 1960’s era muscle cars, sports cars, sedans, pickups, etc. In regards to the driving gameplay, the cars drive much faster than the first game so the way they feel matches their updated look.


Can you tell us more about the Online Honors in multiplayer?
Honors are the rewards you earn while playing online multiplayer. There are about a dozen different honors that each player can earn and you may even be able to earn multiple honors in a single match. Examples honors include being the top scorer on the winning team, healing your teammates 5 times, etc. Earning honors goes towards upgrading the weapon licenses of your made men each time you take them online.

What's your favorite weapon? Favorite skill? Favorite crew member?
It’s so difficult to choose a favorite weapon, since I use all of them depending on the situation. If I’m forced to pick, I’d have to say my favorite weapon is the Level 3 Magnum because it’s powerful in short and long range situations. My favorite skill for myself is the marksman ability, since I like to go for headshots when battling with a rival family. Favorite skill for my crew is upgrading their proficiency in any given specialty, which greatly reduces the time it takes to crack a safe, cut a fence, revive me, etc. My favorite crew member is Tommy Cipolla, the unique made man you get by pre-ordering the game (everyone’s got their pre-order in, right? :) because he starts with two specialties, an upgraded weapon license, and an upgraded gun by default.


So there you have it. You have a couple weeks to practice your worst Italian accent and polish your Gatling gun. Culver's team has put the game's brief delay since last month to good use and created yet another multiplayer mode, so you'd better be ready for my crew to burn down your casino!

Thanks again to EA and Wes Culver for the interview. If you missed my first interview with Culver, concerning The Don's View, you can find that here.

Monday, February 02, 2009

Godfather 2 interview: The Don's View

One of the more dynamic games of early 2009 is EA's The Godfather II, due out this month. The first Godfather game was an interesting mix of a GTA-style open world and RPG character progression; set in the Godfather universe, of course. I enjoyed it.

The sequel seems to have made many improvements. A major difference between that first Godfather game and this one is a new feature called The Don's View. Associate Producer Wes Culver answered some questions I had about this fresh aspect of the game.



How does the player defend his turf? Is it as simple as taking a cut in profits each day or week to hire guards? Is there any tradeoff involved?

As a Don, there are several different ways the player can defend the businesses he owns (besides physically going there himself). First off, as soon as a player takes over a new business, he will immediately want to add guards to protect that business. Having guards allocated to a business will keep your rivals at bay, as an unguarded one is ripe for the taking.

When guards alone are not enough to ward off a powerful attack, the player can choose to send his made men to a business to defend it. Made men are much more powerful than regular guards, and you can tell them to defend a business whether it’s being attacked or not. If it’s currently under attack, they’ll kill off the enemy attackers. If it’s not, they’ll be ready and waiting for battle.

As with most things, there are tradeoffs involved with each method of defending the player’s turf. Guards cost money, so they will eat into your profits. Made men are free, but there a limited number of them and when one is sent to defend a business, that’s one less personal bodyguard for the player’s character.

Do different gangs have different general strategies, which the player will compete against?

Each rival family does have a certain set of traits that causes them to have varying strategies when competing against the player. For example, one family might be obsessed with money, so they’ll go after the businesses which generate the most income. Another family has a weakspot for prostitutes, so they’ll go after the brothels. The traits of each family are subtle, but they do add a bit of variety while the player progresses throughout the game.

How many cities does The Godfather 2 include? Do they all share the same types of rackets and such?

There are three different cities in The Godfather II and all have a pretty good variety of different types of fronts and rackets. Certain groups of rackets – called “Crime Rings” – will give you a significant bonus if you own every business within that crime ring. We focused on crime rings when deciding which businesses are located in each of the three cities. Some crime rings can be completed in a single city, while others may be spread across multiple cities so they’re harder to complete. All in all, I believe the variety is balanced well.

Your site states: "When taking over a venue in a monopoly all connected venues in the monopoly will be revealed to the player." Does this mean only that the connections between businesses will be revealed? Or does it mean that venues are not marked at all in The Don's View until they are discovered?

Businesses become “discovered” when the family that owns each are revealed. The way new families are revealed is by progressing through the story missions of the game. However, a player may run into the situation where he took over a business where related ones have yet to be revealed (because the family that owns it has yet to be revealed). In that case, those businesses will be visible, but additional information (like the actual location) may not be accessible to the player until the family is revealed.

How many different game perks are available to be acquired through controlling monopolies? Will the player likely control all of them by the end of the game?

There are a total of 9 different Crime Rings (monopolies was a term we used early on, but have since renamed them “crime rings”) and each carries its own special bonus. And yes, by the end of the game, the player will control every single one. The player will be one extremely powerful Don by the end.

Does the gameworld remain active while the player is in The Don's View? I noticed some buildings on fire in the screenshot on your site.

When you enter the Don’s View, the game world is not active. Buildings that are under attack or that have been bombed will have their own unique animations (such as being shown as on fire in the Don’s View), however, game time is actually paused.

Early on in the design process, we were considering both alternatives, but keeping the world active while the player is in the Don’s View ultimately led to too many complications and questions to be answered. Acting like a Don and using the Don’s View is already a robust system and we didn’t want to overwhelm people with too much complexity.

Can you offer some examples of different strategies you've seen players take when using The Don's View?

Throughout the development process, we had many potential customers come into our office and participate in focus tests by playing the game from start to finish like a player at home would. Each had their own way of attacking other businesses using the Don’s View.

As an example, some players love to go after the rival made men- take them out to weaken the families before expanding to much. Others would attack the businesses that provided the most money each day, so they would have more cash flow to hire guards and upgrade their character and family. Many also would specifically target a certain Crime Ring so they could get the bonus, so there is a great deal of different strategies each player can employ.

Here's a GameTrailers video of The Don's View:


As I said before, The Godfather II seems to be a dynamic game. Whether you go after the enemy's Made Men or businesses first, the order in which you take Crime Rings, the order in which you take businesses, the stats you give your character, the Made Men you choose and how you use them... all of these things combine to give each player a relatively personal experience and add replayability. I'm looking forward to the game.

My thanks to Culver and EA for the interview.

So what do you think?

Monday, November 24, 2008

The Agency Q&A: part 1

A while back, David kindly asked if I wanted to join him in interviewing the SOE Seattle team behind The Agency.

Of course, I immediately said "hell yes!" and sent him half-a-dozen questions. Then I realized that, not only was David going to use all of my questions, but he also used over a dozen questions of his own! Much to my surprise, SOE was willing to answer most or all of them, so this interview will be in multiple parts.

Anyway, here's the first part of the Q&A with Matt Staroscik, Game Designer and Lead Writer for The Agency.


(1) The Agency seems to break new ground for MMOs in many ways. But what aspects of the game might feel familiar to veteran MMO gamers?

"The persistent world, interlocking quests, team play and other social elements of The Agency will be pretty familiar to MMO veterans. Players will also work on building influence in the game world, another genre staple... There is also a crafting system, though the way you research and build things will be different in The Agency from other games. (You’ll be directing a team of Operatives, collectible NPCs, who do the work for you.)"

(2) You've cited 007 films as one inspiration for the game's setting and characters. What are some other key inspirations?

"The Bourne movies are up there, and so are the TV shows Alias and Chuck. Even Get Smart and Austin Powers provide some good reference for us. The Agency isn’t a comedy, but those properties show spies and supervillains with elaborate, global operations, and fancy headquarters to match their ambitions. We are all about that!"

(3) Many current MMOs are dependant on good social interaction within the game which is normally conducted via keyboard or voice chat. Has this made you consider shipping the game with a keyboard/headset?

"Nothing has been decided, but we do know that PC players already have keyboards, and if they enjoy voice comms, they’ve probably got a headset as well. Recently the Wireless Keypad and official Bluetooth Headset were announced for the PS3 and I’m sure these peripherals will lead to even more of our potential players being voice equipped from the beginning."



(4) PC & PS3 release but are you considering releasing on other platforms in the future? Will the PC & PS3 launch on the same date?

"The Agency will be exclusive to the PC and PS3, and we intend to launch both versions simultaneously.

I have high hopes that we will find some ways to put Agency-related content on the PSP someday. But please, don’t take that as a leak, it’s just me thinking out loud. We’re far too busy with The Agency to pursue any kind of spinoffs right now. "

(5) Are any of the team regular MMO players? Do you have any current favorites, current or past?

"Many of the team members, especially designers and developers, are MMO players. Walk around the office at lunch and you’ll see people logged in to lots of different games. We’re always talking about the latest betas and other industry news, too. It’s not all MMOs here, though. There are many different tastes represented among the staff, including board and card games, and I think that diversity is good for us.

Me? Well, one of the reasons I am so happy to be working on The Agency is that I honestly don’t care for the traditional EQ/WOW type of MMO. Oh, I’ve tried, but when you find a 10 second FPS respawn timer to be a long wait, as I do... the pace of most MMOs is unappealing.

I spend most of my time on single-player shooters or rapid-respawn multiplayer games like Team Fortress 2. Planetside is a good game, and I dabble in it, but have never been a serious player. I also log a lot of time in puzzle and strategy games on my PSP and DS Lite.

The combination of features in The Agency really makes it a game I want to play and I think that a lot of other shooter fans will come to feel the same way."

(6) What do you consider the main feature of any MMO that players look for & expect to see well done?

"Most players won’t see stability as a feature, but if the zones always come crashing down, it doesn’t matter how great the game is. You never think about stability until you don’t have it. Game balance is the same way. No one wants to feel the sting of the nerf bat.

Aside from that low-level stuff, the social tools in any MMO need to be well developed. You need to be massively multiplayer, not moderately multiplayer. That means good chat features, friends lists, and guilds. I think we should all demand good matchmaking services, too."


Thanks to Staroscik, and to Osbon, for the interview opportunity.

The Agency has been on my watch list for a long time now. Like Staroscik, the thing I like least about MMOs is the combat, but the RPG elements are still important to me. The game seems to have a nice blend of action, intrigue, and humor. And I'm a big fan of espionage stories, both tongue-in-cheek stories like Bond and more serious ones like the novels of Frederick Forsyth. Operatives sound fun.

And no, I haven't figured out yet if I'll choose ParaGON or U.N.I.T.E. The sniper rifle and shotgun have equal appeal to me.