GC: Lionhead wants games to be equal to movies and TV - Backer
Molyneux's pal spreads word.
Fable 2 staging director Georg Backer has spoken of Lionhead's desire to put games on the same footing as film and television drama by introducing "emotional, motivational, dramatic and immersive gameplay".
"We want to achieve that games are an equal choice of entertainment as movies and TV are," said Backer - delivering Lionhead's GCDC speech instead of Peter Molyneux, who had to pull out. He went on to reveal that the developer had sought counsel from film editors, fighting specialists and professional wrestlers, among others, to help create a unique combat system that delivered on the developer's intent.
He also spoke of how the team got together and acted out scenes and quests from the game in order to test dialogue and ideas. "We go with five people in a room and read through a script - and realise 'that doesn't work' or 'that's too long'," he said. "We did that several times and it was always very interesting."
Key to the design of the game has been developing game concepts around the principle of "staging". "What that means is that if you have a gameplay level, let's assume you've been beaten to near death and all the people believe you're really evil - if you then for example walk through a dark forest you should feel like you're alone; it's at night; there should maybe be wind howling but no music; you could hear footsteps but no one's there; you walk into a town and people pull their blinds down, turn their lights off, and you really get the feeling all around you." If you then redeem yourself, each element of the scene would perk up.
Meanwhile, individual assets might not be made the way you imagine. "If you design assets you often base them on real-life things," Backer said, "but if you talk to people in the film industry they don't care about real life very much...they only care that the drama is conveyed on-screen." As an example of that accentuation, he said, a man in a film growing increasingly dishevelled might be put into a larger suit than one he had worn in earlier scenes in order to give the impression that he'd lost control of his appearance. It's that spirit that Lionhead's adopted in framing Fable 2.
Other elements geared towards this approach include the dog - "an essential part of our attempt to bring that across", according to Backer, in that he's "a nice communication vehicle between the game and the player", reflecting the hero's emotion as well as probably digging up bones and that.
Backer also explained how the one-button combat system played to these ideals. It needs to be accessible, flexible, emotionally and motivationally rewarding and dramatic, and give the character a visible sense of progression. "It shouldn't just feel like any other fight when you fight...we want you to understand why you have to do this fight...is it part of the story? What do we want to deliver at the end?" he asked rhetorically. The combat experience will change, too, he said, depending on the hero's skills, enemies, location, environment, audiovisual representation and user. To help with this, they spoke to a "sword master" who's worked on the Troy and Gladiator films. "We asked him how do movies do amazing fights...We learned quite a lot about how the display of a fight in movies on-screen is different to real fighting." They also got a pro wrestler to bang their audio designer's head against a mattress to help with R&D.
Prototyping the combat also took them through a phase of consultation with a film editor, who initially thought their attempts to shoe in film cuts and the like were a bit comical. "Editing is all about making sure the user does not lose the perspective - and in big action films with big cuts and edits you still have a clue what's going on," Backer said of the experience, before showing off a very early version of the game's combat system - a character moving around in a 3D town using one button to kick rocks at adversaries, hack and slash, block and parry.
"We are only just scratching the surface," Backer said in conclusion. "For us, this is a really new thing and we really desperately want to make sure that this drama and emotion gets pushed in games."
You may also like...
-
Gravity Rush Review 54
-
Day Z: The Best Zombie Game Ever Made? 19
-
Sony patents method to interrupt your gaming with an ad 128
-
XCOM: Enemy Unknown Preview: First Contact 12
-
Wii U Aliens: Colonial Marines is best-looking version because of console's "more modern tech" 93
-
Kingdoms of Amalur: Reckoning needed to sell 3 million to break even 74
-
Jet Set Radio announced for PlayStation Vita 37
-
Activision vs. Vince Zampella and Jason West: Inside the game industry trial of the decade 72
-
Arma 3 in-engine footage shows off lighting tech 23
-
App of the Day: Go Robo! 2
-
Skyrim gets mounted combat in new update 60
-
Ghost Recon: Future Soldier Review 132
-
Dirt Showdown Review 89
-
Minecraft overtakes Black Ops on XBL activity chart 25
-
Anarchy Reigns delayed in the West, Platinum says 13
Comments (25) Latest comment 5 years ago
Comments for this article are now closed, but please feel free to continue chatting on the forum!
Comment below viewing threshold Show
FIRST!
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Which games?
Comment below viewing threshold Show
If you choose the path of good do you need to follow your dog round with a pooper scooper?
Comment below viewing threshold Show
Comment below viewing threshold Show
I've yet to play a bad lionhead game.
Fable is still one of the few games i enjoyed playing on the xbox.
Comment below viewing threshold Show
With all this free access to information, I'm finding it more and more annoying devs (especially Lionhead) come out with stuff like this.
I don't care about games being regarded as on par with tv, film or art, I don't give a shit you got stuntmen mo-capped falling 990 feet from simulated castle battlements, I'm massively underwhelmed you all sat down one day and communed with Mother earth for inspiration, i just want, HEAVEN FORBID, an enjoyable game.
And a one button combat system doens't sound very enjoyable to me
Comment below viewing threshold Show
Mind you, every time they start talking about the dog that just sounds shit.
@squarejawhero
+1. I fucking hated that film.
Comment below viewing threshold Show
Comment below viewing threshold Show
The reason why you may not find this talk interesting Dreddnaught is because it is part of a talk aimed towards developers, not 'the public'.
SniperWolf do you even read to articles before you post a reply, Georg is doing the talking here, not Peter.
We KNOW it's been around in other media like movies and theatre, just not in games and since Georg was talking to game developers, and not 'joe public', it's a very valid point!!!!
Comment below viewing threshold Show
Hype is a curse. They need to be careful they don't do what they did with Fable and raise the expectation to high. The risk of underdeliverance increases greatly.
Comment below viewing threshold Show
Comment below viewing threshold Show
Usual bollocks.
Comment below viewing threshold Show
Comment below viewing threshold Show
Lighten up!
Comment below viewing threshold Show
Could the games industry please grow some balls and stop being the little brother of the film and tv industry but instead find it's own way? And stop trying to make games be like movies all the time. Some times it works but please for the love of god find your own "language" of telling stories and making interesting experiences.
The talent is there, the money is there now all we need is to stop the wannabe Hollywood behavior.
Comment below viewing threshold Show
Erm.. it wasnt molyneux speaking dumbass.
Comment below viewing threshold Show
Yeah.. and as per usual .. joe public fanboys on forums know f-all about what they're talking about.
.. but yet still feel the need to say that someone who knows infinitely more about them on a subject is talking bollocks
Comment below viewing threshold Show
Frankly, I take my hat off to them for trying to make proper games instead off all this ballshit that is (annoyingly) more profitable.
(edits due to working in Amsterdam this week.........)
Comment below viewing threshold Show
Where?
Modern games seem to be nothing more than dumbed down versions of 80's action movies.
Comment below viewing threshold Show
Comment below viewing threshold Show
Comment below viewing threshold Show
Whether its true or not, it is just starting to sound like they've been saying the SAME THING for the last 6 years. YAAAAWN.
Comment below viewing threshold Show
]http://news.bbc.co.uk/2/hi/entertainment...[/link]
"Peter Molyneux of Lionhead Studios is one of the developers working towards that future.
In his new game, Project Ego, on the Xbox, he said he wants to create a game "that can change the world".
'Facial tic'
"The world that you play in changes as you go through it - depending on what you do," he explained.
Metal Gear Solid 2 brings a movie feel to games
In Project Ego, for example, a sapling kicked over by your character will not then go on to grow into a tree and 20 game years in the future you will not be able to hide behind it in a battle.
He adds: "Characters will tan, grow old, get lines on their faces, grow beards.
"The amount of lines and ageing is dependent on what has happened to him in life. Characters can develop a facial tic if you forever put him in stressful situations.
"Favouring a sword arm will result in muscles in that arm."
Clearly, the future for games is someway beyond the first monochrome blobs that appeared on computer screens.
Soon, empathy, concern and fear will all be part of the interactive game experience and perhaps, one day, even tears"
YAWN!
He's enthusiastic, but really sometime you have to start delivering!
Compare this to the chat with Ken Levine and you can start to see how vast the differences in approach to developing games can be.