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The FEAR Effect Interview

PC Interview by Tom Bramwell

12 October, 2005

FEAR's been on our radar for some time now. But then so have lots of things. The difference is, the dot that blinks for FEAR is more like that one off the motion sensor in Aliens. We know that when it eventually rounds the corner, we won't just click mouse1 while backing away perfunctorily; we'll be like suicide-cultists running around a lion's den wearing mangled kittens, screaming, "Kill us! Kill us immediately!" Then we'll get our tools out.

Our interest in FEAR is heightened because, like Lead Designer Craig Hubbard says, the game's about what distinguishes the lobby sequence in The Matrix from '50's cops and robbers shows. "The mechanics are basically identical: guys with guns running around and shooting at each other. What separates one from the other are the particulars of sound, choreography, special effects, editing, etc. Presentation is key."

Excitement's heightened more, too, because it's far from a straightforward shooter. It's about a military base turned over by what appears to be a little girl. Says Hubbard, "A guy in a mask chasing co-eds with a meat cleaver can be scary, but on some level you're thinking to yourself you could probably kick his ass if you got the drop on him." To bring it back to Aliens, that's not what you thought when the dot started blinking. To bring it forward to FEAR, Hubbard is a student of Asian horror, with which it stops being able how on Earth you kill something, but whether on Earth you can. Lots of reasons to be interested, then. With the game just days away, Hubbard talks to us about how it ended up this way.

Eurogamer: Back in January, Kevin Stephens told us that FEAR's core concept was to "make an action movie in a first-person shooter". A lot of people would probably look at that and think, "Isn't that what most first-person shooters try to do anyway?" Setting aside the horror angle and obvious things like the highly detailed visuals, how is FEAR more of an action movie in a first-person shooter than, say, Half-Life 2? Can you offer any specific examples of things you identified in other games and wanted to do differently?

Craig Hubbard: Well, we didn't set that goal as a marketing hook. Part of it was just to clarify for the team and our publisher that despite the paramilitary themes, we weren't making a tactical combat simulation, which the subject matter tends to imply. We wanted movie reality, not evening news reality. Our primary aim was to make combat as intense as the tea house shootout at the beginning of John Woo's Hard-Boiled. No FPS I've played ever gave me that sensation, so it seemed like a great opportunity.

The bottom line is that people judge your game, not your goals. We figured that if we were successful, the game would speak for itself.

'The FEAR Effect' Screenshot complied

If you'd only given me 15 seconds, I would've complied. So would.

Eurogamer: One of the things that I banged on about a lot after I played the single-player FEAR demo was the way in that it did seem to reconcile with that core concept. I would run into an area, get myself obliterated, and then reload and try and play it out again. With the slow motion feature, I could really pick out lots more of the detail than I can in other FPS action sequences, and coupled with the quick-load it allowed for an eventual "action movie style" superhuman outcome that looked and played out stylishly. Was that a conscious design effort? Is that why you included quick-save and quick-load? And did you actually debate their inclusion, or is it something you believe goes hand in hand with the genre?

Craig Hubbard: It comes back to trying to make the player feel like an action movie hero. You don't just want to defeat your enemies-you want to do it with style. That might sound like a superficial distinction, but it's crucial. I mean, consider the difference between the lobby sequence in The Matrix and a gunfight in some old '50s cops and robbers show. The mechanics are basically identical: guys with guns running around and shooting at each other. What separates one from the other are the particulars of sound, choreography, special effects, editing, etc. Presentation is key. Slowmo is certainly a big part of that for FEAR, particularly because it has such a significant effect on gameplay.

As for quick-saving, it was never a question. I guess the bottom line is that I can pause a DVD or mark my place in a book, so why shouldn't I be able to save my progress in a narrative video game?

Eurogamer: I mentioned Half-Life 2 before - that came out at a point when you must have been deep into development. There are obvious similarities between your two games, but most of them seem like core, long-established elements rather than reactions to HL2 - stuff like encouraging immersion through an ambiguous player character, and the physicality of the game world. Basically - how keenly did you feel the impact of HL2, and where was it felt? Did you wake up that day in November and feel a lump in your throat?

Craig Hubbard: We were really hoping Half-Life 2 would come out when it was originally supposed to, since that would have given us ample time to assess the damage, so to speak, and react accordingly. Luckily, their focus was really different from ours and didn't create a lot of problems. There are definitely similarities because both games are built on some established FPS conventions, but the core experience is pretty dramatically different.

The main impact I personally felt from Half-Life 2 was the time and money they invested in it. It's a monumental accomplishment in terms of scope and polish. Very humbling. But I think combat in FEAR is a lot more fun and visceral, which is another reason I'm glad we weren't focused on physics-oriented gameplay!

Eurogamer: One thing Half-Life 2 did very well for the most part was to change tack before you got bored of an idea and then play on established thinking; the gravity gun and antlion switcheroos in particular spring to mind. How does FEAR change as you move through the game? Was that kind of thing less important to you because you had the horror hook in there too?

Craig Hubbard: As I've mentioned, FEAR is all about close quarters combat, so our chief building blocks were the arsenal, enemies, environments, situations you encounter, and overall pacing of events. We wanted to present new challenges and discoveries throughout the game without arbitrarily changing the rules. For example, we never force you into a mandatory stealth mission or make you fly an airplane. It's more about learning a set of skills and applying them to increasingly complex challenges. We gradually introduce new tools and obstacles, but the goal is to continually riff and expand on a theme rather than to completely change tune every couple of hours.

'The FEAR Effect' Screenshot dancing

Dancing robots: the future.

Eurogamer: The horror side, then - are you trying to make people jump, or are you trying to unsettle them? What kind of methods do you employ?

Craig Hubbard: I'm a big fan of ghost stories. I love the skin-crawling sensation I got in The Sixth Sense when the thermostat started dropping or in the original Dark Water when the mother realized the hand holding hers in the elevator wasn't her daughter's. So certainly we hoped to pull off moments like that. But we also included some in-your-face scares to mix things up. The trick is not to become predictable or repetitive.

Horror is hard to gauge because you get numb to it so fast. Whenever I was working on a scary moment, I'd try to get people to play it so I could watch their reactions. Body language tells you a lot. You usually know whether a scene is working before the person even says anything. Of course, different people are scared by different things, so you aren't always going to get the reaction you want. In fact, I actually think comedy is a little easier overall because you can always fall back on pratfalls and fart jokes.

Another issue for us is that because we don't have control over where players move or look, there are no guarantees they'll see what we want them to see. That means you probably won't catch all the scares the first time you play the game.

Eurogamer: Also, I know you must get tired of answering the question about influences (I mean, I've asked it once anyway - the last time I asked it, Kevin mentioned Japanese and Korean films like Ring, Ju-on, Dark Water and the like), but on that subject, did you try to put yourself into that kind of directorial mindset, or did things just make sense as you were sculpting the game to fit the story? Also, was there anything that really directly influenced you? And did you pay homage to anything?

Craig Hubbard: The way it works for me-and this goes back to No One Lives Forever and Shogo-is that once we determine the subject matter, I immerse myself in it until I develop some fluency. Shogo was already well into development when I came aboard as lead designer. I knew it was supposed to be an anime-inspired action game with giant robots, which is a subject I didn't know much about at the time, so I started watching anime: Patlabor, Ghost in the Shell, Macross Plus, Venus Wars, and so on. After a while, I started to get a sense of the genre's conventions and consistent themes and was able to work some of those ideas into the game, modifying the story that had already been laid out, changing some of the characters, etc. But despite its influences, Shogo was still very much an original game. It isn't an homage.

Same with No One Lives Forever, which evolved into a '60s spy game through discussions with Fox Interactive. I was a big fan of early Bond films, but didn't know a lot about the whole spy craze. So I watched the Derek Flint movies, Modesty Blaise, Matt Helm, Danger: Diabolik, Avengers-anything I could get my hands on. NOLF drew from all those sources, but it's still its own thing. Even though it's very tongue in cheek, it's not a parody like Austin Powers.

FEAR is the first game I've worked on that we based on things I was already passionate about and versed in. I've been a fan of Hong Kong action films for ages. I've loved ghost stories since I was a kid and was already hooked on Asian horror films like Pulse, Memento Mori, and The Eye. I still did a lot of research, of course, but the process was more organic because I was already fluent in the subject matter we were exploring. Like the other games I've worked on, FEAR is more an amalgam of the genres in question than a tribute to a particular film. While we draw from lots of sources of inspiration, we always endeavour to produce something original.

Even in the case of Alma, who has sometimes been compared to Samara in the American adaptation of The Ring (Sadako, in the original film, was a woman, not a child), she was born out of a tradition of eerie, faceless female ghosts and not as an answer to any specific movie character. She admittedly bears some visual resemblance to the ghosts in Dark Water or Séance, but creepy little girls have been freaking me out since The Shining. I think it's because women are harder for a guy to relate to than men and kids are harder to relate to than adults. A guy in a mask chasing co-eds with a meat cleaver can be scary, but on some level you're thinking to yourself you could probably kick his ass if you got the drop on him. But when a spooky little girl takes out an entire Delta Force squad, how are you supposed to deal with that?

'The FEAR Effect' Screenshot bottle

You're supposed to tap the neck of the bottle, not the bottom. Tsk.

Eurogamer: Obviously with something as subtle and delicately poised as horror, you have to be very careful about keeping up the suspense (in fact on that note, I'm wondering whether you'll say yes or no to the homage question, since I'd worry that it might pull you out of the game somewhat). First of all, what would you say to people who reckon the quick-save/quick-load mentality impinges on the suspension of disbelief? Do you think that applies to FEAR?

Craig Hubbard: Maybe that's true for some people, but for me quick-saving is automatic. I don't consciously think about it, so it doesn't pull me out of the moment.

The reason it's the "willing suspension of disbelief" is that the audience has to participate in order for the spell to work. There's a difference between looking at the screen and watching the movie. If you get distracted every time you save, you're clearly not very invested to begin with, which may be the fault of the game but probably isn't the fault of the quicksave key.

Either way, I don't think tension should be tied to the fear of losing your progress since the last checkpoint. Frustration and tedium aren't the kinds of emotions we want people to experience when they're playing FEAR.

Eurogamer: Second, was there anything you felt you wanted to do initially but then cut because you were worried about how it might affect the sense of immersion?

Craig Hubbard: Not really, but there were some things we cut either because they weren't as fun or cool as we hoped or because we didn't feel we could get the level of polish we wanted in the time we had.

Eurogamer: I read something recently that said FEAR's levels were thought up by individuals and then fleshed out and refined by a larger team. I understand the reasons for doing it that way, but I'm curious as to whether it's something you'd continue to do if content creation and level design were simpler?

Craig Hubbard: That's actually not really accurate. We came up with a prioritized list of scenes we wanted in the game. Individual designers would mock them up in very rough form so we could get a sense of the gameplay without a big investment of time. We wanted to be able to get quick revisions if things weren't quite there with the first draft.

Once we had a rough playable sketch of the game, we started stringing the scenes together into sequences. This approach gave us a lot of control over pacing.

Eurogamer: Indeed, John Carmack said during Doom 3 development that content creation was a huge issue going forward in terms of manpower - is he right or will things get easier?

Craig Hubbard: Content creation is definitely becoming a major challenge. Tools will continue to improve, of course, but it's inevitable that complex content is always going to take longer to create than simple content.

'The FEAR Effect' Screenshot started

Look, I don't care WHO started it.

Eurogamer: Do you think the approach you've taken here will become the norm, and is that a good thing, creatively speaking, or are we going to have to mourn one-man game designs soon?

Craig Hubbard: It's basically the same process you use to write a novel, so the real difference is that it's a team instead of an individual. I guess it's just a question of whether you're open to other people's input or feel like you have to generate all the ideas yourself. Every game I've ever worked on has been a collaborative effort. Part of my job is to make sure that the end product has an individual voice, but it's never literally the voice of an individual.

Eurogamer: In terms of the story, I know you're not going to want to talk about what happens, which is fair enough - but the way the story is told is probably fair game. You've probably covered some of this with the influences or HL2 bits earlier, but just to clarify - is this a game where things are gradually spelled out for you, or a Lost-style "no answers here" approach? And how much will the player have to or be able to discern for him or herself?

Craig Hubbard: I tried to strike a balance where players would have just enough information to form their own hypotheses about what's going on and why. I didn't want to spell things out too clearly or resolve anything too neatly because that would kill the mood. Horror works best when it leaves you with something to think about or worry about.

The risk, of course, is that we might lose players that aren't paying attention, but I was more interested in the ones that are. I'm not trying to be arty or self-important-I just don't want to spoon feed anybody. The less the audience is asked to think about what's happening, the less participatory the experience becomes.

The biggest challenge was that exposition is significantly harder to manage in-game than in cut-scenes. It's less of a problem in a game like Half-Life 2 where the protagonist isn't supposed to know what's going on and the developer can rely on visual cues to establish the premise. In FEAR, you're part of a special forces team on a mission, so a lot more setup is required to outline the situation. We finally added an opening cinematic because it was the most practical, visually interesting way to communicate key information to the player under the circumstances. When we found some players were still confused about what was going on, we incorporated a briefing that lays it all out matter-of-factly. It isn't the ideal solution, but it gets the job done.

Eurogamer: To veer off on a bit of a tangent, now, let's talk multiplayer. When I saw this, I was really impressed with the way the slow motion had been applied. Now, I'm always a bit reluctant to do the old, "What kind of challenges did you face?" like, but I really know very little about net-code. I'm guessing it was hard to make that work, but what were the actual barriers that you had to scale?

Craig Hubbard: The challenge wasn't really on the engineering side, but on the design side. A lot of people were convinced it would suck to be thrust into slow-mo if you weren't in combat, so there was some opposition before it had even been prototyped. It definitely won't appeal to everyone, but enough of us enjoyed it to justify putting it in the game. As gratifying as it is to take out an AI enemy in slowmo, it's better when it's your friend.

'The FEAR Effect' Screenshot decapitated

Shooting his already decapitated head seems a bit gratuitous. Oh go on.

Eurogamer: Did you consider trying to include the horror element at all? (I had an idea about a mode where somebody could see their friend playing it on another computer and then kind of hack into it over a LAN and play puppetmaster - but then I'm good at unworkable fantasy stuff.)

Craig Hubbard: We considered it, but nobody had any ideas that translated into interesting-sounding gameplay. Horror is kind of like humour in that it works best when it's fresh. Seeing the same scary elements over and over in MP would tend to wear down their effectiveness. That's not to say it can't be done, but it wasn't something we latched onto.

Eurogamer: Finally, then, a few quick things - if you were trying to sell FEAR to somebody who hadn't read anything about it, what would you say?

Craig Hubbard: Assuming the person liked the premise, I'd tell them to play the demo and see what they think. Games ultimately have to speak for themselves. Nothing I could say would convince somebody to buy the game if they didn't enjoy the demo.

Eurogamer: Is there anything that you feel the press has missed and you wish you'd been asked, and what would you say if you had been? (Covering my backside a bit there.) And finally-finally, is there a particular moment or element of the game that you feel you really nailed; that really gives you pleasure when you look back on it?

Craig Hubbard: Early on, we talked about wanting a lot of memorable moments in the game, which at that time we were thinking of in terms of scripted blockbuster-style spectacle. We definitely have some of that, but I think what really distinguishes FEAR are the unscripted memorable moments that can occur any time you get into combat. You often feel like a movie hero in a choreographed action scene, except that it isn't choreographed. But it also isn't totally random - it's the interaction of core game systems like AI, physics, weapons, special effects, etc., which means that as you learn the rules of the game, you'll get better at making cool things happen. You'll find yourself timing a shotgun blast so that instead of just taking out an enemy, you get him to fly backward over a cluttered desk and send its contents flying in slowmo. It's a good reminder that even things that don't affect gameplay can still make a game more fun.

FEAR is released on PC worldwide on October 18th.

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Comments: 1-32 of 32 in total

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disc
12/10/05 @ 11:30
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Very nice interview, appreciated reading quirky questions and answers as opposed to standard marketing crap.
Machiavel
12/10/05 @ 11:41
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How does FEAR change as you move through the game?

Good question and a well negotiated answer. Unfortunately there are whispers that "it doesn't" and the levels lack much needed variety. Not that such a thing ever held Halo back...
UncleLou
12/10/05 @ 12:17
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A good interview, Tom, nice.
Dizzy
12/10/05 @ 12:22
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I liked the demo but it didn't run well on my PC. I will have to wait for the 360 version I guess.
Lawlost
12/10/05 @ 12:31
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Excellent interview. He obviously has a real passion for the game which will mean that he will not have settled for anything less than excellence throughout the entire game. To be honest the interview has sold me the game more than any 'previews' I have read so far.
Mr_Whacker
12/10/05 @ 12:31
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'But when a spooky little girl takes out an entire Delta Force squad, how are you supposed to deal with that?'

Throw a spider at her and tread on her Barbie.
Inquisitor [mod]
12/10/05 @ 12:38
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Is this game coming out on the 360 (not that I'll be able to afford one anytime soon)?
I hope it does because when I 'ran' the demo on my computer it was actually unplayable (I think my system only just meets the minimum requirements).
kewny
12/10/05 @ 12:42
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Lookin forward to this one. Just hope my PC can handle it. Nice interview by the way.
amorpheus
12/10/05 @ 12:55
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i really hope this baby will keep up his (ambitious) promises
i can't endure to be disappointed again as i did with HL2
at least looks like we'll see it coming out in time cos no other delays have been reported...
kangarootoo
12/10/05 @ 12:56
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"As for quick-saving, it was never a question. I guess the bottom line is that I can pause a DVD or mark my place in a book, so why shouldn't I be able to save my progress in a narrative video game?"

Yaaaaayyyy!! More people should be saying this. I formly believe that saving your game is a core part of a computer application. Having to find the next checkpoint because my doorbell has just been rung is not acceptable.

I simply DON'T subscribe to the idea that quick save/load kills tension. If that is the case, it your tension building that is broken and that is what should be fixed.

I'm sure that most of us can agree that harshly placed checkpoints don't add tension, they simply add annoying repetition. "Difficulty" != "Fun" (despite what many publishers seem to think). I could name several games that had a quick load/save mechanic that were still able to maintain tension (AvP being the best example).
Commodore75
12/10/05 @ 12:57
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Did the demo come with StarForce or any other such anti-consumer software?
kangarootoo
12/10/05 @ 13:02
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Additonally,

"If you get distracted every time you save, you're clearly not very invested to begin with, which may be the fault of the game but probably isn't the fault of the quicksave key."

I really like this chaps way of thinking.

EDIT: Just finished reading. Very good interview. This Hubbard guy has some great ideas. If he were a girl, I would stalk him.
Edited 1 times, most recently on 12/10/05 @ 14:04
Dizzy
12/10/05 @ 13:06
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> Is this game coming out on the 360 (not that I'll be able to afford one anytime soon)?

Yes.. apparently it is already up and running on 360 dev kits.
kewny
12/10/05 @ 13:17
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Dont know if anyone can answer me this but I have windows XP home with SP1 installed. I read somewhere that SP2 is recommended. Will it run (everything else on my PC meets the min. specs) ?? I do actually have SP2 on disc but heard that some of my older games will no longer run if I install it (which is why I havent yet). In two minds you see.
CargoCult
12/10/05 @ 13:30
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Please, please, can this game be more than ultra-generic alleyways, warehouses and pipe-filled rooms. I keep thinking I need to wait for a demo before making my mind up, then I remember I've already played it...

The horror stuff was pretty cool, but the utterly dismal, standard FPS setting was just awful. Is the whole game like that?
amorpheus
12/10/05 @ 14:21
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ja cargocult this is also my concern
im sick too of all of these hyperlinearistic shoot-my-ass-coz-me-no-brain kind of games and FEAR looks like the same soup but with just some piece of meat as an addon.
I hope im wrong otherwise this will be the last VG i buy out.
Edited 1 times, most recently on 12/10/05 @ 15:21
Bezzy
12/10/05 @ 14:24
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Kangyroo...

I agree with that take on why quick saves are good. I'm behind that 100%.

However, when quick saving becomes a crutch, I think that then you've got to think about either fixing the game so that it's not, or atleast recognizing it as an actual part of the game, working it into the game fiction itself, as PoP does.
kangarootoo
12/10/05 @ 15:12
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Oh I agree, if you introduce quicksaves into your game and find they don't quite work then you shouldn't just leave things broken. I'm just saying that I think that too often people use it as a excuse for other failings.

"We tried quicksaves. People just kept reloading and there was no tension".

In cases like that, the tension was simply missing. Adding annoying checkpoints is a poor substitute. As Mr Hubbard puts it, the player fearing the loss of their progress since the last checkpoint is not entertaining.
Edited 1 times, most recently on 12/10/05 @ 16:11
Bezzy
12/10/05 @ 15:23
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Indeed!

Games are capable of so much more than "fun". It seems like the only emotion many people know how to illicit is the feeling of sheer frustration at bad design decisions. Sometimes I wonder if they're* doing stupid shit on purpose, and if, in that case, it's very artful, and a commentary on a wasted life, full of ideologies to be crushed at every turn.

*They = bad game designers**, but not this guy. Necessarily.
**I'll include myself in this category for fun and profit.
Edited 1 times, most recently on 12/10/05 @ 16:22
kangarootoo
12/10/05 @ 16:18
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I'm a firm believer in piching ideas and mechanics. Someone building a bridge doesn't start from scratch, they look at bridges that were built quickly for not much cash and didn't fall into rivers, and see what they did right.

In a different thread here there is chat about Far Cry Insticts and its aiming system. If I was working on a console FPS the first thing I would do is nick Halo's aim assist and acceleration design. If I was working on a scary FPS I would look at AvP and get busy with my big idea catching net.

Everytime I see a mechanic in a game that drives players nuts, my first thought is whether I have seen the same thing done well elsewhere. Pinching well done things from other games is even a time saver, so there is no excuse for not doing it really.

EDIT: Of course I talking about basic mechanics here. I'm all for innovation in core gameplay design. But if your menu interface sucks, there is really no excuse these days.
Edited 1 times, most recently on 12/10/05 @ 17:18
Feanor
12/10/05 @ 16:45
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Somes games I like quicksaving and other games I like checkpoints. But the problem with checkpoints is that they aren't used properly. Halo should have a double checkpoint system. That is, when you died should have been able to pick whether to restart at the last checkpoint or the one before it. That way you would never have been totally screwed by getting a checkpoint just after a huge battle where you used all your ammo and almost all your health.

And Halo 2 needed 25% more checkpoints. I once went well over an hour without getting one which is just silly.
Edited 1 times, most recently on 12/10/05 @ 17:58
captain-future
12/10/05 @ 17:20
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*sniff* I want FEAR EFFECT that was promised for PS2.
kangarootoo
12/10/05 @ 17:21
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Thats quite a nice idea. I guess an alternative might be to prompt the player as to whether they want the checkpoint recording, but then that interferes with immersion rather. At least your way you only be prompted upon diying or accessing the menu, both of which are pretty intrusive already.
speedstars13
12/10/05 @ 18:05
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Craig Hubbard's message-->"We kick Valve arses like wee little girl".
Edited 1 times, most recently on 12/10/05 @ 19:32
tiddles
12/10/05 @ 22:16
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Hope the little girl is able to kick the player's ass too... if you know you're actually safe during the "scary" bits, it won't be half as scary as it could be.
Edited 1 times, most recently on 12/10/05 @ 23:15
tiddles
12/10/05 @ 22:20
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Perhaps you could do a game with quicksave with sequences where it was disabled... these would be short, clearly indicated "danger zones" where you wouldn't be able to save. So you'd be able to ratchet up the tension, as players would know that something really challenging and/or scary was coming up, while broadly keeping the advantages of quicksaving.
MoFo
12/10/05 @ 23:55
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Sorry but games just aren't scary no matter what game designers like to think ... unless you play at night and turn the lights off that is ....MWAHAHAHAHAhahaetc
Talha
13/10/05 @ 02:56
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Very nice interview - congrats EG. I also like the way the Mr Craig keeps mentioning books and novels, and their conventions, suggesting that he has much deeper set of influences than B-grade sci-fi action flicks. In fact I haven't seen any game dev in recent memory mention novels and writing craft - ever.

The demo is ace, the only iffy factor being the apparent samey-ness of it all. Let's hope there is more to it than meets the eye.
Genji
13/10/05 @ 08:41
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FarCry had checkpoints, and I didn't mind at all. You could even load a game from a checkpoint of your choice. As long as they're placed intelligently, I really don't see any problem with them as opposed to quicksaving.

As for F.E.A.R... I predict that there will be crates. Lots of crates. I judge FPS games now purely from the Start to Crate Ratio.
Talha
13/10/05 @ 09:01
#30
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I am totally for Checkpoints. I played Doom III by saving the game after every monster (mainly because I was scared shitless most of the time, but that is another story...), and I can certify that it does NOT reduce the tension in the game if the atmosphere is strong enough, but it surely makes it easier.

Far Cry's checkpoints came under much fire in the beginning, but ultimately they served to balance out the risk/reward ratio, as in: the real reward is game progress, not the next healthpack. In fact, after finding Far Cry fairly difficult in terms of checkpoints and healthpack placement, it was hard not to be a little disappointed with Doom. But that's just me..
Fozzie_bear
13/10/05 @ 09:48
#31
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I think Talha's hit the nail on the head there. Doom 3 worked (for him) because the tension within the game was sufficient as not to be dimmed by the quicksave whereas Far Cry worked because the gameplay balance was built around that system.

What seems most important is that the save system is considered first and the gameplay structured round that rather than design a game and then drop a quicksave or checkpoint system on top with no thought for how it affects pacing, tension and whether the prospect of replaying a portion of the game will iss the player off.
wolfwood230
31/12/05 @ 03:48
#32
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Well, if you guys think that quicksaves are gay, they are made for the purpose of allowing players from different levels of experience to be able to get through the game too. So if you're really hardcore about playing FEAR, why don't you just follow the suggestions above and:

a) turn all the lights off while playing
b) pump up your computer's volume
c) make sure you're all alone
d) tweak the difficulty setting up a notch
e) don't use those 1-hit KO weapons which are just so cheap (Type-7 Particle weapon, for example.)
f) vow to yourself never to use the quicksave button and just patiently wait for those checkpoints.

I'm sure these things will definitely make gameplay a lot more 'tense', if that's what you wanted...
Edited 1 times, most recently on 31/12/05 @ 03:54

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