Top 50 Reaction: God of War
David Jaffe hasn't played it since, but he recalls making it.
In many people's eyes, Nintendo won 2005 in terms of the really, actually "new" games. But even so, Sony America's God of War was the highest-ranked original game in your Top 50, and number two overall. We couldn't find much to put ahead of it either, and there was a lot of internal debate about its position. In an early draft of our Top 50, God of War was actually behind a couple of games it wound up in front of when all the votes were counted, prompting Kieron - who experienced it in full when he was trying to put Spartan: Total Warrior in context - to bombard us with invective most of which centred on our diminished manhood.
For example, Mario Kart was going to be ahead of it. "Okay. Are we seriously saying this a website where everyone would rather have a mushroom race against Princess Pooble and some manner of immigrant hired help on a handheld toy rather than SNATCH A HARPY FROM THE AIR, TEAR ITS WINGS OFF AND THEN PROCEED TO HOWL A CELEBRATION OF YOUR ENDLESS PUSIANCE AT THE BLOOD RED MOON??!?! WHAT IS WRONG WITH YOU ALL?" Later we got some more votes that turned things around.
Anyway, we thought we'd send David Jaffe some email about its position. God knows what Kieron would make about his love of Phil Collins.
Eurogamer: God of War stepped into an overcrowded genre using a fairly popular premise, but still won out. You must have been pretty convinced you knew what you were doing...
David Jaffe: I was 100 per cent convinced that we were making the game that I had always wanted to play. I had no clue if others would like it, but I didn't really care. And I didn't care because I didn't know how many more opportunities I would have to have a shit load of cash, a great team, and lots of development time. It seemed disrespectful to that very rare situation NOT to just go for it and follow my gut 100 per cent of the time. That said, I never assumed we would be a hit. There were days I thought we were going to go big and days I thought we'd flop. But even flopping - for me - was ok because I don't want to be in this business if I can't do projects that come from my gut and soul. It's too hard of a job and it doesn't pay enough for you to do it if you are not following your dreams, you know?

Eurogamer: Obviously things went well for you. What gives you the greatest satisfaction when you look back at the game? Have you played it much since it came out?
David Jaffe: No, I have not played it and have no desire to do so. When I see people playing games I have worked on I tend to not even recognize the games... I'm like: is that Twisted Metal? Is that God of War? Because when you make the game, you really throw yourself into it with all your heart and soul and then - when it's over - it's like you want nothing to do with the thing ever again. Maybe when I'm older, I can look back and enjoy the games. But I am enjoying them when I come up with the ideas. When I first think up - or hear about - a cool idea for a game, I get the same charge just hearing the idea as a player does experiencing it for the first time in the actual game. So by the time the game is finished, I'm just so sick of it cause I've already been thinking about it for over a year.
Eurogamer: One of the things that people often comment on is the way the game manages to challenge players without becoming too punishing - what's the secret to creating a game with that kind of accessibility?
David Jaffe: Two things. Lots of play testing. We play-tested the crap out of this game to make sure it was balanced, not too hard, not too easy. We were always looking for that sweet spot where the average player was engaged.
The other thing is I always remember what it was like to grow up with little money and drop 40-50 bucks on a game that sucked. It's just a terrible feeling. And for most people, a game that is too hard is not fun. I know there are the hard core DMC3/NGB fans out there and God bless them. I could never play at the level they play. But for most people, hardcore mastery of a game system is not fun. Instead, most folks are looking or a great, interactive ride. And most folks want to be able to play through the whole game and not get stuck 30 per cent of the way in because the difficulty ramps up to crazy levels. We wanted players to finish and see the whole story of Kratos.

Eurogamer: I think everyone was a bit surprised at just how good the game looked in spite of the PS2's growing age. Were you doing anything differently, or did you just push harder than most people?
David Jaffe: Well I can tell you the team pushed really hard, on all fronts. And we have a very, very talented team. A great lead coder who was a pain in my ass for the whole project (and I was a pain in his) but that tension and desire to make a great game - on both our parts - pushed the game (and the team) farther than we knew we could go. Also, we have amazing artists who not only understood tech limits and how to work within them and - at the proper times - push them... But the artists on our team are also just amazing creatives as well. Oh, and a strong-ass producer who really kept the team from killing each other... and especially killing me. Oh, and Sony giving us lots of cash and time to make the game and to keep pushing.
Eurogamer: Finally - with the exception of God of War, what was your favourite game of 2005, and why was it special to you?
David Jaffe: Shadow of the Colossus because it made me feel like I was on a grand adventure and was literally jaw dropping (no hyperbole here... I actually recall showing my wife the game and going, 'look hon, my mouth is actually open in awe... does that ever actually happen?!?!'... Granted my mouth was open in awe when I said this so it came out kind of funny). And Guitar Hero because it let me - along with many others - live out the rock star dream that I've always had. Now if they would just release an expansion pack with all Phil Collins/Genesis/Queen songs, I would be a happy camper. Oh, and yes, I do love Phil Collins. Yes, I am a total dork.
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Comments (60) Latest comment 6 years ago
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Amen to that. God of War really pulled this off and just hit the sweet spot for me when I played it during summer.
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Saying that, there really was no excuse for that 'spinning blades' climbing crap near the end.
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The above should be printed out and stuck on the desk of everyone who makes videogames.
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Let's hope that corporate pricks take heed: give developers freedom and they'll make you money.
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rest of the game kicked ass though!
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or is it?
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Where right there with you maaann
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I LOVE GOD OF WAR! My mouth was totally hanging open at times as I was on the edge of my couch, and I was like "wtf am I doing?"
Yeah, this game kicks ass.
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Agreed.
Developers should be respected for their work, but not idolized like they often are nowadays. No wonder some of them are obnoxious "wanna-be popstars".
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0_o
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I thought GoW was a good game, but it didn't touch me on an emotional level - that's still something the Japanese are best at - and is normally a shortcoming of most western games. (from the west, not cowboy-genre)
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While I think GoW was overrated somewhat, the story was definitely fleshed out and well brought. Especially the voice acting, which was beautiful and to which 90% of all games out there don't hold a candle, DMC included (then again, Capcom is renowned for that).
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I can never understand why people applaud this kind of attitude in game development. I'm not saying you should "sell out" to the masses, but taking account of your target audience is surely part of what forms a professional developer's skillset.
If I had someone working for me whose attitude was "I'm making this for me, I don't care if your paying public like it or not" I would be concerned.
Making games for a living is not a hobby. Treating it as such is one of the reasons why so many games are shit (present example excepted, though GoW didn't really do it for me).
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Woulden't really let something that small get in the way of playing a game.
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Edit: stand corrected by freek, forgot about that human sacrifice thing. Makes completely sense in the Euro version however from a puzzle / story POV.
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I for one would prefer a developer to actually like what he is doing, not do it just cause its a job. If he actually likes what he is doing he is gonna do what ever possible to make the game as good as he can possiblely can. If he's just gonna do a job he aint really gonna care if the game is good or not he would just put the 9-5 shift and then forget all about the project. Besides if a game developer actually finishes a game that he is trully prowed of he has acomplished with the game as a whole chances are gamers are gonna enjoy it too.
just my 2 cents.
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Nice tight relationship they have there.
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Personally I reckon we'd have a much more diverse and interesting industry if more publishers actually let their games designers and developers get on and make the game they want to make. Pandering to the tastes of the masses inevitably results in a bland product that neither offends nor particularly pleases anyone. Hence why almost all movie licences are toss.
After all, where would gaming be without the vison of certain individuals - Miyamoto probably being the best example, but I could also cite Kojima, Ancel, Will Wright (remember - EA didn't want to publish the Sims straight away...) and probably some others whose names currently escape me...?
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That's not new science.
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I've got no objectionm to someone to driving a consistent vision, but his exact words were "I had no clue if others would like it, but I didn't really care".
Now maybe he didn't mean exactly that, but if he did I would see that as a problem (as I would also see his casual attitude to poor relationships with his co-workers as others have mentioned). I take your point, but I can only go on what he was quoted as saying.
I would also be wary of bunching these three "focus groups / fan requests / trends" together. Focus groups are reeeeeaaally useful if done properly. A game is made (or should be made) for gamers, right? Focus groups are (or should be) made of a good representation of the gamers you are actually aiming your title at.
@Bored_Gamer
"Teeth,give it a break will you? Another pretentious intellectual wannabe...."
What on earth does that even mean? I agree that Teeth os firing from the hip a little (as I do myself often enough) but I'm not quite sure I see any pretensions to intellectualism.
To sum up my thoughts on this chap. The game obviously turned out well, but some of the stuff he says about development (and about other very successful games elsewhere on the web) kind of doesn't sit right. Now maybe GoW turned out great exactly because he forced his true vision through against ignorant opposition, or maybe it turned out OK in spite of him and he wasn't quite given the free reign he suggests.
Chances are its not the latter as this game did turn out very well, but everytime I read an interview with him I just think "most successful devs don't work the way you describe". In his case it worked out OK, but usually when someone with a "my way or the highway" attitude and bad interteam relations works on a project, they push it down rather than up.
I await the next project he is involved in.
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Anyway, I think you look too much into his words. When you're supposed to give a reasonably short answer to a question, you tend to simplify it and say something that isn't perfectly true, but gives a correct vision of the truth to anyone but the people that tend to overanalyze, like you.
As for team relations, only they know. But I really disagree that you hove to be in a constant love affair with your collegues. Disagreements are bound to appear, unless nobody cares about the project. When people care, they tend to argue their opinions very stronly. Anyway, my interpretation of the 'pain in the ass' bit is that both of them had very high demands one from the other, which is only reasonable if you want to make a very good game.
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Aha, ahahaha. Man, I'm so pretentious. You crack me up.
Jaffe's manner is the only pretentious thing around here. You get the impression that everything is said at 200% VOLUME. Listen to him warble on...
"I was 100 per cent convinced that we were making the game that I had always wanted to play." - So now you can retire? And this simple hack-and-slash is the game you always wanted to play?
"I'm like: is that Twisted Metal? Is that God of War?" - yeah right. Believe this and you'll believe anything. Like the rest of the interview for example. "I can't recognise my own work", lol.
Then he goes on to say that they did a lot of playtesting (who wouldn't do play testing? Duh.), and then basically says we made it easier so it's more fun but left hard modes in for people who like it. Oh, so you mean like most other games. You sir, are a genius.
Just because he says it in a friendly way doesn't make him the Oracle. GoW has nothing tremendously new in it, it's just been made well. Jaffe is most often put forward as the designer of the game; if he's also the project manager and producer then fine, he's done a great job of holding the team together and ensuring the game was of a high quality, which it surely is. As a piece of design, though, it's well executed but not so very original.
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It's true that he's just a bit exhalted, but I kind of like it.
And yes, he was game director, so he managed the project (I think) and was the main creative force in it. For all it's lack of originality, the game did a lot of things right that you don't often see done right, in my opinion. Like the way rooms are built to let you know if you are on the right path with a puzzle (for instance there is a catapult in one of the leveles, that you can move around, but when you get it in the right room, you can't take it out; I thought that this was pretty clever).
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I think the fundamental thing that went right with God Of War is actually having a director, and one with big cojones at that - maybe he did just stand up and say "no, we're doing it our way", which is great if it works, but would get most games canned before they even got to alpha. If every game had lots of time set aside for things that make it more fun, then many more of them would be good. Pretty simple, but unfortunately it's difficult to get that time in my experience.
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edit: gosh, is that libellous, I wonder. Let me make a little edit...
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"kangarootoo, you sound like a few people I know"
Man, you could have told me whether that was good or bad. I guess I would have say you have some very wise aquaintences, but I'm guessing you don't agree
I agree it does very much come down to interpretation of his words. I, like some others here, get a bit arsey whenever I read interviews with Jaffe so I bias my interpretation in one direction (especially regarding the team relations bit, which I concede I was reading in a way that suited my agenda) and I guess you bias yours in the other.
Ce la vie
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"edit: gosh, is that libellous, I wonder. Let me make a little edit..."
Aw man, now I'm all curious
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Itt's not very bad. The people I'm talking about are pretty smart, if a bit too constrained by a corporate type of thinking.
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I'll second that. I don't remember the last time I used so many four-letter words whilst frothing at the mouth
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"The people I'm talking about are pretty smart, if a bit too constrained by a corporate type of thinking."
Wow, I'll take that as a compliment. Especially the "pretty smart" bit, which I shall read to myself a few more times
I've worked in both corporate circles (a big US IT firm in my pre-games days with zillions of employees) and small devs (40 people in total) and my experience is thus.
I very much like the small company mentality compared to the faceless behemoth, but a little bit more corporate style best practice in the games industry would result in less late nights, canned games and folded companies.
The games industry is still quite new (even compared to IT in general, which isn't that old comparted to say bridge building) and is also staffed by people who want making games to be fun. Now I'm one of the people who wants it to be fun and I'm not saying we should make games the way MFI make furniture. But accepting that any profession will benefit from having some professional rules makes (hopefully) for a better quality product at the end. Given that development time is a rare and expensive commodity, a bit of corporate structure can often actually HELP creativity, because you spend more time making improvements and less time undoing badness.
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I'll have you know I'm neither erudite nor prose!
You don't say. I believe you're looking for the word prosaic. (In both senses of the word.)
And for what it's worth, reading through your comments doesn't make you seem pretentious (as noted earlier). They make you seem more like an obnoxious, conceited, egotistical bellend.
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I could not stop laughing when i found out that kratos can punch and rip guys in half! too damn sweet. I also love the adult use of the female form.
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...or you could just insult me further, taking the discussion nowhere.
Ooh, ok - you're also a ponce. Thanks for the opportunity!
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So, do you think he would work for a company like EA? Maybe it's that philosophy of game strategy/design he is attacking, not really the developers themselves.
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@Benjaminos
Anyone who creates a username by combining their own name with their pet name for their pyjamas is hardly in a position to be hurling insults at anyone, especially those of the playground name calling variety (sorry, I was a feeling a bit left out of the fighting there, I feel better now).
So, to summarise the facts, we all agree Jaffe is a cock then.
No, not really, put down that stick.
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I hope you all know I was only kidding. My lips are now sealed.
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