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inFamous will be "about quality", not length, says creative director News

PlayStation 3 News by Ellie Gibson

12 November, 2008

Sucker Punch creative director Nate Fox has said developers should focus on quality, not quantity - suggesting inFamous is being produced with the former firmly in mind.

"Look at God of War - it is an excellent game, an instant classic, and it's only like seven hours long," he said in our Live Text interview. "GTA IV is 30 hours long, and people wanted more? That just tells you how excellent that game is.

"It seems to me that it's not about length, but about quality," Fox continued. "And because I love both of those games, I hope that developers never try to shoot for a long game, but instead for the most fun they can pack onto the disc - at any length. That's what we're doing for inFamous."

(Update, 17th Nov: Sony has kindly asked if we can tell inFamous fans the following: "inFamous is still in development at Sucker Punch and the game's length is still to be determined.")

Sucker Punch is best-known for producing the Sly Raccoon series on PS2. However, their new game is a PS3 exclusive with a much darker tone. There's no word on when it'll be released yet, but Fox hinted that a downloadable demo could be in the works.

"You can expect to see some downloads from PlayStation Network closer to our release date," he said. What about downloadable content following the game's launch? "You'll have to wait and see."

Fox did confirm the game will feature Trophies, however. "We'd be complete and total jackasses not to support them," he observed. "They are videogame crack and everybody knows it."

Read the full interview for more, or check out the gamepage.

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Comments: 1-18 of 18 in total

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mcbi4kh2
12/11/08 @ 19:17
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quality > quantity
haldier
12/11/08 @ 19:30
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Everybody wan'ted more in GTA IV because it felt like a total let down, with the previous games in the series having hours upon hours of sandbox play and GTA IV had the primary quest and a dating game.
SixFootHalfling
12/11/08 @ 19:44
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inFamous will be "about 20 mins long", not lengthy, says creative director

fixed
neilka
12/11/08 @ 21:24
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Quality, not length - must remember that line for future use.
Tomo
12/11/08 @ 22:16
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It's interesting reading the text commentary and seeing which line(s) is picked for the news piece.

That is all.
Zaltan
12/11/08 @ 22:16
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Max Payne 2 is about 3 hours long but its still amazing.
aphexstwin
12/11/08 @ 22:19
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someone should have told free radical this when haze was in the planning stages....
Rash'
12/11/08 @ 23:25
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evil i didn't think it was possible but you're worst than a fanboy, you're a glory hanger. your loyalties are as black and white as the consoles you jump back and forth from. at least fanboy's have integrity.
dsmx
13/11/08 @ 01:24
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If your making a single player only game unless it is at least 10 hours long don't bother charging full price for it. If you paying full price you expect it to last more than 2 evenings.
Slipstream
13/11/08 @ 05:12
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I'm fine with both Quality and Length actually. If PSOne games can do it, what's the hold up today? Oh of course! Save some material for the sequel, right right...

Perfect example, Gears 1 and the recently released, Gears 1.5
migasUK
13/11/08 @ 05:25
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hater
Rash'
13/11/08 @ 06:19
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evil, could've fooled me. when you had 360 a lot of your love and hate was dictated by that white box. then that system crashed, you got fed up, bought PS3 and suddenly your opinions were reversed. now on the whim of technical deficiencies your back to loving all things white and hating all things black.
Edited 1 times, most recently on 13/11/08 @ 07:54
Doctor_What
13/11/08 @ 08:46
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@ Rash and Evil: Get a room. :p

@ Slipstream: the reason PS1 games coudl do it was that it was far easier to make the art assets for a good looking PS1 game with a team of only a few people. These days a competitive console game in the action genre requires a team of up to 30 or 40 people. The manpower cost of that is enormous if your production goes on for an average minmum of 18-to-24 months, and that's without affording all the devkits, building space, software licences, etc. You need many, many millions to be able to make these games, and this is a business where the idea is to make a profit.

Trying to make an enormous world which is of a uniformly high quality (so whiners on the net don't slag the whole game off because of one shoddy area) is massivley time and resource consuming.

It's not nice, but that's the reality of it. I'd rather have lower graphical fidelity and longer games, but that's not a popular view on the net with fanboys and girls who are obsessed with graphics.
Fab4
13/11/08 @ 11:30
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"Nevermind the quality, feel the length" :)
Thalanos
13/11/08 @ 12:38
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It worked for Portal... although that was packaged with four other equally high-quality (and some lengthy) games.
FrankCannon
13/11/08 @ 12:44
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It was originally a fair length until the last 1/4 was removed and turned into downloadable content.
m0thr4
13/11/08 @ 13:33
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@Rash'

Kindly fuck off until you have something constructive to say. You're giving fanboys a bad name.
Edited 1 times, most recently on 13/11/08 @ 13:33
Rack
16/11/08 @ 07:37
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PS1 games managed it because they were held to far lower standards.

I'm all for quality over quantity, it's far more fun to play 6 hours of intense gameplay several times over than to slog through 24 hours of filler. The only thing is I'm always suspicious of developers going for 6 hours of filler.

Comments: 1-18 of 18 in total

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