inFamous will be "about quality", not length, says creative director
Plus: PSN demo and Trophy support likely.
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 (18) Latest comment 3 years ago
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fixed
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That is all.
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Perfect example, Gears 1 and the recently released, Gears 1.5
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@ 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.
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Kindly fuck off until you have something constructive to say. You're giving fanboys a bad name.
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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.