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S.T.A.L.K.E.R.: Clear Sky Interview

PC Interview by Christian Donlan

16 June, 2008

Page 1 of 2. Page 2 ->

With S.T.A.L.K.E.R.: Shadow of Chernobyl, developer GSC GameWorld proved that you can make an innovative, specs-testing FPS with a small team - but it will probably take you the best part of a decade to get it finished. Now hard at work on a prequel, S.T.A.L.K.E.R.: Clear Sky, which is due out in August, it's hoping not only to trim the production cycle, but also deliver a game that truly lives up to their initial concept. Following our preview session, we caught up with Oleg Yavorsky, the developer's PR director, to discuss unusual inspirations, the danger of revolutionary technology, and the trouble with making games for "non-intellectuals".

Eurogamer: S.T.A.L.K.E.R.: Shadow of Chernobyl took six years to develop, yet you're aiming to turn around Clear Sky in less than two. What's happened to speed things up?

Oleg Yavorsky: Six years is a long period of time. Children are born and start going to school within that period. Our big problem was we were developing our technology and the game simultaneously, which for us was a lot of headaches. When we wanted to try out a gameplay element, it wouldn't work because there would be some problem with the engine, which was still not finished. Then there was just this ambitious concept: S.T.A.L.K.E.R. was to be the ultimate game, with a mix of pretty much everything - shooter, RPG, survival horror, driving. We were inexperienced and took on too much.

Luckily, those experimental years were not in vain because we gained a lot of experience. With Clear Sky now it's a year and a half for the whole production cycle. It's still stressful, because it's a short period of time given the number of changes we want to bring in, but the important thing is we now have stable technology, and we know what things work and what things don't work for our game. Our primary focus now is to really develop the ALife system - that living, breathing environment - because this is where S.T.A.L.K.E.R. is unique.

'S.T.A.L.K.E.R.: Clear Sky' Screenshot 1

Piracy's a big issue, but where PC markets like Russia and Germany are concerned, Yavorsky sees it as an acceptable drawback.

Eurogamer: Were you pleased with the implementation of the ALife system in the original game?

Oleg Yavorsky: The initial implementation was way too complex and we had to disable a lot of it. At first, the concept was that any single NPC could go and complete the game, even ahead of the player. They were competing directly with the player, doing all those things like taking missions, fighting monsters, collecting important information, getting themselves better equipped, and communicating with others. We started implementing that and got it to the point where it was pretty much there, but it was all so chaotic that it was very hard to put that into a story-driven game and still have the player know where to go and what to do next. Nobody has fun getting lost in a huge game level. It was really hard to ensure that a player would not be frustrated that some stupid NPC had already been to a level ahead of him and ruined the whole scene. We had to pretty much start all over again and integrate the story into the ALife world. We created a whole set of mechanisms that ensured that story was preserved and tried to make sure ALife still had some limited presence in the game.

Eurogamer: Are you dusting off some of those more ambitious ideas with Clear Sky?

Oleg Yavorsky: This time, I definitely think the player will see more of the randomised unpredictable world going on around them, simply because we're making our NPCs smarter. We've developed the communication aspect with the player's ability to go and ally with factions, receive rewards, and become part of their missions, so overall the game is closer to our original vision. But as long as it's necessary to ensure players follow certain story elements, we'll preserve those.

'S.T.A.L.K.E.R.: Clear Sky' Screenshot 2

Very Chernobyl of them.

Eurogamer: That sounds like a tricky balance.

Oleg Yavorsky: Yes. The first, bigger part of the game is going to be pretty much open-ended, so the player will have extensive freedom to ally with factions. The concluding part will be more linear and straightforward and the player will be more guided.

Eurogamer: Is Clear Sky going to remain a PC exclusive now that you have a licence to develop on consoles?

Oleg Yavorsky: We think with our next releases we'll make them multiplatform, but for this release, it's going to be PC only. We've just started to figure things out with the consoles. The technology's pretty much new to us. We'd love to port Clear Sky onto consoles, but currently there are a lot of technical questions. We'll see if our technology runs on consoles and go from there.

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Comments: 1-37 of 37 in total

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Killerbee
16/06/08 @ 13:22
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This is definitely looking like one of the most promising PC titles of the next year or so. Interesting that they're (sadly) also doing a Crytek and likely going onto the consoles as well as the PC for their next title.
ostrasized
16/06/08 @ 13:22
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First time I've ever seen a hardcore gamer described as an 'intellectual' whereas a casual gamer is 'non intellectual'

Actually, the intellectuals are likely to be reading books and newspapers, instead of wasting their time on computer games.

I'm guessing it's just the language barrier.
Vasenor
16/06/08 @ 13:26
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Hey! Playing games doesn't prevent me reading books...
strelok
16/06/08 @ 13:28
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since when "reading newspapers" is an intellectual activity?
Bloodkult
16/06/08 @ 13:29
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I am harbouring a boner for this game.

That is all.
ostrasized
16/06/08 @ 13:31
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The good newspapers, certainly. And journals and so on.

What's absolutely not intellectual is spending hours perfecting headshots in computer games.
Katsumoto
16/06/08 @ 13:31
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I echo that sentiment

edit: the boner sentiment that is. Damn my speed-typing skillz are letting me down
Edited 1 times, most recently on 16/06/08 @ 14:31
WrongShui
16/06/08 @ 13:34
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I hoping in this version guns shoot straight and people don't take sixty bullets to the chest.
Eraysor
16/06/08 @ 13:45
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The concept art on the link to this interview is awesome.
Edited 1 times, most recently on 16/06/08 @ 14:45
Xerx3s
16/06/08 @ 14:05
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"First time I've ever seen a hardcore gamer described as an 'intellectual' whereas a casual gamer is 'non intellectual'

Actually, the intellectuals are likely to be reading books and newspapers, instead of wasting their time on computer games.

I'm guessing it's just the language barrier."

Thank you for the generalisation. I'm not even going to bother with pointing out the stupidity of that post.
ChthonicEcho
16/06/08 @ 14:07
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I hoping in this version guns shoot straight and people don't take sixty bullets to the chest.
+9001
Waldo
16/06/08 @ 14:10
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Maybe people would have an easier time "understanding" Eastern-bloc developed games if the majority of them weren't so buggy, unpolished, and poorly translated?
Bloodkult
16/06/08 @ 14:16
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Learn2headshot n00bs!

The Vintar could take out any enemy with a single headshot. Even the exoskeleton wearing dudes.
ChthonicEcho
16/06/08 @ 14:22
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Learn2headshot n00bs!
Hard to do when 20 men (who can see through vegetation) are surrounding you and raping you.
Katsumoto
16/06/08 @ 14:25
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I think people just approached it the wrong way, i.e. like any other first person shooter. Its more a survival game, you can't go in guns blazing until near the end, you have to make every shot count and be in cover 95% of the time. Innit.

GOTY 2007 by a long shot for me, and I've no doubt this will be a contender for GOTY 2008. Can't wait.
Bloodkult
16/06/08 @ 14:30
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The whole point of the combat is tense skirmishes from cover and long range firefights in the dark.

If you were running around open ground trying to empty rounds into an enemies chest, you were playing it wrong.

ChthonicEcho
16/06/08 @ 14:35
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But I wasn't playing Freeman out there, I swear! I tried using cover until the game brutally punched me in the face and said, "That is not cover!". I tried various spots, only to be punched again and again. And if cover was one, usually guys would take me from behind.
Bloodkult
16/06/08 @ 14:45
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I've completed it twice now and I've never had any problems like that.
With the latest patched version you shouldn't get any enemies spawning behind you or anything, which was a problem before, so maybe it was that.

The hardest part of the game I found is near the very end, where you're not even expected to fight and just have to leg it.
It is a very sniper orientated game, you don't last long if you're not very careful.
TSYNDMonkfish
16/06/08 @ 15:43
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STALKER reminds me allot of the original Operation Flashpoint: Both out of Eastern Europe, both hugely ambitious, both very buggy on release, they both felt like they would crash at any moment when you were playing.

But without doubt they are two of the best games I've ever played.
Verwandlung
16/06/08 @ 16:28
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"since when "reading newspapers" is an intellectual activity?" +1
phaze08
16/06/08 @ 17:09
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"STALKER reminds me allot of the original Operation Flashpoint: Both out of Eastern Europe, both hugely ambitious, both very buggy on release, they both felt like they would crash at any moment when you were playing.
But without doubt they are two of the best games I've ever played. "


Gaming genius, like human genius, is often awkward, unpopular and difficult to get along with. Operation flashpoint was definately years ahead of its time.
wazoo
16/06/08 @ 17:37
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On behalf of American gamers... let me say that not all of us are dimwitted juveniles who do not appreciate interesting and unique historical locales. I've been playing PC games since back in the APPLE ][ days and let me say I GREATLY appreciate that GSC does not treat their audience like feeble-minded 14 year olds.

The settings, colors, story and hardcore gameplay are fantastic and I wish that more devs went down this road and NOT assume that we are idiots.

Frankly, it is the same problem you see in ALL popular media; TV, Movies, Music.... the producers sadly underestimate their audiences....
Edited 1 times, most recently on 16/06/08 @ 18:37
matrim83
16/06/08 @ 18:01
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Stalker kept handing my ass to me for most of the game ( and I mean that in a good way). The AI is still unmatched. So more of the same (maybe better) is always welcome.

Excellent interview BTW. I just wish less people would pirate as this is really getting out of hand and starting to hurt PC gaming. About five years back a lot of the good games were made for the PC and then shoehorned to consoles six months later. The trend is starting to reverse alarmingly.
Dr_Wadd
16/06/08 @ 18:23
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Actually, the intellectuals are likely to be reading books and newspapers, instead of wasting their time on computer games.

But after playing STALKER and finding out the source material it was based on I went on to buy both Roadside Picnic and the Tarkovsky film, so where does that leave me?
Eraysor
16/06/08 @ 19:33
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Also if this one happens to be as scary as the original I may never even play it, because if it gets dark I become a trembling wreck.
Nithron
16/06/08 @ 21:49
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Make a STALKER MMO. Seriously. Like, straight after releasing Clear Sky. I'll sign up as soon as it's out of beta. Shit, i'll sign up for ten accounts if that's what it takes.
AlphaOmega
16/06/08 @ 23:36
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Hell I'll sign up for 20. Shadow of Chernobyl transcended 'games' and reached the level of art in a way Bioshock could never dream of.
KillerMonkey
17/06/08 @ 01:11
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"STALKER reminds me allot of the original Operation Flashpoint: Both out of Eastern Europe, both hugely ambitious, both very buggy on release, they both felt like they would crash at any moment when you were playing.

But without doubt they are two of the best games I've ever played."
+123901247^googol

Absolutely, OFP is such brilliant game design. Amazing community too, I think the mods are still flowing for that game.

Buggy games also seem to have a certain charm to them (as long as they're not game breaking). See Fallout for an example of bug-induced charm.
Snooz
17/06/08 @ 08:42
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GSC should be a bit more cautious about generalising the americans too much, even though they probably are right to a large extent.

Luckily Oleg seemes to have made some money to survive the first Stalker-game and hopefully they can continue their own ways further on.

I had no problems with using 5-6 bullets to finish someone off from a distance, this made the finest moments of gaming in stalker, where gunfights lasted for several minutes, the enemys never attacked mindlessly and actually firing som extra shots in their direction make them pull back to stay alive. Still when fighting you had to take out the ones close by first and still try to keep an outlook for people flanking you silently. Not hitting on every bullet was for me some of the most important gaming mechanics because every round would count in finishing a fight as quickly as possible and as effectively as possible.

Played the game on the hardest difficulty, I've seen documentarys and read webpages from local ukranians documenting the deterioating city and area, I've even compared the google-satelite photos to the game-map :) The stalker movie will be seen at first oportunity available.

Still being a fanboi i did have a lot of problems with the game, just to balance my hype:
* Game crashing to desktop either on random or when saving (turned the texture quality down one notch and it became more stable)
* NPC pop-up ruining the atmosphere when you entered a new area and all characters spawn minutes after you enter an area and "ambush" you from all sides. (re-load and things worked again...)
* Slow start, quick and chaotic ending
* Wonderful atmosphere but animals were incredibly lowres and low-poly especially dogs and boars, I almost never encountered the more scary monsters
* Bugs,bugs,bugs,bugs of all sorts
* Multiplayer is pretty much uninteresting and mindless fragging.
* The town Prypiat was pretty much a joke, was really looking forward to seeing it and it turned out to barely have any buildings and a lot of blocked roads. Strangely enough when leaving prypiat for the next level there is a video and you spawn in a new street only to be flung into a new loading screen and the end map. Seemes like a whole level was skipped :S

would love Oleg and the guys to update the original game if they'd had the time, but that might seem to be what Clear sky is, the way they wanted the original to be.
Edited 2 times, most recently on 17/06/08 @ 10:05
ph101
17/06/08 @ 12:44
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Yup cant wait. A lot of people complained about the guns and accuarcy. I can only assume they were spraying with cheap innaccurate weapons because i had no problem with 1-3 shot bursts with more accurate rifles. It had great atmosphere, and I'm looking forward to this one. Is it stand alone?
Nithron
17/06/08 @ 12:46
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@Snooz: I know it's kind of a cop-out, but essentially all of those problems(except pripyat being too small) were fixed with update patches.
darc
17/06/08 @ 17:28
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I've written many unkind words about STALKER, but at its best it was really amazing. I have to admit I'm looking forward to this release, but it will either have to review extremely well, or become available at a deep discount before I'll jump in.

I imagine a lot of the interviewee's statements regarding the North American market are true on average, but it's somewhat self-perpetuating to be so condescending. It also sidesteps accountability for all of STALKER's legitimate problems, to a certain extent. The latter does not reassure me that Clear Sky will be much improved. That said... I'll be waiting.
peak_performance
17/06/08 @ 17:31
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Stalker is really good, but I thought it was way too combat heavy. Less combat encounters would have made it all the more athmospheric and scary. Anyone know if something like this has been talked about for Clear Sky?
darc
17/06/08 @ 18:38
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LOL the Eurogamer news archives sum it better than my first post. These two headlines, right in a row:

First S.T.A.L.K.E.R. hamstrung by over-ambition [27 comments]
S.T.A.L.K.E.R. misunderstood in US [20 comments]

Or in other words:

- "Yeah, we got it wrong."
- "But it didn't sell because Americans are stupid."

Nice PR, man.
Snooz
17/06/08 @ 19:35
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@Nithron: Played through it on 1.004patch, but on Vista, fixed the crashing early by turning down the texture detail one notch, everything else was on max i guess. 1.005 patch does only fix MP issues afaik. Think i tried the float32mod without noticing any difference.

Thinking about playing through the game once more, possibly with some tradermods.
peppergomez
19/06/08 @ 01:50
#36
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let's hope they never pander to the american market
Encryptorx
23/06/08 @ 02:54
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Greetings from Brazil, First time here, reading alot discussions over net.
First Oleg Yavorsky, the stalker team have great stuff in mind, wish that i could be there to talk about mines.
great game. i really love the new way of mixing ideas Rpg, fps...
sure i ll buy the new stalker clear sky, but i hope it be more difficult and very hard, more dark and a nice ambient sounds.
i played much Silent hill series, really enjoy the way u need to find answers.

if anyone want to see i was working on new textures for this game, and maybe make it very nasty, for now i have very small time to spend. but i be doing some very aggressive stuff.

http://forums.filefront.com/s-t-l-k-e-r-...

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