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Games Entertainment

CliffyB Talks Gears of War And Design 17

CliffyB talks with the fine folks at Gamasutra about the upcoming 360 title Gears of War. Besides some interesting insights into the game, they talk about the designer's game philosophy and the next generation of games. From the article: "No, we're not making Knights Of The Old Republic or anything here. Who these characters are is largely pre-defined, as far as Marcus being an anti-hero, and Dom being his buddy. Part of it is just my own game design philosophy because, for me, whenever I play those games, I always go evil. And I have a feeling that if they made those games, if you could only choose the dark path, and you only thought you could choose the light path, nobody would notice, because it seems to me that everyone who goes for the Force chokes."
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CliffyB Talks Gears of War And Design

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  • Really? (Score:3, Insightful)

    by Eightyford ( 893696 ) on Friday October 21, 2005 @07:00PM (#13849376) Homepage
    ... it seems to me that everyone who goes for the Force chokes."

    Is that really true? I always pick the good side myself... until I screw up half way through the game by roughing up a chicken or picking up a nice shiny piece of armor, thinking it is my own.

    /yes I said roughing up a chicken
    //and yes, I know this isn't fark
    • That entire comment completely lost me.

      I have a feeling that if they made those games, if you could only choose the dark path, and you only thought you could choose the light path, nobody would notice, because it seems to me that everyone who goes for the Force chokes.

      So he's saying that if they made a game where you could only be a bad guy, people wouldn't notice? Well, duh. Why else do you think people watch The Shield or any other number of shows and movies like that? Because they can still be made to id
    • I'd like to see a KOTOR-like game where the game gave light/dark-side points for everything, including what battle styles you use, but doesn't actually display this to the player. At least not until the end of the game, where the choices you've made affect where you end up before the final decision, and you can only make the decision that fits your choices.

      At least the first time you play it, I think a lot of people wouldn't end up on the side they thought they would (in both directions).
    • Be I a pussy or not, that's how I always end up playing. Not sure why exactly, maybe a belief that karma will be in effect in the game world. Either that, or too many final fantasy type games:


      "Will you help us save our kingdom from evil?"
      YES [NO]

      "Please, you are our only hope!"
      YES [NO]

      "Please, you are our only hope!"
      YES [NO]

      "Please, you are our only hope!"
      YES [NO]

      "Please, you are our only hope!"
      [YES] NO

      "Thank you so much, I knew you would save us."
    • That's why I stopped playing those games. I'm sick of reloading because game developers think it's clever to screw the player with an action that seems legitimately good, but turns out to be bad simply for the sake of slowing down gameplay. It seems like Planescape Torment got the formula right, and most games since have tried to extend the concept, and done a lame job of it.
  • Why did you change your name when you entered the videogame world? Is it that you thought people would recognize you as Bud Bundy if you kept "David Faustino"?
  • by RealmRPGer ( 889362 ) on Friday October 21, 2005 @09:45PM (#13850236)
    I always go good, and never have any trouble doing it. Likewise, anytime I try to be evil, I find it so desperately hard to do that I almost always wind up at least semi-good in the end. Believe me, if the dark path was forced on me, I'd spot it in a heartbeat.
  • Going good (Score:5, Insightful)

    by neostorm ( 462848 ) on Friday October 21, 2005 @11:01PM (#13850568)
    Don't get me wrong, Cliff Blezinsky is a decent designer, and has been from a relatively young age in the industry, if memory serves.

    However, it definitely shows the atmosphere and nature of people that make up his world. Myself and most of my friends can play the good or evil path in games that allow those decisions decision. I prefer to pathe my own way, rather than follow a predetermined course of character development, in games like Knights of the Old Republic, and ones that offer even more organic choices like Morrowind.
    Being good in a game is not something a lot of people choke on from my perspective. It's fun to play the bad guy and get away with the darker side of human nature that's traditionally supressed in our culture, but there's also something to be said for playing the heroic pinnacle of goodness and saving the world too.

  • is the replay value that is inherent in the "choose your own adventure" style of character development. I've played KOTOR all the way through and received 1 DarkSide point. I'm thinking about trying it again and going for the opposite.

Order and simplification are the first steps toward mastery of a subject -- the actual enemy is the unknown. -- Thomas Mann

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