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Tuesday, March 15, 2016

Warren Spector: thanks to sky indies exists

Last week, Warren Spector had announced it joined the OtherSide Entertainment to work on the development of System Shock 3 and Underworld Ascendant. During an interview in these last few days, the game designers wanted to spend some thoughts on the game industry. First, the need to stay abreast with the times, as technology and development methods are evolving at great speed, but there have been some even stockpiled to the mainstream market.

At present Spector state is completing a series of lectures belonging to the gaming program at the University of Texas at Austin, after which it will start working full-time for OtherSide, and it is from these considerations that comes his analysis.

"When I started to confront the university told him that I would take a commitment for a period of three years, because the game industry is changing very rapidly. I was afraid that after three years the importance of my knowledge would begin to decline. And I wanted to be sure you do not become one of those teachers who are used to making games, used to know how and why the games are developed. I knew I had to keep my skills honed, "said Spector.




A Spector missed especially the fact of being at the center of the development of a project, and this is also one of the reasons that moved him to accept his new assignment. The other is of course linked to the staff report also links him to some members of Otherside, such as the presence of Paul Neurath with whom he had worked for both the Looking Glass times during the period in Origin.

"The last piece of the puzzle was Paul Neurath, came to me and asked me if I wanted to create System Shock 3. Make System Shock was one of the best parts of my professional life, so given the opportunity to bring this franchise in the XXI century ... I simply could not say no. All in all I decided it was time. "

As part of Spector the gaming world has evolved a lot over the years, but at the same time the most mainstream products remain too stable on established principles, while the space for innovation is left almost entirely to the indie productions.

"I can not believe it, but in the mainstream space I have not seen much progress. It seems that the goal is to get the most beautiful and refined versions of the titles that have already played for years. Thank goodness there is the space devoted to indie and there are people who try interesting things. The way I see it there are a number of areas where we could make progress which would help video games to the next level. The main think is the presence of more solid and better artificial intelligence characters. We achieved excellent results for the combat AI, but I do not think much has been done under a non-combat AI and interaction with people. We have not done much with the dialogues and the establishment of an emotional connection with the characters in video games. So I would love to meet this challenge. "

"Though I have seen some efforts, especially by Arkane guys as they try to extend Origin's design philosophy and Looking Glass, I'd push myself even further. It 'nice to see more people trying to take this path, but I believe there is a path that we could also follow us, as regards the possibility for players to tell their story. "

Spector also made clear that System Shock 3 will not be built by hundreds of people, mainly to avoid falling in the same errors that occurred at the junction point of time and the development of Epic Mickey.

"I ended up with large teams. We had 200 people in Junction Point, within the study, and 800 people around the world working on the game. Right now what I want to do requires a smaller budget, a model that takes between 10 and 20 people. I will not go beyond this dimension.

Of course it is likely that additional support is necessary to successfully conclude a project of this magnitude, which is why Spector confirmed that will be considered for outsourcing resource.

"I think we can work with external partners to create a larger team, which allows us to compete with larger firms and larger budgets without actually having to build this type of structure. I do not want to move to the point my attention from the game by having to spend my time managing a huge studio and having to reach agreements with publishers. So the presence of smaller part of the deal team. " 

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