These kinds of scenes are usually the most memorable scenes in a game. But it was interesting to hear Justin Richmond, game director at Uncharted 3 creator Naughty Dog, describe how the developers went about creating these set pieces in our recent interview.
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Uncharted 3 doesn’t have just one or two of these scenes. It has one after another. The developers figure out the different elements they need from the characters, the environment, the physics, the game play, and the cinematics, or animated movie-like scenes and then put them all together for the net result: You feel like you are in control of the character as you play through a spectacular scene with many eye-popping scripted moments. They envision the set piece, and then build everything, including the story, around it. Hell, they might envision a set piece, and then tell Sony what kind of game console to make in the next generation.
In realistic games such as Electronic Arts’ recent Battlefield 3, there aren’t as many set pieces, and consequently, fans aren’t going as wild about them. In a Battlefield game, soldiers might jump off a helicopter and run into battle. But in last year’s Call of Duty Black Ops, as a soldier was sliding down a rope from a Huey helicopter, a rocket-propelled grenade hit the helicopter’s rotor and sent it spinning around. The soldier on the rope was swung around in circles and then crashed right through the window of a building. Then the soldier had to get up and get into a firefight with an overwhelming number of enemies. Which game would you rather play?
Set pieces have become a vital part of games that want to be like action movies. But if game developers push them too far, the audience won’t believe the experience. Or they might think it looks stupid. It’s a fine line. If you show a scene to a gamer that looks fake and feels fake, you’ll get a backlash. Sometimes, it pays to create tension without action, like in the scenes from the original BioShock, where you see shadows moving ahead that signal something bad is about to ambush you. Maybe the industry will swing in a different direction and get tired of over-the-top action scenes.
But this year, these set pieces are the difference between games that might sell 10 million units and games that might sell 20 million units.