Interviews/Hype: Ruffian Games Does it Right
Posted by deckard47 on June 25, 2009
From a recent interview on Edge about Crackdown 2:
Not everyone connected with the freeform nature of the original. Will the sequel feature more visible characters and interactions?
BT One thing we’re not getting caught up in is dialogue-driven cutscenes. It’s not what we do and we’ve no business going towards that kind of thing. If we got dragged into the fight that’s going on between other games in this genre, I think that’d be a bad move. We’ll definitely have variation with the objectives and push forward with the freeform structure; we don’t just want ‘find-the-boss, kill-the-boss’. We made the first game and we know what was lacking. We’ve listened a lot to the community and the reviews. Obviously, we can’t take every comment on board, but we’re doing our best to address the biggest issues.
Now ,it’s not like I loved how transparent the last game was in its gaminess, but I was definitely glad I didn’t have to listen to my agent talk to a “sexy” companion who helped him, or a “trusted friend.” We know where that kind of thing leads, don’t we?
Then there’s this reassuring tidbit:
JC One thing we’re pretty proud of is that people don’t look at it for the technology; they look at it for the game. It’s very easy to get lost in technical achievement. We have to make technical leaps to benefit the gameplay, but we only think in terms of the player.
Assuming these guys are on the level, this is a strangely practical, sensible approach to game design. Now, if they can just make the people you fight a bit less problematic, make the strongholds less insta-death at high levels, and make the game just a bit longer (I loved it, but it was over too soon), I’ll be happy. Oh, and they better bring back the Voice of the Agency.