Kevin Martens of BioWare interview - interview
(hx) 10:29 AM CEST - Jul,04 2005
- Post a comment GameSpot
has posted an interview with Kevin Martens, the lead designer for Jade
Empire, to learn how psychological factors impact game design. Here's a bit:
GS: Are there any tricks that give a player a greater illusion of freedom
than they actually have?
KM: Freedom means different things in different genres. In single-player
RPGs, a player might say that he wants to have the freedom to go anywhere and
explore the world, just like in real life. If we take that statement at face
value and create a huge continent-sized world with hundreds of towns and
villages and a million characters, there's no possible way we can write all of
those characters, add enough plots, or spend time on every encounter to make it
compelling, and even if we could, it wouldn't be able to run any machine out
there with our level of complexity. So we'd resort to generic systems to fill
the world with generic things to do. The player tells us this is boring and that
it's not what he wanted at all.
So what we've done at BioWare is the area system within our greater world.
Baldur's Gate II and Star Wars: Knights of the Old Republic both have huge epic
adventures that, in one case, spans a continent, and in another, several solar
systems. We pick the most compelling adventure areas within these regions and
stuff them with hand-crafted content to offer players the most focused and most
fun-per-hour gameplay that we can.
Exploring the entire wookiee world in Star Wars: Knights of the Old Republic
would have to be, by necessity, much more generic than the fewer, much more fun
areas that we did put in. Likewise, in Baldur's Gate II, the City of Athkatla
had many large areas filled with subplots, encounters, treasure, unique
characters, and other fun things while still remaining much smaller than a real
city of a million people. A real city would take a day to walk across; in the
game, you can use the map and get across in a few minutes, seeing only the most
interesting parts.
To still give the player freedom, they have a lot of different areas to explore
with a lot of different themes and can do them in any order. This is the freedom
that the players are actually telling us they want and giving us positive
feedback on.
Frankly, real life and life-sized areas are filled with a large amount of
drudgery and boredom. Games shouldn't be.
|