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Georg Backer Talks At Leipzeig!
From Lionhead Studios News / LH Times
Georg Backer ? Lionhead's Staging Designer ? gave a presentation at the GCDC in Leipzig about emotional, motivational, dramatic and immersive gameplay. As an example he used Fable 2's famous dog and combat system to explain how to bring the experience to the player. Read more about it on Eurogamer.
"We want to achieve that games are an equal choice of entertainment as movies and TV are," said Backer - delivering Lionhead's GCDC speech instead of Peter Molyneux, who had to pull out. He went on to reveal that the developer had sought counsel from film editors, fighting specialists and professional wrestlers, among others, to help create a unique combat system that delivered on the developer's intent.
News - Lionhead wants games to be equal to movies and TV - Backer // Xbox 360 /// Eurogamer
EDIT: Whoops! Spelt Leipzig wrong
From Lionhead Studios News / LH Times
Georg Backer ? Lionhead's Staging Designer ? gave a presentation at the GCDC in Leipzig about emotional, motivational, dramatic and immersive gameplay. As an example he used Fable 2's famous dog and combat system to explain how to bring the experience to the player. Read more about it on Eurogamer.
"We want to achieve that games are an equal choice of entertainment as movies and TV are," said Backer - delivering Lionhead's GCDC speech instead of Peter Molyneux, who had to pull out. He went on to reveal that the developer had sought counsel from film editors, fighting specialists and professional wrestlers, among others, to help create a unique combat system that delivered on the developer's intent.
News - Lionhead wants games to be equal to movies and TV - Backer // Xbox 360 /// Eurogamer
"We want to achieve that games are an equal choice of entertainment as movies and TV are," said Backer - delivering Lionhead's GCDC speech instead of Peter Molyneux, who had to pull out. He went on to reveal that the developer had sought counsel from film editors, fighting specialists and professional wrestlers, among others, to help create a unique combat system that delivered on the developer's intent.
He also spoke of how the team got together and acted out scenes and quests from the game in order to test dialogue and ideas. "We go with five people in a room and read through a script - and realise 'that doesn't work' or 'that's too long'," he said. "We did that several times and it was always very interesting."
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Key to the design of the game has been developing game concepts around the principle of "staging". "What that means is that if you have a gameplay level, let's assume you've been beaten to near death and all the people believe you're really evil - if you then for example walk through a dark forest you should feel like you're alone; it's at night; there should maybe be wind howling but no music; you could hear footsteps but no one's there; you walk into a town and people pull their blinds down, turn their lights off, and you really get the feeling all around you." If you then redeem yourself, each element of the scene would perk up.
EDIT: Whoops! Spelt Leipzig wrong