"We had three writers on this project, and that's three times as many as we've ever had before," he tells us whilst showing us the game at a recreated living room in London.
"We're talking proper video game writers that knew exactly how to weave the story. Our lead writer worked on the most recent Deus Ex.
"I don't want to speak ill of anyone, but the writer we've had in the past was someone who had done some creative writing, was working at Capcom and wrote us a story. This time we got a proper video game designer/writer. Anyone, theoretically, can write a story, but writing a story that makes sense and that you can play, that's a real skill. Right down to getting behind why these characters are doing this, why would that guy snap and wear that stupid costume? Those are the sorts of questions we're asking. 90 percent of the consumers who play this game, they don't think as much as we do about these things, but for the 10 percent that do want that depth, we've got it."
"The message behind the game is around consumerism and Black Friday, and we're asking: who is the monster? The zombies running around or is it what caused everyone to fight each other and demand these products and services? I often say this is not the thinking man's game, but there are some messages in there that might make you think a little bit more than usual."
Executive producer Bryce Cochrane jumps in: "One of our goals is to really make a product that means we can make Dead Rising 5, 6, 7. That involves expanding and changing the franchise, and therefore sometimes we need to take risks. That means some people will be upset with what you did. The only way to truly tell if we made the right choices is to play the game."
Cochrane adds: "It can also be a little heartbreaking. You think you have the perfect idea, but then you discover it didn't work. So we have to evolve and change. We even did this right from when we were starting the game and pitching the idea of Christmas, [returning lead character] Frank, what the story is... we focus tested that. As soon as we had versions of Frank up and ready to go, we focus tested that. We wanted to innovate and that will always mean some change, and sometimes that can be uncomfortable, but it can also lead to great things."
http://www.gamesindustry.biz/articl...-so-that-there-can-be-a-dead-rising-5-6-and-7