How can you move on to small-scale downloadable games after creating arguably THE most epic videogaming series of all time? I understand if that's Eat Sleep Play's goal, but another super mega epic IP won't hurt!davidjaffe said:I remember! And I STILL want to do that so badly! I SO want to have Eat Sleep Play doing iphone/ipad/PSN/XBLA style games and that is in the future for sure. But TM was too good of a creative opportunity for us to pass up. It actually started as a smaller PSN game but grew and grew and grew to become the full retail game it is now. I want to do all sizes of games for sure. And yes, small downloadable games are something I'm very passionate about and we will get back to them.
David
davidjaffe said:No 3D planned. I don't know much about it but I am under the impression to do 3D your game has to run at 60fps, yes?
RustyNails said:How can you move on to small-scale downloadable games after creating arguably THE most epic videogaming series of all time? I understand if that's Eat Sleep Play's goal, but another super mega epic IP won't hurt!
davidjaffe said:I DO want to go back to some epic games in my career for sure. BUT the biggest thing GOD OF WAR taught me was/is the value of gameplay. Epic set pieces and great story and cool characters are fantastic elements that some games have but other mediums do ALL of those thing 1000 times better simply by nature of the pros/cons of the interactive medium. God of War showed me that and while I may never be any good at pure mechanics based games, I can't ignore the fact that pure mechanics are the purest and best and most powerful language of this medium. When I do any creative work, it has to be genuine and come from a place of passion and honesty with myself. Because of truly in my gut knowing that mechanics matter more than anything else, it's very easy and crazy appealing to leap into the world of ipad/iphone/psn/etc. because those are the current place where mechanics rule.
David
Real talk. I really appreciate your sincerity and honesty as it relates to your passion for gaming. It's evident for everyone to see. I slightly disagree that videogames are handicapped when it comes to storytelling/characters/set pieces etc compared to other mediums. At least, not in the near future. The way I see it, me personally, I see games being able to enhance the narrative experience which is traditionally a non-interactive staple (movies, theatre, comics, novels, etc). Heavy Rain although far from perfect, came really close to demonstrate this. It was a better and long-lasting storytelling experience for me than most of the movies released this year. Heck, God of War 1 had a heartfelt story at its core which I thought was just as great as rest of the game.davidjaffe said:I DO want to go back to some epic games in my career for sure. BUT the biggest thing GOD OF WAR taught me was/is the value of gameplay. Epic set pieces and great story and cool characters are fantastic elements that some games have but other mediums do ALL of those thing 1000 times better simply by nature of the pros/cons of the interactive medium. God of War showed me that and while I may never be any good at pure mechanics based games, I can't ignore the fact that pure mechanics are the purest and best and most powerful language of this medium. When I do any creative work, it has to be genuine and come from a place of passion and honesty with myself. Because of truly in my gut knowing that mechanics matter more than anything else, it's very easy and crazy appealing to leap into the world of ipad/iphone/psn/etc. because those are the current places where mechanic based games rule and can find the most success.
Let's put it another way: at this point in my career if someone said 'all I have to do is snap my fingers and you can automatically create the next Angry Birds OR the next God Of War', I'd be torn which one I'd pick.
David
You don't even need that, you can do 'real' 3D with two anamorphic 720 frames at 30fps like the Avatar game did. There is still overhead from having to draw a lot of material twice, but it's nothing like needing double the framebuffer. I actually imagine something like TM would benefit notably from it.subversus said:actually no.
You can do 3D in 30 fps game as Batman Arkham Asylum does.
http://kotaku.com/5495083/batman-arkham-asylum-game-of-the-year-edition-hops-on-3d-bandwagon
It uses anaglyph 3d.
Dreams-Visions said:cool. hopefully it won't suck.
old formulas don't always translate well in modern times.
to me the older twisted metal games were closer to a shooter starring cars than Carmageddon a racing game about destruction. I have not checked out the videos for this new TM yet though, i expect the handling has changed a lot since TM2.subversus said:I can't get my fix for car combat since Deathtrack and Carmageddon. I have high hopes for this even though I haven't played any TM before.
Last I checked, balls out fun is still fairly relevant in today's gaming marketplace.Kafel said:I wonder if Twisted Metal is still relevant today.
Sales figures will tell.
chubigans said:Last I checked, balls out fun is still fairly relevant in today's gaming marketplace.
canova said:Another PS3 2011 title?! The line-up for 2011 is already packed!
davidjaffe said:My hope is all endings are the 'good' endings. It's not like we're holding back the meaty endings for the end. All of the default difficulty endings are going to have as much meat on the bones as the very last one. And if you play them all, they tie together in certain ways to tie the whole story together.
As for other characters, Grimm, Tooth, Preacher, and Dollface are the main human characters. There are many, many vehicles to put them in, each on totally unique, each one with 2 special weapons and many with functionality exclusive just to them (healing, flight, transport).
David
Noisepurge said:Sold! Any plans on a Collector's edition with a rubber sweet tooth mask, HotWheels 1:64 die-cast model ice cream truck and a chainsaw-keychain? ;D
Grayman said:Does the turnaround time help as well or would you happily spend 3 years on a purely mechanical game?
What I actually came through to post if the thread was still active: In multiplayer does putting one of the 4 drivers in one of the 16 cars change specials? I read that the attributes like handling and cooldown would not change but the door is open to other things changing?
Always-honest said:2011 is just insane...
Grayman said:to me the older twisted metal games were closer to a shooter starring cars than Carmageddon a racing game about destruction. I have not checked out the videos for this new TM yet though, i expect the handling has changed a lot since TM2.
Kafel said:I wonder if Twisted Metal is still relevant today.
Sales figures will tell.
Galvanise_ said:It was already on our 2011 list.
davidjaffe said:But we do want to share the same stage as Demon's Souls and Street Fighter 4 in terms of being successes that sell well enough to make a nice profit, bring a lot of new fans to the table, and make our current fans really happy.
David
davidjaffe said:But we do want to share the same stage as Demon's Souls and Street Fighter 4 in terms of being successes that sell well enough to make a nice profit, bring a lot of new fans to the table, and make our current fans really happy.
David
davidjaffe said:But we do want to share the same stage as Demon's Souls and Street Fighter 4 in terms of being successes that sell well enough to make a nice profit, bring a lot of new fans to the table, and make our current fans really happy.
David
subversus said:I wish more devs shared this attitude.
canova said:I see. Not that I'm complaining.
I'm just shocked that there's so much goodies for PS3 next year
El-Suave said:This game really needs some more exposure in Europe - it's baffling to me how it had a presence at Pax, Comic Con etc. but not at Gamescom, Eurogamer Expo or some other European events. I guess resources are limited because Eat Sleep Play isn't a huge studio, but I can't shake the feeling that most of the PR work that has been done so far was of the "preaching to the choir" variety.
The vibe I was getting from most of the European media I consumed when it was announced at E3 was mostly indifference - Sony should at least try to change that.
Opus Angelorum said:Need for Speed : Hot Pursuit sales suggest otherwise, unfortunately.
blurredvision said:The biggest difference between TM and Hot Pursuit is that a game like TM isn't done twice a year. Sure, Hot Pursuit may be a ton of fun, but it's not really anything that people haven't already played a couple of times in the past 2 or 3 years. Sales reflect genre fatigue at this point IMO. It's not like there have been a couple of decent Vigilante 8 games to satisfy the appetites of gamers to where they would be soured on the upcoming TM.
El-Suave said:This game really needs some more exposure in Europe - it's baffling to me how it had a presence at Pax, Comic Con etc. but not at Gamescom, Eurogamer Expo or some other European events. I guess resources are limited because Eat Sleep Play isn't a huge studio, but I can't shake the feeling that most of the PR work that has been done so far was of the "preaching to the choir" variety.
The vibe I was getting from most of the European media I consumed when it was announced at E3 was mostly indifference - Sony should at least try to change that.
DSc said:Agreed. I was watching Bonus Round earlier where the panel seemed to suggest that the industry was adopting an 'everything or nothing' stance. ie. If you weren't putting out something as successful as Call of Duty, then there's no point putting it out at all.
I don't want to sound like I'm sucking up, but if more devs/publishers adopted the same attitude as David, I think the industry would be in a much better place. Respec'.
El-Suave said:This game really needs some more exposure in Europe - it's baffling to me how it had a presence at Pax, Comic Con etc. but not at Gamescom, Eurogamer Expo or some other European events. I guess resources are limited because Eat Sleep Play isn't a huge studio, but I can't shake the feeling that most of the PR work that has been done so far was of the "preaching to the choir" variety.
The vibe I was getting from most of the European media I consumed when it was announced at E3 was mostly indifference - Sony should at least try to change that.
2 Specials per vehicle, let me get this straight, so vehicles will now have 2 specials instead of just 1. Also I hope we get some old levels whether it's in the game or as DLC.
AAK said:David, I know you're lurking here.... if you include an HD version of the TM2 Paris level with the same or even better a remixed audio of it.... I'll buy 5 copies!
davidjaffe said:It is 100% still relevant...to some people .
Yeah, annoying answer I know. I mean, I hear what you are saying for sure. And as I said before, we are fully aware we're not making HALO:REACH or Black Ops here.
And look, whenever you make any creative product you HAVE to encase yourself in a nice little cocoon of denial. Not denial that you are going to be a big failure or a big hit. But just denial of the fact that you really have no idea if anyone else is going to give a shit. And yes, you can hedge your bets (mainly via the team working their ass off on the game, listening to market research, listening to the fans,etc) but end of the day, you never really have any idea. Hell, I remember waling into Gamestop about 2 weeks before GOD OF WAR hit and saw the GOW COMING SOON box up on the shelf and just had this moment where I knew- like God was telling me from on high- that this thing was going to come and go with no one noticing or caring and be like the game Sphinx PS2 or Akuma on PS1.
So just goes to show you: who the hell knows?!?
But I agree the core idea is prob not that relevant to today's hard core gamer or jock gamer (COD:MW style players) but I do think we are relevant to a large enough group that we can do really well if we do our jobs right on the dev/pub end.
I have a hard time articulating this but I'll try: someone else brought up the poor sales of Need for Speed: HP (amazing fucking game), Blur, etc. I hope we don't suffer the same fate. But a part of me feels those games- great as they are- were trying to grab that hard core/jock gamer by trying to share the same conceptual space as today's mega hits. I think with Twisted- for better or worse- we're embracing what makes us unique: demonic clowns, crazy story, over the top vehicle design, ultra pick up and play driving physics, level design that doesn't care as much about reality as it does fun, weapons that are over the top and put humor and imagination ahead of being based on actual weapons the military would use, split screen local gaming being just as crucial as our online component,etc...Going this route will 100% lose us some of the more mainstream/jock gamers. But we feel it may also help our true fans- and folks inclined to become new fans- embrace us even more. A simpler way to say it is this: we are not aiming for Modern Warfare:Black Ops scope success (would be great but we're not delusional). But we do want to share the same stage as Demon's Souls and Street Fighter 4 in terms of being successes that sell well enough to make a nice profit, bring a lot of new fans to the table, and make our current fans really happy.
David
Noisepurge said:Sold! Any plans on a Collector's edition with a rubber sweet tooth mask, HotWheels 1:64 die-cast model ice cream truck and a chainsaw-keychain? ;D