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Sucker Punch interview with Eurogamer

Suzzopher

Member
Eurogamer: Why did you change Cole so that he looks more like he did in the first game

Bruce Oberg: We had a pretty strong reaction to Cole after E3. We got a lot of feedback. I've got a working theory – I'm not sure I can prove this yet – we read a lot of reviews and the media reaction to the original Cole was lukewarm. We thought, well, we're changing so many different things, let's take a new look at Cole.

We knew we had cast a new actor for him – we have a new actor doing both voice and motion. So we redesigned Cole the character. We had no idea there were so many fans so emotionally invested in the old Cole. It's great that people could be so passionate about that character, given Cole had articles written like, 'Here's the 20 bald guys in every videogame.'

Eurogamer: Were you tempted to say, "It's just the vocal minority," and ignore the complaints?

Bruce Oberg: No. They were valid points. At first I thought it was a vocal minority, but it turned out it was a bunch of people. We run our own fan forums and there was a pretty big consensus there - 16 pages of Cole complaints. Ultimately we don't make the game for ourselves. You've got to listen to the fans. However, we put our own spin. We look at the best of everything. We wanted to get rid of the jacket because we want to see him move and fight.

Eurogamer: Let's talk about the single-player. How many hours of gameplay will people get out of it?

Bruce Oberg: It always comes out as a promise that doesn't exactly match up with whatever you said. A lot of times we honestly don't know because we're creating content right now we're not going to be releasing until next year. So what the actual hour number is, I honestly don't know.

Eurogamer: Gamers care because of the value issue.

Bruce Oberg: In inFamous 1 we had a lot of side stuff you could do. There were side missions for taking control of the city, we had the shards to collect, and getting enough experience to upgrade all your powers. We want a great experience for someone who's not a hardcore gamer, and we want a great experience for the uber collectible guy who wants to get the Platinum trophy. That's a pretty wide range of gameplay time. It's tough to make a prediction about that especially at the stage we are in development.

Eurogamer: Do you own the inFamous IP?

Bruce Oberg: We do not. It is owned by Sony. Sly is, too. The Crash Bandicoot experience kind of shook Sony a little bit, and ever since then they wanted for their exclusive titles, they own the IP. They're giving us the freedom to make the game we want to make. That's a small price to pay for us. We're very happy being able to make the game we want to make.

Eurogamer: This year we've seen developer power emerge, with Bungie leaving Xbox 360 exclusivity and signing with Activision, and the Respawn guys signing with EA, and retaining the rights to their IP. The publisher is almost just a distributor.

Bruce Oberg: We've never thought of Sony as just a distribution arm. They've done a great job as a publisher for us, both giving us the freedom and helping us with marketing and decisions about how to make the game. They're providing us with a lot of great tools for making the game we want to make. Also, we get to call up the Naughty Dog guys and ask them questions occasionally.

http://www.eurogamer.net/articles/2010-09-27-sucker-punch-talks-infamous-2-interview?page=1

Ninja Theory take note. Listen to us gamers!!!
 
that's a nice interview. this interview and penny arcade panel have really make me like this guys.

doesn't look like these guys will be going multiplatform anytime soon. that Bruce Oberg do sounds like he really loves Sony:lol
 
Suzzopher said:
Ninja Theory take note. Listen to us gamers!!!
but they redesigned Cole to look like a cancer patient, he only looks like the Cole from the first game now in terms of pallor and hairstyle
 
Christ, don't they understand that anyone that posts on an InFamous fan forum is a hugely vocal minority?

I still hate the fact that they appeased the complainers. The reactions were mixed, not one sided, and fans of the series would have grown to like the new Cole had they played him in the context of the new game.

Such a fucking shame. I really wish devs would stick to their gut feeling rather than the constant appeasement of online whiners. This shit happens way too much with Sony exclusives (Uncharted 2 / Killzone 2 mp come to mind)
 
Suzzopher said:
Ninja Theory take note. Listen to us gamers!!!
In that case, 18 year old cancer patient Dante is here to stay because AFAIK his response through the media and beyond has been overwhelmingly positive.
 
DaBuddaDa said:
In that case, 18 year old cancer patient Dante is here to stay because AFAIK his response through the media and beyond has been overwhelmingly positive.

I want what you've been smoking. On podcasts, forums and anyone else who has seen the new design. . .there has been a lot of disappointment and/or anger.
 
1.8m sounds good. Last time I heard it was struggling to reach 1m.
 
badcrumble said:
but they redesigned Cole to look like a cancer patient, he only looks like the Cole from the first game now in terms of pallor and hairstyle

Fighting cancer takes courage, being a crack addict does not.
Indifferent2.gif
 
Needs some DLC this time. Sony's games with the exception of LBP, Uncharted 2 and MNR haven't really had an extended DLC schedule. For inFAMOUS 2 I'd like more side missions, skins etc. I like single player DLC as well as Multiplayer DLC.
 
I'll never understand independent studios that make excuses for not owning the ip of the games they make. Once they lose that publisher they have nothing to show for years of work, all their franchises are owned by someone else. Might as well just become a first party developer.
 
Dural said:
I'll never understand independent studios that make excuses for not owning the ip of the games they make. Once they lose that publisher they have nothing to show for years of work, all their franchises are owned by someone else. Might as well just become a first party developer.

They get the game funded for them, creative freedom (under Sony), time (under Sony), access to a world class developer network, marketing, appearances at major press conferences etc.

If you are a good team and you make great products, you'll continue to get more work. Seems decent enough to me.
 
Dural said:
I'll never understand independent studios that make excuses for not owning the ip of the games they make. Once they lose that publisher they have nothing to show for years of work, all their franchises are owned by someone else. Might as well just become a first party developer.
I don't know, build up a positive reputation (see: Bungie, and to a lesser extent Insomniac) and you'll probably be fine.
Kittonwy said:
Fighting cancer takes courage, being a crack addict does not.
Indifferent2.gif
True!
Galvanise_ said:
Needs some DLC this time. Sony's games with the exception of LBP, Uncharted 2 and MNR haven't really had an extended DLC schedule. For inFAMOUS 2 I'd like more side missions, skins etc. I like single player DLC as well as Multiplayer DLC.
Side missions via DLC might be weird unless it's like adding a whole new district to the city.
 
Any word on what we'll be collecting this time? I liked having something as numerous as blast shards to go after. Really got me exploring every inch of the city.
 
Galvanise_ said:
Any word on what we'll be collecting this time? I liked having something as numerous as blast shards to go after. Really got me exploring every inch of the city.
But this time actually have a total next to the area! You don't know how close I was to losing my sanity when looking for those last couple of shards.
 
Crewnh said:
But this time actually have a total next to the area! You don't know how close I was to losing my sanity when looking for those last couple of shards.

Same. The game needs stat tracking in general. I'd like to know how many headshots I'd done and what particular stunts I had done. I do like a good menu.
 
Crewnh said:
But this time actually have a total next to the area! You don't know how close I was to losing my sanity when looking for those last couple of shards.

I have one left, I have searched everywhere and used a map but that one shard remains a myth :lol
 
Galvanise_ said:
Any word on what we'll be collecting this time? I liked having something as numerous as blast shards to go after. Really got me exploring every inch of the city.
It sounds like there'll be several different types of things to collect - some stuff for Zeke to build you new mechanical equipment with, for example. That's probably a preferable approach, I think - any game that basically lets you upgrade or level SOMETHING up every few minutes (think Ratchet and Clank or KH:Birth By Sleep) is just impossibly addictive to me. More upgrade paths than simply acquiring new powers, leveling those powers up, and acquiring shards is a Good Thing for keeping it interesting. I'm most curious to see how they change the RPG elements of the game - the skill-leveling in inFamous was really simplistic, and that was fine because the gameplay itself was so solid, but I'd like to see a system with a bit more depth to it in the sequel. But yeah, expect several different collectathons with different sets of rewards instead of one huge one.
 
Dural said:
I'll never understand independent studios that make excuses for not owning the ip of the games they make. Once they lose that publisher they have nothing to show for years of work, all their franchises are owned by someone else. Might as well just become a first party developer.

They're not making excuses, that's just how most publishers work, they pay for the development and get to own what they paid for. You don't fund a new, risky IP that sometimes takes 3 to 4 years just to have that developer take the IP somewhere else with you holding the bag, it's actually pretty fucking stupid. If the game sells well enough usually the developer gets to do a sequel and it opens up the opportunity for other projects funded by the same publisher. It wouldn't be a bad idea for Sony to try to acquire Sucker Punch actually, it would benefit both parties, not sure whether Sucker Punch wants to be bought or remain "independent" though.
 
The Crash situation for Sony wasn't completely terrible as they managed to purchase ND after that. And they've since become one of the best devs in the industry.
 
SolidSnakex said:
The Crash situation for Sony wasn't completely terrible as they managed to purchase ND after that. And they've since become one of the best devs in the industry.

True, but he was the 'mascot' to the brand essentially. Worked out well for them in the end. Didn't work out too well for ol' Crash.
 
Kittonwy said:
They're not making excuses, that's just how most publishers work, they pay for the development and get to own what they paid for. You don't fund a new, risky IP that sometimes takes 3 to 4 years just to have that developer take the IP somewhere else with you holding the bag, it's actually pretty fucking stupid. If the game sells well enough usually the developer gets to do a sequel and it opens up the opportunity for other projects funded by the same publisher.


As the interviewer said in the OP there are several studios who have retained the rights to their IP with their publishers recently, especially well known studios like Sucker Punch, so not owning your IP just seems short sighted today.
 
Redbeard said:
I still hate the fact that they appeased the complainers. The reactions were mixed, not one sided, and fans of the series would have grown to like the new Cole had they played him in the context of the new game.

Thanks for making up my mind for me. I'm so glad you know what I will and won't like.
 
Dural said:
As the interviewer said in the OP there are several studios who have retained the rights to their IP with their publishers recently, especially well known studios like Sucker Punch, so not owning your IP just seems short sighted today.

The interviewer is clearly trying to stir things up with that question, it's actually common practice for publishers to own the IP even when well-known developers are involved, there's nothing short-sighted about it. It depends on who's funding the IP as well, if you're Bungie or Zampella/West who have been able to produce guaranteed mega-blockbusters it depends on how much self-funding you're willing to do, but if you want the publisher to fund the development in its entirety and the publisher ends up owning nothing, then it's not exactly a good deal for the publisher.
 
DaBuddaDa said:
In that case, 18 year old cancer patient Dante is here to stay because AFAIK his response through the media and beyond has been overwhelmingly positive.
You haven't been to the Capcom and NT forums have you?
 
People just go around in circles and confuse themselves about such a simple concept. :lol

People didn't want the original back because Cole was some memorable character (he wasn't) - they just wanted to keep the same continuity going since there was no reason to change anything, and amazingly enough, they don't feel that their protagonist in an action game has to look like a male model so they can vicariously live their lives through him.

You evoke a character's personality and such mainly through things like dialogue and actions - the way he looks is very secondary. Cole wasn't forgettable because he was bald, but rather that he rarely had anything interesting to do or say.
 
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