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!!!