hm...
http://www.neogaf.com/forum/showpost.php?p=13062260&postcount=159
http://www.neogaf.com/forum/showpost.php?p=13062260&postcount=159
tiong_fi said:What's taking so long?
- We want the game to be good, it takes time
- Relatively small studio even though we have hired more staff
- Our expectations are high and we want to meet them
- Our team is ambitious
- Doing open-ended games is hard
- If everything worked out the first time, it wouldn't take so long (Trial and error)
- Competition is hard
- After Max Payne we thought that it would be easier but for example technologically things have gone forward really fast
What was ready when you first showed the game in E3 2005?
- concept, vision, technology, game world, game engine
- actual gameplay in prototype-state
- we were showing people the idea, vision behind the game (they were still looking for publisher at that time)
Has the game changed?
-The vision behind the game is still the same
-Gameplay mechanics lives and changes throughout the development cycle as we test and try new stuff
-We are trying different stuff to find the perfect Alan Wake -game
-For example, the bullet time feature in Max Payne was perfected just months before the game shipped
Why is the team size so small?
-Control over development
-We want that things work
-Aggressive recruiting while in a big project is a risk, lots of examples of this
-Making the game is the priority
Trailer
-The idea of making a trailer to be shown before Max Payne movie started off as a joke
-We probably wouldn't have done a trailer had the movie not came out.
-Remedy's games are cinematic
-Funny idea to see Alan Wake on "big screen"
-The idea of "between friends only" as it's shown only in Finland
-It was easy to work things out with the film's distributor
-The basic idea behind the trailer is to show an atmospheric trailer and a glimpse of how the game looks today and to remind people about the game
-"Hands-on gameplay stuff" coming a bit to the future, we don't want to show it "just yet"
Max Payne Movie
-Surrealistic vibe, really cool when you think that we made something that interested Hollywood so much that they have made their own version of it
-I'm a little nervous because it's a project in which I haven't been involved in any way and everything we have done with Max Payne before has been under our control
-We have no idea what's coming
-Mark Wahlberg is an excellent choice for Max
-We sold the movie rights before the first game came out
-We'll wait and see what we want to do with Alan Wake's movie rights
Alan Wake's storytelling:
-Lot of cinematic and plot elements to be included as part of the game
-Trying to be much like a modern TV series
-Thriller, atmosphere is a bit like in Max Payne, has it serious side but some humor as well
-Totally different type of story and genre than in Max Payne
-Crazy people and strange stuff going on in the village where the game is taking place
Episodic?
-goal: same type of experience you get from a season dvd box of a tv series
-the game is divided into episodes
-pacing, development of plot is structured the same way than in a tv season
-cliffhanger moment at the end of an episode
-we want to have players to get the feeling of "just one more episode and then I'll stop playing"
-the ending leaves some things open for a sequel but ties up the main plot, just like in tv series
When is it coming out?
-When it's done
-We have a good vibe about the game and the current development process