![]() It was really glossed over, sort of Hollywood. You didnt go over there like Captain America and kill all the bad guys and become a hero because you killed everyone. Seeing them come back and seeing the little differences between them, playing the military shooters has always felt a little off to me, because it was not a representation of what the people I know actually went through. I have a friend who has been over four times. Especially when the war started breaking out back when I was in college, and people were getting sent over. I have a lot of friends who are still in it, so it's always been a part of my life. I dont claim to be a military person at all, because it was that small amount of time. I spent a very small amount of time in the military. WW: To be totally honest with you, when it comes to playing these types of games, Ive never been too much of a fan of the military shooter genre. GR: What made you decide that you wanted to go into the more psychological, realistic moral side of war? Actually, I think I probably had more of a hand in more parts of the game than most writers do. On top of writing, Ive been audio director, Ive been level director, I have been animation director and cutscenes director. So from there, we were able to build and work forward. We came back together, we compared notes, and we essentially came up with the same thing that we wanted to do, which is dive deeper into the more realistic moral aspects of military conflict. Then we went off on the side of 2K and did the same thing. Im actually on the publishing side, employed by 2K, but Yager went off to develop an idea of a story that they would want to do and where they would want to take the basic concept. Thats the basic ground level of what we were starting out with, and then Yager went off to do it. ![]() We all knew we wanted to do a third-person, squad-based military shooter set in Dubai. The entire thing was going to be expressed through gameplay, but we found that cutscenes really added a lot more, giving the emotion across. Originally, the plan was to try to do it without cutscenes. From the beginning with Spec Ops the goal was, from a narrative gameplay standpoint, was always they would really kind of build out of each other. ![]() GR: Since you were on the team for that long, did you have a major role in shaping the direction of the game? ![]()
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