Todd Hollenshead Hopes There’s A Place for PC-Only Games
source: http://www.totalgamingnetwork.com/main/showthread.php?t=202888
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In a new interview with VG247, id Software CEO Todd Hollenshead discusses PC gaming, Rage, the future console generation, and what they hope for the future of the company. Check it out:
VG247: RAGE is a post apocalyptic open-world title. So are games like Borderlands and Fallout 3. What would you say separates your take on the sub-genre from others?
Todd Hollenshead: I wouldn’t really call it open-world, because I think that has sort of a different connotation than the gameplay experience we’re going for, which we like to think of as open-but-directed. So it’s not like “do whatever you want at all times.” We try to give people a little more direction in terms of what’s going on in the game. There’s story, there’s characters we like to introduce. There are certain elements of progression in the game. I mean, people will have the freedom to get themselves into more trouble than they can handle before they’re ready for it, so that’s kinda the open aspect of it.
The way RAGE works is that we want to create experiences for the player that we think are cool and fun; we want to make sure the player is directed to do those sorts of things, as opposed to games where you may miss a big part of the game because you didn’t realize you had to take a certain path. Some games are designed where the whole open aspect of it is sort the core game design principle. And that’s why I say it’s different with RAGE. We do allow the player tons of freedom; you’re not on a rail going through the world. You can do things in different orders, and there’s stuff you can do in-between. But we try to make sure that you see and experience the stuff that is really cool.
Read more... http://www.totalgamingnetwork.com/main/showthread.php?t=202888
VG247: RAGE is a post apocalyptic open-world title. So are games like Borderlands and Fallout 3. What would you say separates your take on the sub-genre from others?
Todd Hollenshead: I wouldn’t really call it open-world, because I think that has sort of a different connotation than the gameplay experience we’re going for, which we like to think of as open-but-directed. So it’s not like “do whatever you want at all times.” We try to give people a little more direction in terms of what’s going on in the game. There’s story, there’s characters we like to introduce. There are certain elements of progression in the game. I mean, people will have the freedom to get themselves into more trouble than they can handle before they’re ready for it, so that’s kinda the open aspect of it.
The way RAGE works is that we want to create experiences for the player that we think are cool and fun; we want to make sure the player is directed to do those sorts of things, as opposed to games where you may miss a big part of the game because you didn’t realize you had to take a certain path. Some games are designed where the whole open aspect of it is sort the core game design principle. And that’s why I say it’s different with RAGE. We do allow the player tons of freedom; you’re not on a rail going through the world. You can do things in different orders, and there’s stuff you can do in-between. But we try to make sure that you see and experience the stuff that is really cool.
Read more... http://www.totalgamingnetwork.com/main/showthread.php?t=202888
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