BRINK Interview

Thinking Brink- Splash Damage's Console Evolution on Gamasutra is a conversation with Splash Damage designer Edward Stern about BRINK, their upcoming action game, focusing in part on the developer applying their experiences from PC development to the world of consoles. Reading this leaves little doubt that Ed's paid his shooter dues: "Obviously, from a PC hardcore FPS background, we know both the best and worst time you can have playing a game is online. It can be astonishing four-dimensional chess. It can be absolutely the best thing you could be doing. It could be tactical and brilliant, or it can be just an exercise in soul-crushing frustration and homophobic, racist, misogynist abuse as well.
View : : :
6.
 
Re: BRINK Interview
Aug 2, 2009, 04:44
6.
Re: BRINK Interview Aug 2, 2009, 04:44
Aug 2, 2009, 04:44
 
It's not an issue of equal attention, if you had bothered to read what I had said. It's an issue of spending more time on something you have less experience doing.

I read what you said and I disagreed. It isn't just a matter of knowing how to do mouse and keyboard controls. It's a problem of designing a game completely around gamepad controls. If you'd read what I said, you would have realized this. Porting a console shooter to the PC is easy. However, if gamepads are the focus, then M/KB will not be used to their greatest potential. For example, this whole automated traversal mechanic is very likely the result of the gamepad focus. Anyone who's played a PC shooter like Quake knows that moving around the environment, jumping across gaps, moving to cover, etc, is really easy. It's far less easy to do with the lack of precision offered by analog sticks. This isn't that hard to follow.
Avatar 20715
Date
Subject
Author
1.
Aug 1, 2009Aug 1 2009
2.
Aug 1, 2009Aug 1 2009
3.
Aug 1, 2009Aug 1 2009
4.
Aug 1, 2009Aug 1 2009
5.
Aug 2, 2009Aug 2 2009
 6.
Aug 2, 2009Aug 2 2009
    Re: BRINK Interview
7.
Aug 2, 2009Aug 2 2009
8.
Aug 2, 2009Aug 2 2009