Cliff Bleszinski: "Games Have Become More Linear and Easier"
Written Wednesday, June 20, 2012 By Lee BradleyView author's profile
Cliff Bleszinski believes that this generation of titles have become too easy. He doesn’t think games challenge us any more. So with Gears of War: Judgment he’s cranking up the difficulty levels.
Speaking to X360A, the Epic Games Design Director outlined the pitfalls of catering to a broader audience, while detailing the pain we’ll go through in Epic Games and People Can Fly’s upcoming Gears prequel.
“It feels like in this current console generation that we’ve taken a lot of steps to grow the audience and what I think’s happened is that the games have become more linear and easier, so it feels like a lot of quick-time-events,” said Bleszinski.
“The more I play games like that the more I turned off to them and just want to get back to systems interacting with systems, and get back to a game that, you know, when was the last time a game really challenged you and asked something of you, right? There’s a reason why Demon Souls and Dark Souls have taken off lately. It’s because they really require you actually try.”
To help embrace this spirit, Gears of War: Judgment has a few nasty tricks up its sleeve, reckons Bleszinski.
“Casual mode will still be casual, whatever, if you just want to see graphics and you don’t want to die,” he said. “But every other mode will be hard in this game and you will die.
“When I played this in 4-player co-op… I mean, I’ve been playing Gears since the beginning of the course and I really have to hunker down and focus, and if my buddies aren’t reviving me, and we aren’t working as a team, you’re going to die, and it’s okay to die a few times in a game to try some different strategies, the S3 respawn system [Ed - as referenced in our preview] provides unique challenges.”
Not only does this system maintain the challenge, it also means that different players will have different experiences with the game.
“We then get some cool, ‘How did that combat scenario play out for you?’ ‘Oh, I used grenades against this one declassified challenge and then my buddy came in,’ which is interesting and cool, as opposed to, ‘I came around the same exact corner and saw the same exact plane crash, the same exact enemies, there’s nothing unique,’” said Bleszinski.
“There’s nothing unique to you,” added Adrian Chmielarz, People Can Fly’s Creative Director. “This is what we’re trying to provide… your own moments, something that you’ll feel like only happened to you and you figured this out.”
Bleszinski concluded, “If this game doesn’t make you sweat, we haven’t done our jobs.”
Gears of War: Judgment is out next year.