![]() ![]() I think it's okay for people not to like everything all the time. But it's not a creatively meaningful, satisfying, or valuable direction to go. “We became the first industry to embrace customer feedback in the entertainment space, and it's bled into movies now with the redesign of Sonic the Hedgehog. “I think it does have an outsized influence, those loudest corners,” Hutchinson says. Given what Hutchinson thinks of the typical online masses of gamers, it’s unlikely Raccoon Logic will be listening to what people are screaming about on Twitter. In our full interview with Hutchinson and Schneider, they focus on the newly formed Raccoon Logic, and while they have the IP back and are interested in doing more with their “baby,” Raccoon’s first game is yet to be decided. I hope there's more.’”įor Journey to the Savage Planet fans, you’ll have to keep hoping a little bit longer. So it's just a fun experience, and you felt like, ‘Wow, that was cool. The developers didn't shove a lot of extra padding in it and backtracking and all that kind of crap. And so one thing for us is, ‘Wouldn't it be cool if we could increase the percentage of people who actually finished our game?’ Alex was joking about making games for older people, but one of the wonderful ways to is have your game have a normal length - maybe it's eight, ten, 12 hours, and you feel like you got it, you had a great experience. But you really remember what you finished. “If you think about all the games you pick up and play, you might remember them, you might not. “You always remember the games you finished,” Schneider says. For Hutchinson and Schneider though, what really matters is that you reach the ending - Savage Planet needs seven hours for the story, 11 for a typical run, and just under 17 to see it all. ![]() A lot of big blockbuster hits seem to want you to play for as long as possible - the most recent Assassin’s Creed, Valhalla, takes around 56 hours to beat the story alone, with an estimated 90 required for an average playthrough and over 130 to see everything it has to offer. There seems to be a big split between the philosophy of the modern triple-A scene and what Hutchinson and Schneider themselves regard as important. ![]() If you want that, it can’t be an action-adventure. The numbers and multiplayer give you thousands of hours, the RPG treadmill. And you can't do that outside of numbers. I think it was the quest for thousands of hours of gameplay. So they’ve attracted a new audience that now loves it, and they're epic now. But it just seems like a funny choice to me to do all that work and have something that people love and is working, and then say, ‘Actually, let's risk it all and move it over here’. Related: Interview: Kate Edwards On Culturalization In Gaming It was an action-adventure game, and I can't think of another franchise that decided willfully in the middle to become a different genre. Looking back, if we'd had more time, trimming it down would have been something to do. Since he’s left, the formula for Assassin’s Creed has led to each game becoming even longer, as well as the overall series seeing a complete change in genre. “Assassin’s 3 was the longest one,” Hutchinson says, recalling his time on the action-adventure stealth series. ![]()
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