Doubletime interview with CliffyB and Levelord

QuarterToThree Message Boards: Features: Doubletime interview with CliffyB and Levelord
Top of pagePrevious messageNext messageBottom of pageLink to this message  By Mark Asher on Tuesday, January 16, 2001 - 01:24 pm:

"In the first of our series of double interviews, we compare the responses of two men who need no introduction. But we recognize that some of our readers may have been living in caves, so for those of you just stepping into the light, Cliff Bleszinski is a hoary old game industry veteran in his mid-twenties better known as "CliffyB". His game credits include the Jazz Jackrabbit games (see photo below as CliffyB gets into method acting to "think like a jackrabbit") and Unreal and Unreal Tournament. Levelord (whose carries around a driver's license with the name "Richard Gray" under his picture) is an industry veteran whose credits go back to Duke Nukem 3D and the original Blood. More recently, he has worked at Ritual Entertainment on their Scourge of Armagon Quake II expansion and SiN. He also helped Rogue Entertainment in the later stages of American McGee's Alice."

Comments on the interview?


Top of pagePrevious messageNext messageBottom of pageLink to this message  By Jason McCullough on Tuesday, January 16, 2001 - 06:39 pm:

Alright, this is just silly.

"They don't "pull" the player through the level. At any given point in the game the player should know what he's doing, where he's going, and why he's there. A well designed level should have a hook in the mouth of the player and the designer should be reeling the gamer in towards the next scene. Having to stumble around aimlessly and backtrack is not fun."

In other words, CliffyB doesn't like having to figure out what to do. Additionally, it's just too difficult to design a coherent plot where the player has the ability to make, godforbid, *choices* about what he wants to do.

I personally *hate* having to make plot choices in a game. Video games are nothing more than version 3 of the books-television line!


Top of pagePrevious messageNext messageBottom of pageLink to this message  By Anonymous on Wednesday, January 17, 2001 - 03:49 am:

Doesn't sound too much like you ever designed levels yourself. I think he's giving a good point here - although the one he gives might not be the most important one to me either ...

Grab QERadiant and f***ing do it!


Top of pagePrevious messageNext messageBottom of pageLink to this message  By Jason McCullough on Wednesday, January 17, 2001 - 11:22 am:

Ah yes, the old "you can't criticize it if you've done it" argument. Sheesh. I'll start whipping together an amateur films for Cannes while I'm at it, so I can bitch about the D&D movie.


Top of pagePrevious messageNext messageBottom of pageLink to this message  By Freon on Saturday, February 10, 2001 - 04:51 am:

"I personally *hate* having to make plot choices in a game. Video games are nothing more than version 3 of the books-television line!"

I couldn't disagree more. Honestly, I'm not sure if I can stand a completely linear game anymore, or at least a linear shooter. I must at least be able to choose how to deal with smaller goals, even if I don't get to choose to branch off the entire plot.


Add a Message


This is a public posting area. If you do not have an account, enter your full name into the "Username" box and leave the "Password" box empty. Your e-mail address is optional.
Username:  
Password:
E-mail:
Post as "Anonymous"