Golem
How important is it for you, that the player is always entertained while playing?
Huebler
It is not our approach, that every player is constantly under current. Especially in an open world game, the player chooses how fast he wants to proceed. Normally we try to give him different tools, for instance giving him a car. Then someone builds a street, we make it even longer around a hill. Who wants to go by foot however can go directly over the mountain.
The player chooses which opportunities he uses. There are players who like to explore the environment, but for the guys who want to proceed fast, we look after after roads, which are not extremely long. For the action oriented players there is always something to do.
Golem
Can you look at other games without always noticing things which are not consistent?
Huebler
That’s difficult. Basically it is always like this: the more the game is distant from what we develop, the more i can switch off (relax?). But with FPS this is hard, i always pay attention to the leveldesign. How do they direct the player, what are they doing with the light and leveldesign, how is the gameplay?
Golem
Are there things, which you get upset from?
Huebler:
I’m not the the type of guy who gets upset, i rather look for the positive aspects. If I look at mistakes, then only under the perspective, that we have to pay attention to this.
Golem
Give examples.
Huebler:
I liked about COD that they reached a certain authenticity. But they have very linear level. If you go to the limitations and look over the fence, it looks very much like a stage. I like about Crysis, that it is the entire time authentic, that the player is on the island and it feels real and not like the designer has built it for him.
Golem
Do you use during the development analysis tools? Like Valve for instance, who evaluate every level statisticly?
Huebler:
I wish we had there more opportunities. At Crysis we used an old school system: Beta-Users, which we looked at playing. But the trend goes into having tools, which do that for us. You can release a certain amount of virtual players over the level and see where the problematic areas are. We want to that in the future. Currently we have a tool for Multiplayer Maps, which shows us where have been fights and where enemies have been killed.
Golem:
Is there a kind of dreamworld you would like to build?
Huebler
For me it’s more, that i explore concrete territories. Here at Paris for instance, between these ultramodern towers. If you imagine, that a enemy comes form there, or from there comes a car…Who only sits in his office and looks at a white wall is one day or other going to use inspiration from movies. Then you use the creativity from other people, not your own.