This is in German: http://www.golem.de/0806/60647.html
Translation to English would be nice, if someone's up for the job :)
Druckbare Version
This is in German: http://www.golem.de/0806/60647.html
Translation to English would be nice, if someone's up for the job :)
Golem.de: Do you play in your free time?
Sten Huebler: I don´t player very much. It would be nice if i would have some time for that. I played Mass Effect on the Xbox360, it was really cool, i like roleplay games.
Golem.de: Do you play more on consoles or on the computer?
Huebler: In my privat life i am an console gamer. It´s better to play on the couch on the big Television. But there are games who have to be player on the computer. Like Call of Duty 4. First Person Shooter are making more fun with mouse and keyboard.
Golem.de: Didn´t you played, despite our current theme "The long Way to Open Worlds", really the mother of all Sandbox-Games: GTA IV?
Huebler: I saw it and i want to play it much more than before. We player GTA IV at CryTek and i am impressed of the program. The Rockstar guys really now what they are doing.
Golem.de: Did you see some things that impressed you more than others?
Huebler: Nothing special. At the moment i am not interested in GTA IV´s single ideas, but the process, how does people do Games like that. If you look closer, you see the polish, how it work like a gear system, thats impressive. Better if you are in this business. But the Multiplayer part makes even much more fun, me and the office guys had a lot of fun!
Das was mit dem übersetzer geschrieben wird ist der größte mist, von daher -.-
Part 2 will follow later ;)
@ Sensman
Von mir auch nochmal Part1^^ (Mocib chooses which translation is better :P )
Golem:
Do you play in your free time?
Huebler:
I do, but not much. It would be nice, if i had more tim for it. I played Mass Effect on the Xbox360, i found it cool and i like Role playing games.
Golem
Do you like more playing on the console or on the pc?
Huebler:
Privat I am a consoleplayer. It is more relaxing when you are sitting at a chair and playing on the TV. But there are also Games, that ment to be on the PC, for example COD 4 i played on the Pc. First Person Shooter make more fun on the PC
Golem.
Do you have, despite your Presenation about the topic “The long wy to open worlds”, indeed not looked yet to the mother of sandbox games, GTA 4?
Huebler:
I looked at it and i want to play it more. We at Crytek have played GTA4 and we liked it. The Rockstar Guys know what they are doing.
Golem
Did you recognize thinks, which you liked most?
Huebler
Nothing specific. At the moment my interests for GTA 4 are less the unique ideas, but rather the process how these guys make such a game. If you look at it in more detail, you see how everything meshes into eachother and this is impressive. Particular when you are working in this branch and know how much work they put into it. Despite this, i like the multiplayer mode, our guys at the office also had a lot of fun with it.
Google Translation just translated the single words, thats the problem!
Google übersetzer übersetzt nur einzelne worte, das ist das Problem!
Thanks again, Mocib!
That's a very interesting interview, especially the parts that have not been translated yet...8)
Here's another small translated part. Unfortunately I'm at work and I don't have enough time to translate all/faster :cool:.
Zitat:
Golem.de: Is a Sandbox- and Open-World-Level the same for you?
Huebler: There're both greatly open levels. Whereas GTA 4 is clearly bigger than this what we've done with Crysis. We've done greatly open levels, so rather Open-World. The other side are Sandbox-Games where you can drive into the whole city.
Golem.de: How much complexer is it to create an Open-World-Level, in comparsion to classic linear levels?
Huebler: In Crysis we've for example the harbour level. The player gets to the spot via a high-flyer and his target is to reach the harbour and plunge a ship. After this the reinforcements arriving which asure the harbour. This can be coded linear and via a Open-World. Only the way how I build a level, the dimension, how I use the scripts and how I push it forward are different.
achtet mal darauf, wie crytek immer wieder konkurrierende entwickler in der öffentlichkeit lobt.
hatte cevat yerli auch schon bei den fear-machern getan. (monolith)
sieht man in anderen Gewerben mehr als selten.
So, der Rest von Part 2, hoffentlich habe ich das halbwegs akzeptabel übersetzt :P
Zitat:
One problem for us as level designers: the more content you make, the more time you need. If someone wants a very open world, you have to generate a lot of conent. Because erverywhere, where the player can go, has to have a certain qualitystandard. Therfore we make sometimes compromises. For instance when I know which main road the player most likely takes. Then there are also the side paths, which only the gamers see who are exploring every corner of the game. Here you are efficent and don’t put as much detail into it.
Golem
When you now begin to create an “open world level”, what do you make different than during the time of the developtment of Cryis?
Huebler:
You collect a lot of experience and recognize problems much faster. Our approach on Crysis was basically correct. We only overlooked some things at the beginning and handle these things now different. For example the size of the levels .In Crysis we made them much to big and had do scale them down. We concentrate now much more to the core of the level, the main mission.
Also I am a big fan of what the Englishman call “Location Scouting”. This is importand to make the scenes and locations authentic. For Crysis parts of our team flew to Hahiti, and i think this was good, to get the look and feel for the game.
Golem
In your presentation at the GDC here in Paris you told us about a colleague who pays a lot of attention to make a beliveable construction of the gameworld.
Huebler
The basic approach was, that a level doesn’t get automatically better when you have references like pictures. I have to analyse these pictures, because i can’t use the refernces directly, but also have to take into account the gameplay. It is only an inspriation, i have to understand, why it looks better how it looks. This step we had to learn first.
This part is hard to translate... translating it into english, gives no sense for some reason :cool:.
Well... it simply does not make any sense :p
Have you guys given up?
Not perfect but I hope you understand it :-P
Zitat:
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.
Thanks for your efforts, guys. It's really appreciated :tu: