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Hadley: Yes, there are a lot of ideas piling around with what we want to do with it.
[demonstrates section where NPC vomits at sight of blood.]
This is an example of the type of stuff we've got. This is something scripted that we've added in today but we're going to add it into the AI. If you come across an area that's really, really bloody, you're going to throw up - and they really are. We're not saying they're going to do something that sounds like it: they're gonna throw up and you're going to see it; if they're going to commit suicide, they will and you'll see it. That's not because we want to shock you, it's because the film was really in your face and didn't pull its punches - we wanted to stick with that.
It also reinforces the fact that you're worried about your team mates. If you've seen something nasty happen to one of them you're more likely to care about it and think: "God, I've got to stop that and try and save them."
Why make a game about The Thing - it's not the most relevant licence nowadays?
Hadley: Universal came up with the idea while looking through its back catalogue, but it appealed to Computer Artworks because it isn't something you'd automatically look at - we saw it as a challenge.
The actually film itself probably only offered about three levels of gameplay. Ultimately, films and games are different, and as much as we don't want them to be, they are. The film's very slow and psychological; there's a lot of walking around looking at things, big silences, a little music... This wouldn't work for the game as people are just gonna run through the area - if you limit it they'll just get bored.
I think the licence works as it gave us an opportunity to make a game that didn't necessarily hang on the name of the film, as for a lot of people it won't mean anything because they were too young to see it. But of course, hopefully there will be a large amount of people who have seen it and will want to play the game.
Can you describe the Trust sytems for us?
Hadley: In a nutshell, trust is all about how much the NPCs think you're infected. Basically, there are three states of this: green, amber, and red. In the green state they'll trust you and do whatever you want; in amber you'll have to force them to do something; in red state, you're the enemy. This obviously means you're going to have an easier or a harder time getting people to do what you want - 50-75% of the NPCs are critical to your progress.
How do you persuade them to do what you want?
Hadley: If they're in the green state you don't need to; if they're in amber you coerce them - and by that I mean you put a gun to their head. If you put a gun to their head, after a few seconds they will go: "Don't shoot me!" The interesting thing is, they'll only do it for a short amount of time, so if you ask them to do an extended activity like following you, you must do something quickly to gain their trust or they'll stop - and trust you even less because you've put a gun to their head.
It's these sort of things that give the player several different ways of dealing with a situation - and if you get it wrong, the NPCs could end up killing you. Let's say an NPC doesn't trust you: he'll either find a way of killing you or himself just to get out of the situation.
How do you earn their trust?
Hadley: You can give weapons or ammo; you can kill enemies in front of NPCs; you can do a self-blood test by getting a hypodermic syringe and sticking it in your arm - this basically shows that your blood is OK.
Are these needles limited?
Hadley: Oh God, yes. You can have three NPCs around you in the red stage and it will turn them all green, so that's really limited. Oh yes, and you can heal them to get their trust up: it's all things you can physically do. You can have fun with these guys, but if you want to progress you'll have to be a good leader.
> Interview with the team responsible for The Thing game:
-----
Hadley: Yes,
> there are a lot of ideas piling around with what we want to do with
> it.
[demonstrates section where NPC vomits at sight of blood.]
This is an
> example of the type of stuff we've got. This is something scripted that we've
> added in today but we're going to add it into the AI. If you come across an area
> that's really, really bloody, you're going to throw up - and they really are.
> We're not saying they're going to do something that sounds like it: they're
> gonna throw up and you're going to see it; if they're going to commit suicide,
> they will and you'll see it. That's not because we want to shock you, it's
> because the film was really in your face and didn't pull its punches - we wanted
> to stick with that.
It also reinforces the fact that you're worried about
> your team mates. If you've seen something nasty happen to one of them you're
> more likely to care about it and think: "God, I've got to stop that and try
> and save them."
Why make a game about The Thing - it's not the most
> relevant licence nowadays?
Hadley: Universal came up with the idea while
> looking through its back catalogue, but it appealed to Computer Artworks because
> it isn't something you'd automatically look at - we saw it as a challenge.
>
The actually film itself probably only offered about three levels of
> gameplay. Ultimately, films and games are different, and as much as we don't
> want them to be, they are. The film's very slow and psychological; there's a lot
> of walking around looking at things, big silences, a little music... This
> wouldn't work for the game as people are just gonna run through the area - if
> you limit it they'll just get bored.
I think the licence works as it gave us
> an opportunity to make a game that didn't necessarily hang on the name of the
> film, as for a lot of people it won't mean anything because they were too young
> to see it. But of course, hopefully there will be a large amount of people who
> have seen it and will want to play the game.
Can you describe the Trust
> sytems for us?
Hadley: In a nutshell, trust is all about how much the NPCs
> think you're infected. Basically, there are three states of this: green, amber,
> and red. In the green state they'll trust you and do whatever you want; in amber
> you'll have to force them to do something; in red state, you're the enemy. This
> obviously means you're going to have an easier or a harder time getting people
> to do what you want - 50-75% of the NPCs are critical to your progress.
How
> do you persuade them to do what you want?
Hadley: If they're in the green
> state you don't need to; if they're in amber you coerce them - and by that I
> mean you put a gun to their head. If you put a gun to their head, after a few
> seconds they will go: "Don't shoot me!" The interesting thing is,
> they'll only do it for a short amount of time, so if you ask them to do an
> extended activity like following you, you must do something quickly to gain
> their trust or they'll stop - and trust you even less because you've put a gun
> to their head.
That's a lot of words you've posted there so i thought i may as well use them to help get rid of my two years of newbie status, wht do ya reckon?
It's these sort of things that give the player several
> different ways of dealing with a situation - and if you get it wrong, the NPCs
> could end up killing you. Let's say an NPC doesn't trust you: he'll either find
> a way of killing you or himself just to get out of the situation.
How do you
> earn their trust?
Hadley: You can give weapons or ammo; you can kill enemies
> in front of NPCs; you can do a self-blood test by getting a hypodermic syringe
> and sticking it in your arm - this basically shows that your blood is OK.
Are
> these needles limited?
Hadley: Oh God, yes. You can have three NPCs around
> you in the red stage and it will turn them all green, so that's really limited.
> Oh yes, and you can heal them to get their trust up: it's all things you can
> physically do. You can have fun with these guys, but if you want to progress
> you'll have to be a good leader.
> Interview with the team responsible for The Thing game:
-----
Hadley: Yes,
> there are a lot of ideas piling around with what we want to do with
> it.
[demonstrates section where NPC vomits at sight of blood.]
This is an
> example of the type of stuff we've got. This is something scripted that we've
> added in today but we're going to add it into the AI. If you come across an area
> that's really, really bloody, you're going to throw up - and they really are.
> We're not saying they're going to do something that sounds like it: they're
> gonna throw up and you're going to see it; if they're going to commit suicide,
> they will and you'll see it. That's not because we want to shock you, it's
> because the film was really in your face and didn't pull its punches - we wanted
> to stick with that.
i think this will be a very original and interesting feature to the game
-----
Hadley: Yes, there are a lot of ideas piling around with what we want to do with it.
[demonstrates section where NPC vomits at sight of blood.]
This is an example of the type of stuff we've got. This is something scripted that we've added in today but we're going to add it into the AI. If you come across an area that's really, really bloody, you're going to throw up - and they really are. We're not saying they're going to do something that sounds like it: they're gonna throw up and you're going to see it; if they're going to commit suicide, they will and you'll see it. That's not because we want to shock you, it's because the film was really in your face and didn't pull its punches - we wanted to stick with that.
It also reinforces the fact that you're worried about your team mates. If you've seen something nasty happen to one of them you're more likely to care about it and think: "God, I've got to stop that and try and save them."
Why make a game about The Thing - it's not the most relevant licence nowadays?
Hadley: Universal came up with the idea while looking through its back catalogue, but it appealed to Computer Artworks because it isn't something you'd automatically look at - we saw it as a challenge.
The actually film itself probably only offered about three levels of gameplay. Ultimately, films and games are different, and as much as we don't want them to be, they are. The film's very slow and psychological; there's a lot of walking around looking at things, big silences, a little music... This wouldn't work for the game as people are just gonna run through the area - if you limit it they'll just get bored.
I think the licence works as it gave us an opportunity to make a game that didn't necessarily hang on the name of the film, as for a lot of people it won't mean anything because they were too young to see it. But of course, hopefully there will be a large amount of people who have seen it and will want to play the game.
Can you describe the Trust sytems for us?
Hadley: In a nutshell, trust is all about how much the NPCs think you're infected. Basically, there are three states of this: green, amber, and red. In the green state they'll trust you and do whatever you want; in amber you'll have to force them to do something; in red state, you're the enemy. This obviously means you're going to have an easier or a harder time getting people to do what you want - 50-75% of the NPCs are critical to your progress.
How do you persuade them to do what you want?
Hadley: If they're in the green state you don't need to; if they're in amber you coerce them - and by that I mean you put a gun to their head. If you put a gun to their head, after a few seconds they will go: "Don't shoot me!" The interesting thing is, they'll only do it for a short amount of time, so if you ask them to do an extended activity like following you, you must do something quickly to gain their trust or they'll stop - and trust you even less because you've put a gun to their head.
It's these sort of things that give the player several different ways of dealing with a situation - and if you get it wrong, the NPCs could end up killing you. Let's say an NPC doesn't trust you: he'll either find a way of killing you or himself just to get out of the situation.
How do you earn their trust?
Hadley: You can give weapons or ammo; you can kill enemies in front of NPCs; you can do a self-blood test by getting a hypodermic syringe and sticking it in your arm - this basically shows that your blood is OK.
Are these needles limited?
Hadley: Oh God, yes. You can have three NPCs around you in the red stage and it will turn them all green, so that's really limited. Oh yes, and you can heal them to get their trust up: it's all things you can physically do. You can have fun with these guys, but if you want to progress you'll have to be a good leader.