We really don't care about subjection and opinion — it's fact. Nobody can touch those guys, they are incredible. As such, it's always refreshing to see how the internal teams help each other — be it with elements of their engine, programming for the PlayStation 3, or simply giving feedback on each other's games.
In an interview with NowGamer, Sucker Punch duo Chris Zimmerman and Brian Flemming have described Naughty Dog's feedback on the original inFamous as invaluable.
We got some notes from Naughty Dog when we were three months from releasing inFamous about what frustrated them about the climbing system, Brian Flemming said.
Its great because its like getting feedback from somebody you trust and respect and you know has your best interests at heart. Theyre not trying to screw you, theyre saying heres this piece of information that you cant get from a focus test.
Testers dont understand what it is youre trying to do at the level that someone who spends all day, every day working on Uncharted can.
Sucker Punch's Chris Zimmer added that a trip to Naughty Dog's studio proved equally effective.
Our visit to Naughty Dog really showed us some things where they just have better approaches to some problems and weve been able to fold that stuff into how were doing things, he said.
And its not just technology, although theres lots of stuff there. Just their approach to how they integrate their game design with the story design. Its great to see a team you respect and any reasonable person would have a lot of respect for those guys given what theyve been able to do in the last 20 years and see how they work and how they decided to work that way and be able to apply those lessons to the way we go about things.
Zimmerman concluded that the team would like to make as big an improvement between inFamous and inFamous 2 as between Uncharted and Uncharted 2".
"That's the goal," he said.
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