Rockstar und Team Bondi erklärten jetzt, dass es im Spiel viel mehr um menschliches Drama geht, als nur um das Herumballern.
Der Gründer von Team Bondi, Brendan McNamara, und Rockstar VP of Development, Jeronimo Barrera, sprachen jetzt über L.A. Noire und dass es im Spiel viel mehr um menschliches Drama geht, als um ein Ballerspiel. So will man in der Zukunft ein Spiel komplett ohne Waffen erstellen.
“It is still unproven,” sagte Barrera. “We’ve yet to see if people are going to attach themselves to it. At Rockstar, we’re always trying to push the medium. If games are only going to be about shooting things, dying and starting over, that’s a pretty boring future for us. So here’s an opportunity where we thought, how can we make having a conversation be the focus of the gameplay? It’s been sort of the holy grail for a long time and the technology wasn’t there to approach it in this manner. Obviously, there have been a million talking heads in video games – games like Mass Effect do an amazing job, the guys at BioWare really know how to work conversation systems. But we wanted to take it a step futher and actually have that human element that can be missing from those games; the ability to see a performance rather than a puppet on screen.”
“There’s no reason why you can’t have the same sorts of relationships – whether they’re about fear, hate or love – with a game character that you can with a film character,” fügt McNamara hinzu. “That’s one of the freedoms that technology gives you. Even though the structure of the game is revolutionary for this industry, it’s based on the tried and true formula of cop shows that have been around for years on television,” said Barrera. “There’s an element people will be familiar with, whether you’re a hardcore gamer or not: you show up at a crime scene, you find evidence and then you go talk to suspects. When you’re making games this big and so frigging complicated you have to have a good director and good writers, you have to have designers who are willing to take chances on creating new gameplay mechanics. Something has to change, that’s the only way of raising the bar. We’re taking lessons from Red Dead, which took lessons from GTA, we’re obviously evolving how these games are made.”
Barrera erklärt weiter, dass Rockstar ein Spiel ohne Waffen erschaffen will und dass man in L.A. Noire an vielen Stellen überhaupt keine Waffen benutzt und dass es zu weniger Gewalt kommt.
“It’s something that’s going to happen sooner than later. I have children and when we get together as a family we play games, we don’t watch TV. We’re a generation that’s always been around interactivity, and in the future something like LA Noire could be broadcast directly onto your cable set-top box. It’s the future. And we’re taking the same risks with LA Noire as we did when we published GTA 3. At that time, I remember trying to explain to people that there aren’t really any levels, you can go where you want, you activate missions when you want. It was going over people’s heads. They thought it was absurd. Well, this game is a bit more cerebral, you have to talk to people, you have to figure out if they’re telling you the truth, but it’s taking that same sort of step that GTA took. We’re going from having a cinematic experience that you can control to a human experience that you can control.”, so Barrera.
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Game: L.A. Noire | Genre: Action-Adventure | System(e): PS3, Xbox 360 | Release: 20.05.2011
Hersteller: Rockstar Games | Entwickler: Team Bondi | USK: -
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