Info

Dev Game Club

Join hosts and game industry veterans Brett Douville and Tim Longo as they explore older titles to talk about the influences those games had and what we can learn from them even today.
RSS Feed
Dev Game Club
2017
November
October
September
August
July
June
May
April
March
February
January


2016
December
November
October
September
August
July
June
May
April
March


Categories

All Episodes
Archives
Categories
Now displaying: Page 1
May 4, 2016

In the fifth and final installment discussing Hitman 2: Silent Assassin, we talk to Janos Flösser, the founding Managing Director of IO Interactive and ultimately the Chief Creative Officer for Europe for Square Enix.

Podcast breakdown:

0:22      Intro

1:27      Interview part 1

31:52    Break

32:20    Interview part 2

1:11:24 Break

1:11:45 Next time


Issues covered: Janos's history and establishment of IO Interactive, Scandinavian demo scene, prototype investment to seek publisher and advance royalty funding, character first, "we humans mess up everything... but we keep going," cloning, tone and themes, Eastern European dictatorship, orphans, virtual revenge, iconic design in mannerisms and feel, what makes stories matter, ultimate conflict between humans, epic scope, how people play, voluntary/outside of life/fantasy, character and genre, processing power at the time, interaction between characters, MDA framework, building technology, character identification, replayable design, reflection of the player in the play style, rankings: meaning and rules, competitiveness, irony, ninja extraordinaire, Brazilian jiu-jitsu, stat collection, balancing, dopamine loop, managing dysfunctionality, adaptation, save functionality - "there's no save game in real life," budget, QAing a Hitman game, user testing/user experience, insight into the statistics driving feature development, emotional reward, different sorts of successes, open world, hub-style level organization, concluding a game, water cooler talk, angry parents, provocation, verbs and freedom of expression, cloth, foliage, rag dolls, "bullet time," tech supporting a vibrant environment, symphony orchestra, franchise iteration, staying in character, expanding the world, "people had it coming," absurdity, engine development, "no nuns," child soldiers in Africa, controversy, innovation, VR, interface challenges, looking forward.

Games, people, and influences mentioned or discussed: IO Interactive, Nordisk Film, Atari, Rasmus Kjær, Frankenstein, Hamlet, Icarus, James Bond vs John Le Carré, Ceaucescu, Dr. Ortmeyer, Coca-Cola, Tim Schafer, Day of the Tentacle, Brütal Lëgend, Jesper Vorsholt Jørgensen, MacBeth, Terminator, Johan Huizinga, Homo Ludens, Tomb Raider, Square Enix, Max Payne, Remedy, Lumberyard, Epic, Unreal, Unity, Eidos, Crystal Dynamics, Noah Hughes, Uncharted, Hitman (2016), Rebel FM, Hitman: Blood Money, Skyrim, Fallout 3/4, Far Cry series, Thomas Jakobsen, Jesper Kyd, Hakon Steinø, Oblivion, Xbox 360.

Next time:
Final Fantasy IX, up to battle with Beatrix

@brett_douville, @timlongojr, and @devgameclub
DevGameClub@gmail.com

0 Comments