inFamous Developer Says It's All About Quality, Not Length
You know, this is the second or third time we've written a specific piece about a common topic of conversation in the games industry, only to find some developer echoing those same thoughts a day or two later. Seriously, who's spying on us? Not that we mind, or anything.
You may recall our article pondering the inherent quality of certain short titles, which is in stark contrast to a lot of the whining from gamers who believe games should be longer. Well, according to an interview with Eurogamer, Sucker Punch creative director Nate Fox said developers need to focus "on quality, not quantity." This is the team working on the highly anticipated inFamous, so we can probably expect a relatively short adventure, but as Fox says, the quality is of the utmost importance.
"Look at God of War - it is an excellent game, an instant classic, and it's only like seven hours long. GTA IV is 30 hours long, and people wanted more? That just tells you how excellent that game is. It seems to me that it's not about length, but about quality. And because I love both of those games, I hope that developers never try to shoot for a long game, but instead for the most fun they can pack onto the disc - at any length. That's what we're doing for inFamous."
We have to agree. A game is about balance, and if the story and adventure in question best suits a 6-8-hour time frame, than so be it. And we have plenty of confidence in a game that looks good, regardless of length, so we'll continue to pay close attention to inFamous. Fox says we can expect some media on the Store when the game gets closer to its release date next year, and he also confirmed they would include Trophy support. In fact, he seemed surprised at the question and responded thusly-
"We'd be complete and total jackasses not to support them. They are videogame crack and everybody knows it."
Heh...videogame crack. Well, maybe for some people. :)
Related Game(s): inFamous
11/12/2008 Ben Dutka