Dining With Developers, Vol. 2: Haden Blackman, Part 1


4/16/2009 7:17 PM | 7 Comments | Page 2 of 8

Scott Jones
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
Kahn: And we had seen strong early sales, too. That dichotomy was really weird, where some editors felt strongly about it, both negative and positive, but consumers in general were really having a ball with [the game].

Blackman: The reviews were really all over the map. We've sat down since and said, what are all the criticisms, and "So what are the real issues here?" The targeting, for example, was something that got brought up repeatedly in reviews. When we focus-tested, among mainstream gamers, targeting was never a big issue. It was always the hardcore guys who wanted more precision; they were the ones who were complaining. Of course the biggest complaint, and it's one that I agreed with, was that the game was kind of buggy. There were bugs in there that I wish we'd caught before we'd shipped. We patched them later, of course.

Victor Lucas: Did you find that most people finished the game?

Blackman: We did. We didn't want to make a game that was 40 hours long. We wanted you to be able to play it in 10 or so hours, and then hopefully replay it. So a lot of people we talked to finished it, yes. I think the story was a big part of that, too.

Dining With Developers, Vol. 2: Haden Blackman
"When my hand emits a little blue cloud, you fly backwards away from me. Ready?"
Evan Narcisse: Story-wise, this wasn't just a great videogame story; it was a great Star Wars story.

Jones: I appreciated the love story. I'm very attracted to Juno Eclipse. I have dreams about putting a baby in her.

Kahn: Do you want her number? We have her name and number...

[Laughs]

Jones: She's a great character. And Proxy's a great character.

Blackman: Speaking of Proxy, I don't want to name names -- you guys can probably search and find it -- but there was one quote that I absolutely did not agree with. I swear to god the guy that wrote the review did not actually play the game. We felt that way about a lot of the reviews, like they were just regurgitating stuff from other reviews. I don't know if that is prevalent or not, but it feels that way, and it drives us nuts that that happens. But literally there was this one reviewer who called Proxy "an annoying, jive-talking robot sidekick." And I'm like, OK, if you want to say he's annoying, that's fine. But "jive-talking"? Where did this guy get this?

Lucas: How well did The Force Unleashed sell?

Kahn: I haven't actually seen a recent sales figure. But Battlefront II and LEGO Star Wars II have sold 8 million copies or so. And The Force Unleashed has sold faster than both of them out of the gate. And it's still selling.

Narcisse: Something that few people know is that you were stitching three different technologies together underneath the hood of the game: Pixel Lux, Digital Micromatter and Euphoria. And, you know, the bugs did annoy me, but I kind of forgave them, because of what you were trying to do.

Lucas: And you guys don't own any of these companies flat-out, right?

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Comments

  • CG-Prophet

    4/17/2009 2:29:40 PM

    @RyanKuo:

    It just seemed like the game gives you all these cool powers but the boss fights ignore everything you've learned in favor of button pressing. So you have learned all these cool things but they don't matter. You can't use them against the Jedi, the Sith, Darth Vader or the Emperor.

    What the hell am I learning all these things for if not for these encounters?

    Reply »
  • the.skunkape
    the.skunkape

    4/17/2009 12:01:56 PM

    I can't remember playing a video game I enjoyed that didn't also frustrate me in some way. TFU had some unforgivable problems as far as bugs go. The fight scene with Proxy just stopped working at one point. There was a situation where I got caught in a little crevice of rock and couldn't get out. Little things like that are annoying just really ruin the illusion.

    But, I've played so many games where the illusion gets ruined. From trees that explode when you hit them twice with your combat knife, to buildings that the Hulk can't smash.

    Every game comes to a point where the engine defies straight-up logic. When TFU failed, it felt like an error. Not something where the developers hoped we'd never find the problem (like impervious cows in Hulk: Ultimate Destruction). I resented that the Dark Troopers were so powerful, as well, but I was able to understand why. The Jedi were hunted down and killed off. Which means there must have been something out there that could do the job.

    For the most part, I liked TFU, not just the story, but the gaming part of it as well. It was fun, and I didn't feel too insulted by the game engine. Except for the fact that I could pull down a Star Destroyer, but I couldn't throw the Emperor around a bit. That kind of broke it for me, but at that point I was already at the end of the game and willing to finish it up.

    Essentially, I liked the game and never understood the amount of negative press it received. It was a really good game.

    Reply »
  • RyanKuo

    4/17/2009 11:29:26 AM

    @CG-Prophet:

    What sort of problems? You mean bugs?

    Reply »
  • CG-Prophet

    4/17/2009 11:27:08 AM

    @RyanKuo:

    there were a lot of problems with the game that were glossed over in this interview. Still it is good to hear about process.

    Reply »
  • RyanKuo

    4/17/2009 11:19:37 AM

    Hmm, with 100% good feedback on the story and almost none on the gameplay, this seems like a perfect game to watch on longplay.

    Reply »
  • MSUSteve
    MSUSteve

    4/17/2009 11:05:03 AM

    Very enjoyable read. I'll look forward to part two.

    I must say, I can't empathize with Blackman's bellyaching about the reviews, especially reviews that called the targeting out. That system was fundamentally broken in the game and they deserved to get heat for botching such a huge portion of gameplay. This made TFU one of the most frustrating games I've ever played. Well that and the ridiculously overpowered Dark Troopers. Battles with those guys ended up devolving into me taking pot shots and hiding, rise-repeat. That's not fun. Also, why give me all of these great Force Powers and then have the endgame full of enemies that are essentially immune to them? And what's with the first bay of enemies in the Death Star? It's nigh impossible to actually fight them all, but the game gives you zero indication that you should just rip up the floor panels and drop through. I can't say how many times (at least a dozen) I retried that area before finally consulting a FAQ that told me I shouldn't be trying to fight at all. But discounting all the rest, the targeting system was abysmal and made the game far more frustrating and difficult than it should have been.

    I'd love to have Blackman address why there were unskippable cutscenes before brutally hard segments. Inevitably I would die a few times and each time I did, it was more and more frustrating to be forced to watch the cutscene again. There is no excuse for that.

    Regardless, the story in TFU was so damn good, I powered through to the end. That's saying a helluva lot for me, given the number of aneurysms I was *this close* to suffering during my time with the game. The story really is good enough that in the end I was glad I had followed it all the way through.

    Reply »
  • CG-Prophet

    4/16/2009 11:30:22 PM

    Interesting how they pitched the game concept to Lucas and he was like "go for it." Looking forward to part two.

    Reply »

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