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


4/16/2009 7:17 PM | 7 Comments | Page 3 of 8

Scott Jones
Scott Jones
Status: Coffee makes me feel 4-percent sexier.
Blackman: No, but we have really good relationships with them. We were exclusive with Pixel Lux and Digital Micromatter, and semi-exclusive with Euphoria. And I would say Havok is the other one. They were a really good partner. Maybe because it wasn't brand-new stuff, but I think people underestimate how much Havok influenced the game. We had to build the whole game around Havok, and figure out how to work these two systems into Havok. And that was, in many ways, the hardest part. We talk about this in some of our Web docs, getting DMM and Euphoria and Havok all to talk to one another. It was a huge challenge. It was the most fun and the most terrifying thing, from a bug standpoint, of any game I've worked on. A designer goes in and makes some seemingly innocent tweak where he alters the speed of Force Push minimally, and suddenly every single Stormtrooper you Force Push goes flying out of the world.

[We order. Haden orders the filet, medium-rare, with fingerling potatoes. Mmm.]

Blackman: I think, in a way -- and this is going to make me sound like a moron, I think -- but in a way we were almost too young -- wait, that's not the right word.

Narcisse: Too eager?

Dining With Developers, Vol. 2: Haden Blackman
Blackman and Sam Witwer
Blackman: Yes, we were eager, and we were going onto a new platform cycle and we didn't know what couldn't be done. And I think, in a way, that was a good thing, because we did reach for the moon. We didn't get all the way there maybe, but we got far enough.

Kahn: If you had a time machine, and you could go back and tell yourself what you know now...

Blackman: If I could go back knowing what I know now, it would obviously make a lot of things easier. This was our first internally developed title in a really long time. We were going onto a new platform, and we really wanted to make a big splash.

Lucas: You've licked a lot of the challenges. You've learned a lot. Hypothetically, that puts you in a great position for the next installment. How much better prepared are you now?

Blackman: [to Kahn] Can I talk about things I would like to do if we were to do a sequel? Hypothetically?

Kahn: OK.

Blackman: I think it makes us tremendously prepared to do other games using this technology. The hardest thing with The Force Unleashed is, though I'm happy with the end result, I don't think that we leveraged the three technologies to their fullest extent. The integration between the three of them came online so late, and wasn't bug-free until so late, that the designers had a lot of the levels already built out, and we'd designed a lot of the characters. If we were to do it all over again, with some of the technologies already integrated, I think we would have made some different decisions about level layouts. We would have had more playground elements, and turned the levels into funhouses. And I would have included more fun Achievements. One of my favorite things to do in the game is see how many Stormtroopers I can string together with Force Lightning. There's no reason to do that in the game, and nobody really even knows that you can do it, but Force Lightning channels through characters.

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Comments

  • CG-Prophet
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    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
    Game Trust Member
    RyanKuo (Game Trust Writer)

    4/17/2009 11:29:26 AM

    @CG-Prophet:

    What sort of problems? You mean bugs?

    Reply »
  • CG-Prophet
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    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
    Game Trust Member
    RyanKuo (Game Trust Writer)

    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 »
  • Crispy Specials

  • 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
    Game Trust Member
    CG-Prophet (Game Trust Writer)

    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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