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Forums - Sony - How Guerrilla Games has changed over the years...

A Dutch website (http://www.gamekings.nl/) recently recorded a video interview with staff members of Guerrilla Games that sheds some interesting light on the studio's past as well as possibilities for future games in the Killzone franchise.

Here is the interview (translated by k79 on neogaf):

From the interview:

- After completion of Killzone 1 the team consisted of around 55 people. It's around 140 people now.

- Most people who worked on killzone 1 are still working at Guerrilla. And for many of them Killzone 1 was the first game they worked on, and even their first job. Talks a bit about how there was virtually no game-development education in the Netherlands.

- Internally they were pretty pleased with killzone 1, but they recognize there was much to be improved. The bad points of killzone 1 were a consequence of a lack of skill of the team back then (see above).

- Skill improved by making more games (Shellshock, Liberation), learning from past mistakes. Bringing in external people/expertise (Sony) helped contribute to the progress.

- Biggest challenge was to meet the benchmark.

- Team is looking forward to the reviews. Previews not so much. They like the positive feedback from press/game communities. They feel the press/game communities understand what kind of fps they're trying to make.

- Talks about first party and how it's supposed to get the best results from the hardware. They want to make benchmark titles, so its a good fit. That was important for them when they were in discussions about selling the company.

- Talks about the benefits of 1st party relationship - good contacts with other 1st (and 2nd) party developers (Polyphony, Naughty Dog, Insomniac etc) and the good facilities (highlights mo-cap).

- The helghan planet is (also) awesome from a creative standpoint. Talks about the wind physics. Throw a grenade and the wind can blow it back to you. It influence your walking/running speed as well. Depending on wich way the wind blows ofcourse. In short, wind affects combat.

- In killzone 2 other planets are involved/referenced to flesh out the story of your buddies. Says the killzone universe is big and diverse enough to make another trilogy so to speak. An option could be to take the battle to Earth (oh fuck yes!).

- Killzone 2 is a good foundation for new (killzone) titles. A lot different than how it was with killzone 1. They got plenty of ideas for the next killzone title. Most important thing is making the production processes more professional.

- They want to appeal to as many people as possible with MP. Talks about the deep customization options - amount of players, character classes, badges, maps, missions etc.

- Keeping the same high standard of graphics in MP was important (and challenging). Especially to keep the framerate playable/stable.

- Talks about bot-matches and how this is important for people who, for instance, dont have an internet connection, or are intimidated by other online players.

- Bot-AI are reasonably good. Three difficulties : Easy, Medium and Hard. Internal testers had problems with Hard difficulty. Seems bots on Hard are very proficient in making headshots

That's it. Don't make fun of my English bitches. I tried my best.

While Guerrilla Games was initially formed out of the remnants of another studio, many of the primary members of the company joined during the simultaneous development of Shellshocked and Killzone (Shellshocked hit in Sept. '04, and Killzone hit two months later.  It is obvious which one recieved more of their attention during development).  These were the first two games that many of these guys had ever worked on, and thus they had a lot to learn.  Through the development of Killzone and Killzone: Liberation (and through new relations with other Sony first party developers), they've grown to what they are today.

 



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Sounds a lot more like damage-control than anything to be perfectly honest. There are plenty of studios who hit it just right at the very beginning. Look at VALVe, I believe Half-Life was no small achievement....



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835

 

CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835

 

vlad321 said:
CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.

 

yea but not everybody is the same. Some people take a long time to learn something and fail a few times at first before they get it down packed.



Awesome read, gets my hopes up even more :)



  • 2010 MUST Haves: WKC, Heavy Rain, GoWIII, Fable III, Mass Effect 2, Bayonetta, Darksiders, FFXIII, Alan Wake, No More Heroes 2, Fragile Dreams: FRotM, Trinity: SoZ, BFBC2.
  • Older Need To Buys: Super Mario Bros. Wii, Mario Kart Wii, Deadspace, Demon's Souls, Uncharted 2.

There is definitely more to list that I want, but that's my main focus there.

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" Bot-AI are reasonably good. Three difficulties : Easy, Medium and Hard. Internal testers had problems with Hard difficulty. Seems bots on Hard are very proficient in making headshots " I don't consider that good AI, I consider that cheap AI.



SnakeEyez said:
vlad321 said:
CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.

yea but not everybody is the same. Some people take a long time to learn something and fail a few times at first before they get it down packed.

I would have to agree with this.
Not everyone gets to start at the top, some have to climb their way up.
If memory serves, I recall Pixar to be one such company.
They were losing money with their animations but then they made Toy story and everything was smooth sailing after that, all to this day.

KZ2 has the potential to be GG's "Toy Story".
Wether it delivers or not has yet to be seen.

 Edit: My memory failed me.
Pixar was failing at computers so they made a deal with disney to make Toy story.




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vlad321 said:
CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.

 

 Did you even read it? they're a small developing team from the netherlands. Killzone was the first game most of them had ever worked on. I doubt every big developer got it right the first time.



vlad321 said:
CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.

Holy shit, so you mean if I went into any game development studio, I should automatically make a GOTY.  Bye guys, have a career to pursue.

/end sarcasm

But seriously, you can't expect great things from all studios.  Some just suck and never get better, while others prevail for a long time to come.  Then you have studios such as Guerilla who learned from mistakes and are trying extremely hard to make a game that could propel them in the right direction, which this could be it.



  • 2010 MUST Haves: WKC, Heavy Rain, GoWIII, Fable III, Mass Effect 2, Bayonetta, Darksiders, FFXIII, Alan Wake, No More Heroes 2, Fragile Dreams: FRotM, Trinity: SoZ, BFBC2.
  • Older Need To Buys: Super Mario Bros. Wii, Mario Kart Wii, Deadspace, Demon's Souls, Uncharted 2.

There is definitely more to list that I want, but that's my main focus there.

coolestguyever said:
vlad321 said:
CGI-Quality said:
^ Ok, how is that relevant to the thread though, I'm curious.

 

That's relevant because that's an excuse to hype up KZ2by belittling the mediocrty of GG's games. I'm jsut saying there have been people out there who make good games to begin with so their excuse is not really a valid one. That's how it's relevant.

 

 Did you even read it? they're a small developing team from the netherlands. Killzone was the first game most of them had ever worked on. I doubt every big developer got it right the first time.

 

CD Projekt and Witcher? To name another one. yeah it was buggy but it was still an amazing game.



Tag(thx fkusumot) - "Yet again I completely fail to see your point..."

HD vs Wii, PC vs HD: http://www.vgchartz.com/forum/thread.php?id=93374

Why Regenerating Health is a crap game mechanic: http://gamrconnect.vgchartz.com/post.php?id=3986420

gamrReview's broken review scores: http://gamrconnect.vgchartz.com/post.php?id=4170835