Speaker
basically. Something that's quite interesting about Spec Ops, and I don't know if you've heard about this with the lead writer, i think it's Walt Williams. He wrote a book called Significant Zero, just basically about his time as a writer and things, and he has a chapter specifically dedicated to Spec Ops line and his period with it, and it's quite interesting. interesting read because one of the things he was saying was at the very beginning of the game and you have this big bombastic helicopter sequence a bit like any other shooter game of the time you have to have that big and loud in your face moment and that was a last minute decision by the studio they didn't really want to put it in to begin with and then they said oh no we're going to put this in grab the player's attention and I think he got so angry at that and again not spoiling anything that he wrote a cheeky wee retcon as it were into the story later on there's a bit of dialogue that they change when you get to that particular moment later on in the game so it's like a kind of flashback then goes to a flash forward and you know it's back and forth and i think yeah he was very angry at that but that That is the interesting thing though, isn't it? That a lot of studios, and again, I know it's something that you definitely don't do in your games. Your games are very open and honest about the message, the characters and things. But it's quite surprising, isn't it? That there's a lot of studios who kind of feel as if, oh, we need to have something like this. Like jangling keys, as it were, in front of the player to say, look at our game. Yeah, I mean, it's understandable in a way, especially AAA games or now quadruple A games, their budgets are insane. So they need to bring in as many players as possible. Like they can't really, I want us to trust the player. I want to sometimes trust the viewer to get it. But I understand that so many game developers, so many students feel like we literally cannot trust. our players to not get bored. and again, there are so many games on the market. If you spend five bucks on Steam, you can get i don't know how many games right now. There's just so many, so many titles out there competing, i guess, each other. So I sort of get the anxiety as developers. So like, we need to catch them, we need to get them, we need to make them stay. So it's a shame, especially when the creative vision or like the story suffers from it. But I think it's understandable. And sometimes whatever it takes to get the player to stay, and to hear your message, sometimes you might have to sacrifice part of your vision to ensure that people actually get to the point. I think we both know which point those back up the line that really that you should get to, basically. There's a very specific thing that happens that you do. If they don't didn't dangle the keys, maybe fewer players would get there. I don't know. But I think also if it was the publisher who was... I've also heard that they didn't always agree, everyone who worked on the project. And so it's it's a shame when it has to be like that, but also somewhat understandable. Absolutely. There's definitely that line, no pun intended there, but there's definitely the line between what makes a game engaging story-wise, but then also trying to make it a fun experience. I have to say the one that, especially for Spec Ops Align, that really threw me off was when they were saying, oh this is a tragic deconstruction of the FPS genre, or rather the shooter genre as a whole. By the way, we're going to include a fun multiplayer mode where you shoot one another. And you're like, hmm...