NowGamer - We didn't look at this as a shooter as much as we did a co-op game and from the beginning, the goal was to take our expertise in weapons-based gameplay and bring it to a different audience, one that really does appreciate four-player co-op.
At the same time, we knew a lot of our fans still appreciate solo campaigns. So in wrestling with that particular dichotomy, we decided to make a game with four characters at all times and create a campaign that was the same for one human, two humans, three humans or four humans.
Ted Price chats with Todd Howard about Bethesda's much anticipated spacefaring RPG, Starfield.
Insomniac Games CEO Ted Price wants to see more developers being "creative within constraints" in order to end the cycle of crunch.
The pressures of games development, and the impact this has on staff, was one of many topics covered during his keynote interview at last week's Develop:Brighton conference.
There is significant evidence showing that human brains are actually better at adapting to problems when taking periodic breaks. This occurs especially when someone is stuck on a problem.
Ted Price: Game developers are human beings first then they are game developers
This coming from a studio that consistently raises the quality of its output and has for numerous years been voted as one of the best businesses to work for. More people should listen to Ted Price! He is clearly doing something right.
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He also revealed that the studio is eliminating higher education as a requirement for "almost all of [its] roles," adding: "This means if someone can't afford to obtain a university degree, experience is a valid substitute."
Love this mentality. I also must admit that kids coming out of school with a degree are often completely useless. Degree are for people with no experience. I would rather take someone with experience although they may actually be more expensive.
Ted Price chats with Housemarque's Harry Krueger about their recently released game Returnal. Together they discuss how Housemarque embraced an organic creative process, what effect their gameplay design decisions had on the procedural construction and combat, keeping the arcade spirit alive, and about the challenge of randomness.
What ever they did worked IMHO, it's a really 'gamey' game if that makes sense and is edge of the seat stuff.
Agree with @victorMaje, my GOTY so far too.