RPS: Speaking of, we’re on the cusp of a “new” generation of hardware (except on PC, where things are always awesome all the time). How do you see the sort of game you make evolving? More scope? More depth per location? More sophisticated AI?
Colantonio: The next generation is mostly going to be all about memory. That’s gonna be the big difference for us, anyway. More memory means more entities, more density, more AI with more variations in their animations, bigger levels with less loading, etc. And also saving the state of things so that when you come back to an area, things are entirely [as they were]. Backtracking is actually embraced by the system as opposed to being a problem. It’s all good things for us.
But the values we hold will remain the same. It’s all about interactivity and choices, consequences to your choices, many ways to do things, exploration, verticality, and all kinds of player tools. The more kinds of tools we can give to the player in a very simulated environment, the better the experience is.
It’s all about players, not what the designer wants them to do. This is the base foundation of all our games from now on. The more power and memory we have, the more possibilities we can give to the player.