The Future Of Introversion
6:00 AM | Cord Kruse | 1 comment
Rock, Paper, Shotgun has posted a new interview with Introversion Software's Mark Morris and Chris Delay about the company's future projects. The discussion covers a variety of topics including the upcoming multiplayer return to Darwinia in Multiwinia, and the mysterious Subversion project.
RPS: Well something is going on, weíve all seen those lovely cityscape screenshots (in Subversion)!Check out the full Q&A at the link below.
Rock, Paper, Shotgun: Introversion Q&A
Chris: Weíre experimenting pretty heavily at the moment with procedural generation. Weíre generating huge amounts of content using algorithms, and you can make vast amounts of material using this method. It can fill in a world, create the backdrop. The case with most games now is that youíll work on a specific storyline, and thatís all you can play. You face the Fable effect: try to go off the path and you run into a wall. I donít think it needs to be like that. You can expand outwards using procedural generation. Thatís what weíre looking at. Weíre working on creating cities, big ten kilometre city blocks. Our original aim was to go from a satellite view, right down to a pen on the table in an office, and everything in between.
RPS: So Subversion is just an experiment? For how long?
Chris: As long as Mark will give me.
Mark: Thereís a lot of stuff to be done about working out the world. We need to understand exactly where we are. We donít know whatís possible with this yet. How far down can we go? I donít think Chris will be able to generate pens on desks (and Iíll be amazed if he does) and I think weíll hit a middle level. There wonít be a time limit for this, instead Chris will keep working and creating detail until he can put missions or a story in, then the rest of the team will be able to follow the template and start putting in content and content generation systems of their own. The game will just evolve. If there was a definite time limit then we wouldnít be IntroversionÖ Chris, I want it by August.
Chris: This thing of being free to explore is a big deal for us. To have the time that we need is very important. Everyone says that we spent too long on Darwinia, but I donít think it really hurt us. It would have been far worse if it had been a turd game that we pushed out because we were running out of money. That would have hurt us far more. Iím not saying Subversion will go like, I do have a direction for it, but I canít really say so because Iíve got a strong sense of how much it is likely to change.
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