Jason Kingsley15:19
We try to avoid copying other people's games because I just think that way is pointless. But you can see other games doing something well and you go, 'That works really well—how do we make something similar but different to that mechanism?' And other people might say, 'Oh, we could have this in the game,' and then you look at it and go, 'We could, and it works really well in the other game, but in this game it somehow doesn't fit in.' So obviously we're quite famous for the Sniper Elite series, and the long shots and stealth and stalking—I mean there is stealth and stalking in this game, but we have dialed back, for example, the focus on long-range sniping in this game because it's not a sniping game, it's not a war game. It's more exploring, talking to people, solving problems, having fights. There's a little bit of light survival in there. You know, how do you approach it?
Another key thing for me is how do we accommodate people's different skill levels and time constraints. Lots of gamers have free time, but also lots of gamers that don't have much free time. How do we entertain all of them? So we've got what we call story modes in there. You can play the game in a sort of peaceful, easy way—there will be conflict but we tone everything down in terms of how dangerous it is—all the way up to sort of expert combat specialist, which is, you know, the combat is very difficult and it's going to be very challenging for people. And everything in between. So you've sort of got—right at the very beginning you're asked what kind of game experience do you want to have, because I think we've probably all played games where we can't get past a part of it because we're just not quite good enough, or maybe we've missed something in the game or we haven't quite done it the way the designer expected. So we always want to make our games accessible in the broadest sense—I don't mean obviously for people with disabilities, but accessible for people who might be time-poor, or might only be able to play the game in half-hour sessions, or quite frankly aren't very good with the controller but still want to have fun and feel like they're uncovering an interesting story. So for me that's also quite important. We look at accessibility from a disability perspective but also think of accessibility from a lifestyle perspective, which I think is really important.
The team found it quite funny when I talked about—imagine watching a movie and halfway through the movie it stops and you have to do a questionnaire, and it asks you whether you've understood the subtext that the director intended for this movie. And if you didn't get the question right, you can't watch the rest of it. And we sometimes do that for game players—we sometimes require them to be really good to complete our games. And I think in a way, you want a game to be challenging if you want it to be challenging, but some of us don't necessarily—we just want the experience. And so that's what we've tried to do. We've tried to lean into this as a game where you can play it as a very strong story but you can also play it as a combat game.