Gamesauce Fall 2010

Page 13

More in-game images—note the story boarding of cinematic events, and even game play events.

sorts of Spider-Man-like locomotion such as wall-running, we had a demo that really impressed people. We showed it to Pete and Dogan and our Activision-side producer; they showed it to their boss; and it went up the chain until Ron Dornink was in the office smiling at our work.

Theory 6: Worry About Accessibility Later Here’s the thing: We had a game that was fun…once you were past the learning curve. Tomo demo-ed the game very well. But it was profoundly inaccessible. In the hands of a noob, Spider-Man would bang into walls and generally look like a spaz. I’m surprised our Activision-side producer took so swimmingly to it. He was the highest management type to actually play the thing.

And this was a relief—we were afraid that if upper management actually tried to play it, they’d hate it. Now if I were on the publishing side, I never would have greenlit the idea without trying it myself. I might have insisted on seeing it in a focus group. And as a result I probably would have ended up killing my own idea—which would have been too bad, because we did manage to make it accessible enough before we shipped. (Although it was never as accessible as the previous Spider-Man games, for which I do not apologize.) Although I’m really lying here—we were absolutely always worried about accessibility, to the extent that we were building various sorts of tutorials (that never shipped) in the hopes of gradually introducing the player to the system, time that was in large part wasted. My point is that, in this case, at this moment, the executives weren’t concerned gamesauce • Fall 2010 11


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