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WipEout Pure Post Mortem
Let’s
take care of the introductions. Who
are you, what was your role in creating WipEout Pure, and what other
games have you been involved with? Ashley
Sanders, I’m the lead artist on Wipeout Pure. Over the years, I
have worked on every version of Wipeout since the original, along with
various other PlayStation and PC titles. How was it, developing for the PSP? Was there much of a learning curve? What sorts of special considerations do developers have to take into account when working on the handheld? It
turned out to be pretty damn good, it’s not that far removed from the
PlayStation 2, so the learning curve was okay. There
are various technical considerations we had to bear in mind, such as
texture sizes and various issues with the Z-buffer, but I think the
biggest challenge was, considering the speeds involved in the game,
making sure it remained playable on a handheld screen. From
start to finish, how long did it take to make WipEout Pure?
Do you think that the PSP will provide shorter development cycles
for games, as has often been the case in the passed for handhelds? Pure
took roughly 18 months, and from an art perspective that includes a
wealth of downloadable materials. There
seem to be different expectations of handheld games – certainly not
lower, just different. Popular handheld games seem to be more
pick-up-and-play and perhaps simpler than living room restricted ones. So
yes, hopefully this will translate into shorter development times and
more imaginative and enthusiastic development cycles.
The Wipeout series has consistently been well-received by critics, but with Wipeout Fusion there was a certain amount of grumbling from long time fans of the series over some of the game’s design. What sorts of features did you make sure to implement in Pure to ensure this segment of the gaming population don’t feel put out? |
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We do listen to all the feedback we get, whether positive or negative. I think that Wipeout has such a strong past, and with the benefit of learning from our mistakes, we had a pretty solid base to start from. In relation to the graphics, the Wipeout universe has a very distinct, bold visual language, so it was just a case of evolving it.
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In the end, you just have to make the game that you want to play and hope that that enthusiasm and passion is evident in the finished product.
How
did you go about choosing which weapons to include in the game?
When introducing new weapons, what sort of factors needed to be
considered before they were implemented, both from a technical and
gameplay perspective? From
an art point of view, we were most concerned with giving each weapon an
immediately recognizable identity. Utilizing
a mixture of polygonal objects, sprites and particle effects, the
weapons range from very sci-fi electrical effects to retro-mechanical
objects such as the bombs and mines. How
were the different game modes decided upon? Artistically, Zone mode allowed us the most flexibility. Zone mode was one of the enthusiastically received features of Fusion, so we brought it back, but this time on purpose built tracks. As
it is slightly divorced in nature from the main league structure, being
almost a surreal experience, this allowed us to play with the graphical
style some more. The
white-on-white minimalism was something we could tie-in with our front
end design; while the sweeping abstracted graffiti-inspired lines would
help the player zone out. Up
to the game’s release, one of the things a lot of people have been
talking about in regards to WipEout Pure is that it’s looking like a
frontrunner for best graphics out of all the early titles for the PSP,
at least judging from all of the screenshots, movie clips, and hands-on
impressions on the Web. Is
it difficult to really push the graphical abilities of the PSP?
How far do you think developers will be able to go in pushing the
PSP to its limit in this regard? I’m sure, as with any console, as developers spend more time with, they will find ways to push it further. You only have to look at the first-generation titles on PS2, compared to what is being produced for the PS2 now, to see that. At
the minute, I think Pure is pushing the PSP as far as we have currently
worked out how to, but as we continue, we are only going to get better
at stretching its potential. When
one thinks of racing games, Wipeout in particular, one thing that stands
out is how much the genre provides a visceral experience.
One could argue that a large part of this comes from playing the
game on a decent-sized television, where the action on-screen fills out
much of one’s peripheral vision, thus making the game more immersive.
Considering that WipEout Pure is on a handheld system, how did
you go about overcoming this obstacle? It
seems obvious, but you sit further from your TV than the distance
between you and a handheld screen. Playing with headphones and the
volume turned up truly is an immersive experience. How
was it, setting up the game’s WiFi options?
Is this something relatively easy to get up and running on the
PSP? Do you see the
system’s WiFi capabilities really catching on with developers? I
can say that eight-player Wi-Fi races seem to have taken off in a big
way in the development studio. Finding multiplayer games is really easy.
How
did you go about designing new tracks in Pure?
Could you walk us through the process? We
have three game designers, who armed with an in-house track editor,
create the tracks by laying down racing lines. These would be
play-tested and tweaked to perfection before they were handed over to
the art team to create the surrounding environments. How
did you decide on which songs to include in the game’s soundtrack? The
songs were made specifically for the game. Each artist was briefed and
supplied with previous Wipeout games and a video of the new games
levels. Then our music supervisor was in constant contact until he felt
the tracks fit the game. WipEout
Pure is expected to have new, downloadable content over time.
Will this be regularly scheduled, monthly for instance? Also, how much input will players have on the matter?
Will SCEE Liverpool, or Sony have some sort of suggestion box
made available? Yes,
we are currently working on some visually stunning downloadable content.
Players will be able to remix the in-game music online and download for
use in game. Looking
back on the game’s production, do you have any closing thoughts that
you would like to share? It all went surprisingly smoothly. Artistically, Wipeout is a very rewarding game to work with and I just hope that the people out there like our new iteration. I feel it is a game worthy of Wipeout’s heritage and as the technology catches up with us, we certainly have plenty of ideas of how we would like to evolve the brand in the future.
(April 7, 2005)
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