Cliff Bleszinski Tells Us How To Make Good Games

Cliff Bleszinski thinks he knows the secret to making a great shooter, he tells Gamasutra.
“The fact of the matter is if you’re going to make a shooter, you better make sure that those 30 seconds that you do over and over again are more fun than anything else in the game,” Bleszinski said. “Like, you could take Halo, right, open up with the grenade, soften him up with bullets, melee — that is fun, and you can just do that over and over again, right? And we are getting to the point where we’re nailing that with Bulletstorm, with kicking a guy, sliding, leashing, and shooting him, things like that.”
OK, so in order to make a great shooter, it has to be fun to do the same thing over and over again. Got it.
He continued on the topic of sound: “The sound needs to be perfect, and, you know, to give the Bungie guys props, their grenade sound is still one of my favorite ones in all of games, because it has that little high-pitch pshew at the beginning, and I just want to throw a grenade just to hear that sound.
“You look at the Gears headshot, you look at the heads exploding in Bulletstorm, the sound of the thump in the leash. ‘Oh, I want to do that again.’ That’s good sound game design, that a lot of people miss.”
I don’t really know what to say to this, because it sounds like he’s saying in order to make a great shooter, you have to design your game well. I suppose what he’s throwing out there, really, is more philosophy than it is instructional, but it strikes me as funny that what he’s saying is extremely obvious. But it’s something that needs to be said, because game design is too often treated as a logical issue rather than a creative one, and, broadly, Bleszinski is saying designers should embrace the abstract side of design rather than the calculating side. This is a good idea, and it applies to far more than just shooters. Read the rest of ¬†Bliszinski’s comments on the subject and listen to his full interview with Gamasutra here.

cliffyCliff Bleszinski, design director at Epic Games, thinks he knows the secret to making a great shooter, he tells Gamasutra.

“The fact of the matter is if you’re going to make a shooter, you better make sure that those 30 seconds that you do over and over again are more fun than anything else in the game,” Bleszinski said. “Like, you could take Halo, right, open up with the grenade, soften him up with bullets, melee — that is fun, and you can just do that over and over again, right? And we are getting to the point where we’re nailing that with Bulletstorm, with kicking a guy, sliding, leashing, and shooting him, things like that.”

OK, so in order to make a great shooter, it has to be fun to do the same thing over and over again. Got it. More after the jump.

He continued on the topic of sound: “The sound needs to be perfect, and, you know, to give the Bungie guys props, their grenade sound is still one of my favorite ones in all of games, because it has that little high-pitch pshew at the beginning, and I just want to throw a grenade just to hear that sound.

“You look at the Gears headshot, you look at the heads exploding in Bulletstorm, the sound of the thump in the leash. ‘Oh, I want to do that again.’ That’s good sound game design, that a lot of people miss.”

I don’t really know what to say to this, because it sounds like he’s saying in order to make a great shooter, you have to design your game well. I suppose what he’s throwing out there, really, is more philosophy than it is instructional, but it strikes me as funny that his point is extremely obvious. But it’s something that needs to be said, because game design is too often treated entirely as a logical issue rather than a creative one, and, broadly, Bleszinski is saying designers should embrace the abstract side of design and loosen their grips on the calculating side. This is a good idea, and it applies to far more than just shooters. Read the rest of ¬†Bleszinski’s comments on the subject and listen to his full interview with Gamasutra here.

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