Prince of Persia series producer, Ben Mattes, tells IGN that he was "expecting a few more virtual pats-on-the-back" for exploring some unbeaten paths in the Prince's latest outing, but said pats (virtual or otherwise) have yet to be felt.
"We set out to keep a few core fundamentals but to re-imagine everything else, discarding some very well entrenched ideas not only about the brand but also about videogames in general," Mattes said. "What surprises me is how little these high level risks seem to be noticed and appreciated as attempts to shake up the industry and push things forward."
Mattes doesn't concede failure – far from it – but does wonder if the games industry "has a stronger appetite for the familiar than it wants to admit."
Reader Comments (111)
Posted: Dec 23rd 2008 4:36PM (Unverified) said
Yep, thats nailed it.
I'm sure he thinks its amazing that you never die. "Why bother with checkpoints or lives?", he thinks.
Hey genius, if it ain't broke, don't try to "fix" it.
Theres a reason its already more than half price already and it never cracked the top 30 (PAL region).
We're all too poor atm to pay full price on a game we can plough through without much effort!
Reply
I'm sure he thinks its amazing that you never die. "Why bother with checkpoints or lives?", he thinks.
Hey genius, if it ain't broke, don't try to "fix" it.
Theres a reason its already more than half price already and it never cracked the top 30 (PAL region).
We're all too poor atm to pay full price on a game we can plough through without much effort!
Posted: Dec 23rd 2008 8:33PM original fred said
"I hope you guys aren't serious.
Elika saving you IS a checkpoint system."
You don't seem to know what a checkpoint is.
Reply
Elika saving you IS a checkpoint system."
You don't seem to know what a checkpoint is.
Posted: Dec 23rd 2008 11:30PM nandokun said
So it's easy because instead of having to sit through 5-10 seconds of reloading a save game every time you 'die', you simply revert back to the last time your feet were on the ground with no wait? How exactly is it any easier? The punishment for death should be being inconvenienced for longer? The punishment should be to break the immersion of the game?
Reply
Posted: Dec 24th 2008 2:21AM (Unverified) said
I've sincerely yet to grasp how the rescue system is indeed still a challenge as many are arguing. It's like playing Super Mario Bros, missing a jump and instead of playing through the level, getting to do the jump over and over again until you progress. I've played a significant amount of PoP and for me, "reducing inconvenience" has become a fancy way of saying that the difficulty has been completely castrated.
There's just not much thrill there when there are no consequences (and refilling a portion of the enemy's healthbar for losing a fight is NOT a consequence).
Reply
There's just not much thrill there when there are no consequences (and refilling a portion of the enemy's healthbar for losing a fight is NOT a consequence).
Posted: Dec 24th 2008 8:50AM (Unverified) said
"So it's easy because instead of having to sit through 5-10 seconds of reloading a save game every time you 'die', you simply revert back to the last time your feet were on the ground with no wait? How exactly is it any easier?"
A re-load doesn't have to take a long time and, indeed,doesn't in many circumstances of death im games. I agree a life system is a touch obsolete, but respawning just in front of the jump you messed up isn't hard. Game's are always more rewarding when you have to do a lot of slick stuff in a row, with the very real possibility of fucking it up and having to start over. It's part of the accomplishment.
Reply
A re-load doesn't have to take a long time and, indeed,doesn't in many circumstances of death im games. I agree a life system is a touch obsolete, but respawning just in front of the jump you messed up isn't hard. Game's are always more rewarding when you have to do a lot of slick stuff in a row, with the very real possibility of fucking it up and having to start over. It's part of the accomplishment.
Posted: Dec 24th 2008 12:53PM aristokrat said
Yeah, going back to the beginning of the section you just failed isn't a checkpoint unless you get the requisite death screen in between. Who cares if the two are functionally the same, we all live and die by semantics around here.
Reply
Posted: Dec 23rd 2008 3:34PM (Unverified) said
You might want to keep X360 version - as most multiplatform games it's the one to get.
http://yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_05_360.png
http://yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_05_PS3.png
2 other pictures
yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_09_360.png
yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_09_PS3.png
Video comparison (I recommend downloading full file and watching it full screen)
http://www.videogamer.com/videos/prince_of_persia_2008_video_comparison.html
Reply
http://yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_05_360.png
http://yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_05_PS3.png
2 other pictures
yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_09_360.png
yoda.dip.jp/Game/PrinceOfPersia/PrinceOfPersia_09_PS3.png
Video comparison (I recommend downloading full file and watching it full screen)
http://www.videogamer.com/videos/prince_of_persia_2008_video_comparison.html
Posted: Dec 23rd 2008 4:18PM (Unverified) said
@CPRxChris
Really... the whole movie frame by frame too... ?
BTW. The pics are full RGB,HDMI, losseless PNGs.
And it's *slightly* offtopic to post as a "counter-argument" Assassins Creed youtube video?
If you want AC comparison maybe this ones will be better:
PS3 vs X360
http://www.gamersyde.com/leech_5356_en.html
(7MB small avi for framerate comparation)
2nd 360/PS3 comparison, retail version
http://www.gamersyde.com/leech_5418_en.html
(I recomend "Direct download" option and full screen viewing.)
Any comment? ;)
Reply
Really... the whole movie frame by frame too... ?
BTW. The pics are full RGB,HDMI, losseless PNGs.
And it's *slightly* offtopic to post as a "counter-argument" Assassins Creed youtube video?
If you want AC comparison maybe this ones will be better:
PS3 vs X360
http://www.gamersyde.com/leech_5356_en.html
(7MB small avi for framerate comparation)
2nd 360/PS3 comparison, retail version
http://www.gamersyde.com/leech_5418_en.html
(I recomend "Direct download" option and full screen viewing.)
Any comment? ;)
Posted: Dec 23rd 2008 4:30PM Megadanxzero said
whymog, it's not easy because nothing happens when you die. It's easy because it's just easy. You barely have to do anything. The platforming sections are like giant QTEs, only you have a ridiculous amount of time in which to press the button. There are entire platforming sections where you can just bash A to get through them. The game is easy...
Reply
Posted: Dec 23rd 2008 5:53PM (Unverified) said
Funny enough, coming from a 360 fanboy that I am, I wholeheartedly prefer the PS3 looks.
Reply
Posted: Dec 23rd 2008 6:33PM (Unverified) said
@anonim1979
In all these examples you give, it looks like the 360 version of the game(s) just have the contract turned up, and the brightness turned down slightly... something that can easily be done with television settings, or within some games.
I don't know if the point of your posts is to say: "There is really no difference between the two games"
but thats what the pics/videos seem to imply.
Reply
In all these examples you give, it looks like the 360 version of the game(s) just have the contract turned up, and the brightness turned down slightly... something that can easily be done with television settings, or within some games.
I don't know if the point of your posts is to say: "There is really no difference between the two games"
but thats what the pics/videos seem to imply.
Posted: Dec 23rd 2008 3:17PM (Unverified) said
The game was nothing more then a time killer...The whole light seed collecting gets old fast and has no replay value what so ever..
Reply
Posted: Dec 23rd 2008 3:25PM (Unverified) said
I didn't get the appeal to this game at all either. THe jumping got old and it just never felt like there was any challenge to it at all, just tedious. Even the fighting was a big pain.
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Posted: Dec 23rd 2008 3:12PM FxDr said
Hard worker feel under-appreciated, news at 11.
"...wonder if the games industry "has a stronger appetite for the familiar than it wants to admit.""
Well yeah, naturally. Sticking with tried-and-true formulae is a good way to ensure you'll at least break even. Even then, with dev costs as high as they are, one bad game can make or break a studio. Look at Free Radical.
Reply
"...wonder if the games industry "has a stronger appetite for the familiar than it wants to admit.""
Well yeah, naturally. Sticking with tried-and-true formulae is a good way to ensure you'll at least break even. Even then, with dev costs as high as they are, one bad game can make or break a studio. Look at Free Radical.
Posted: Dec 23rd 2008 3:15PM (Unverified) said
Prince of Persia is a great game. I'll agree with him that the experience is VERY unique and one that has a lot of value when compared to other games made in this era.
However I did find some aspects of the controls to be a little clunky. All the whole Elika saves you thing is sorta a half love/half hate thing for me.
Last but not least I think they should have added that "hardcore" aspect he referred to in the game. Difficulty levels would have been nice. That way it would still be "accessible" to the causals while at the same time provide a challenge for those that want one.
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However I did find some aspects of the controls to be a little clunky. All the whole Elika saves you thing is sorta a half love/half hate thing for me.
Last but not least I think they should have added that "hardcore" aspect he referred to in the game. Difficulty levels would have been nice. That way it would still be "accessible" to the causals while at the same time provide a challenge for those that want one.
Posted: Dec 23rd 2008 3:23PM FxDr said
Agreed, I loved every minute of the game.
My only issues - why did they make the game death-proof? Seriously? It should have been included as an option, not made mandatory.
The occasional camera freak-outs that have plagued these style games since the first Tomb Raider.
Quicktime Events. They weren't fun 10 years ago, they're not fun now. Devs need to drop them.
Reply
My only issues - why did they make the game death-proof? Seriously? It should have been included as an option, not made mandatory.
The occasional camera freak-outs that have plagued these style games since the first Tomb Raider.
Quicktime Events. They weren't fun 10 years ago, they're not fun now. Devs need to drop them.
Posted: Dec 23rd 2008 3:16PM Zertoss said
'Mattes doesn't concede failure – far from it – but does wonder if the games industry "has a stronger appetite for the familiar than it wants to admit."'
Sega would like a word with you. They've been taking Sonic in all kinds of new directions, and look at how successful they've been!
...
Maybe he has a point...
Reply
Sega would like a word with you. They've been taking Sonic in all kinds of new directions, and look at how successful they've been!
...
Maybe he has a point...
Posted: Dec 23rd 2008 3:38PM (Unverified) said
Yeah but Sega's Sonic problem is the opposite, A bunch of new gameplay and story ideas but people just want more of the same.
Reply
Posted: Dec 23rd 2008 4:07PM (Unverified) said
The problem with the Sonic games is that they don't keep the core fundamentals, I have yet to see how the latest games keep that sense of speed AND the variety of path branching, the games are too straight forward with rather simple/empty paths....
Reply
Posted: Dec 23rd 2008 8:28PM (Unverified) said
This game is too average to be noticed in a sea of block busters.
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Posted: Dec 23rd 2008 3:31PM (Unverified) said
Doesn't take a genius to see that people only want to play the same shit over and over.
Reply
Posted: Dec 23rd 2008 3:35PM FredFredrickson said
If you want to take high level risks and be recognized for it, you should do it with a new franchise.
Reply
Posted: Dec 23rd 2008 4:08PM Johnnynumber5 is powered by cell said
My initial thought was similar but if you think about it further it's not really the case. Look at two of the most iconic gaming franchises in gaming history for proof. Mario and Sonic. Both franchises have had numerous spin offs and sequels. In the case of Mario you see with every generation there is a new version that completely changes the rules - Sunshine & galaxy. The sonic series has done the same thing except the execution was failed especially in it's last three iterations.
You don't need a new IP to have your changes in game play recognized you just need solid execution of the idea.
Prince Of Persia is pretty much the same style of game with a different art direction. That's not a big distinction when compared to making a completely new take on the franchise like Galaxy.
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You don't need a new IP to have your changes in game play recognized you just need solid execution of the idea.
Prince Of Persia is pretty much the same style of game with a different art direction. That's not a big distinction when compared to making a completely new take on the franchise like Galaxy.
Posted: Dec 23rd 2008 4:41PM FraGNeM said
Well, Galaxy's hardly a "completely new take" itself.
Overworld containing mini-worlds that unlock with collection of stars? Check.
Platforming-heavy? Check.
Arbitrary pie-shaped health system? Check.
Silly "stop Bowser from doing bad stuff" over-arching incentive? Check.
It had a fresh take on level design, some new power-ups, and a mostly unusued pointer interface for pointing-and-clicking fun, but it wasn't a real departure from the core Mario experience.
Solid mechanics and polish, along with a few new, fresh ideas, made Galaxy special.
Reply
Overworld containing mini-worlds that unlock with collection of stars? Check.
Platforming-heavy? Check.
Arbitrary pie-shaped health system? Check.
Silly "stop Bowser from doing bad stuff" over-arching incentive? Check.
It had a fresh take on level design, some new power-ups, and a mostly unusued pointer interface for pointing-and-clicking fun, but it wasn't a real departure from the core Mario experience.
Solid mechanics and polish, along with a few new, fresh ideas, made Galaxy special.
Posted: Dec 23rd 2008 4:55PM Stix Remix said
(Some fans:)This game is too much like the older games. We hate it! Can't you do something new for a change?
(Other fans:)Why did they try to reinvent this game? They should do so with new titles instead of messing up something that works.
(Developers:)Damned if you do, damned if you don't...
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(Other fans:)Why did they try to reinvent this game? They should do so with new titles instead of messing up something that works.
(Developers:)Damned if you do, damned if you don't...
Posted: Dec 23rd 2008 3:36PM Glorbo said
He can say what he wants, but his game ended up as an hour long game stretched long enough to charge 60 dollars for.
Your combat was interesting for the first fight, and then you stretched the exact same fight through your entire game. No increase in difficulty, no new elements as the game progressed.
You story was cute, for the 15 minutes at the beginning and the end, and the 30 second "movie" that played at the end of every chapter. Then you filled in the gaps will dialogue the author of Twilight could write better, and character backgrounds that build little to no empathy.
You platforming and puzzles were solid, and then you made them repetitive by requiring players to collect hundreds of ridiculous orbs.
A two page design document and some beautiful cell shaded graphics does not a good game make.
Reply
Your combat was interesting for the first fight, and then you stretched the exact same fight through your entire game. No increase in difficulty, no new elements as the game progressed.
You story was cute, for the 15 minutes at the beginning and the end, and the 30 second "movie" that played at the end of every chapter. Then you filled in the gaps will dialogue the author of Twilight could write better, and character backgrounds that build little to no empathy.
You platforming and puzzles were solid, and then you made them repetitive by requiring players to collect hundreds of ridiculous orbs.
A two page design document and some beautiful cell shaded graphics does not a good game make.
Posted: Dec 23rd 2008 3:39PM (Unverified) said
This seems like a ego trip to me. "Shake up the industrys and push things forward". THAT'S YOUR JOB. As a game developer, you should automatically be thinking of things to push the genre.
It's sad to me when people crave accolades. That to me says he's making games for the money and awards, not for the love of the medium.
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It's sad to me when people crave accolades. That to me says he's making games for the money and awards, not for the love of the medium.
Posted: Dec 23rd 2008 3:54PM (Unverified) said
BigFat: What industry do you work in? My company is extremely profitable, and we pride ourselves on hiring only individuals that want to work for the best possible product, not to get paid. It's the difference between working to live, and living to work.
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Posted: Dec 23rd 2008 4:34PM (Unverified) said
No need for swearing. I agree that if you solely use this argument with EVERY profession, it does not work. There would be no janitors, fast food workers, sewage treatment workers, etc. But look on the other side of the scale. When all people work for is cash, you find yourself with company CEO's getting millions in bonuses when the company is receiving government bailouts. This country is built on free market capitalism, so if you are the richest with the most awards, you "win", no matter how many lives you ruin in the process.
Back to the thread: It's my opinion that he should be confident in his and his team's work that he doesn't need to go on a rant to IGN about not getting any awards or "pats on the back" for the game. The game is still young too. It's only 21 days released. Psyconauts was VERY critically acclaimed, but didn't sell hardly any copies. Where as "Marvel: Ultimate Alliance" ships 2.08 million in US (http://en.wikipedia.org/wiki/List_of_best-selling_video_games) and is horrible.
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Back to the thread: It's my opinion that he should be confident in his and his team's work that he doesn't need to go on a rant to IGN about not getting any awards or "pats on the back" for the game. The game is still young too. It's only 21 days released. Psyconauts was VERY critically acclaimed, but didn't sell hardly any copies. Where as "Marvel: Ultimate Alliance" ships 2.08 million in US (http://en.wikipedia.org/wiki/List_of_best-selling_video_games) and is horrible.
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