Implying that EAâs Dead Space blatantly borrowed from Capcomâs Resident Evil 4 may sound like a bad thing. Itâs not. Because, as senior producer Chuck Beaver said, there are dangers to doing âtoo much new.â
Thatâs been a common theme at some of the GDC talks we attended this week, as published developers caution their peers to be selective about the amount of innovation they try to pack in to a single video game.
âDonât reinvent literally everything,â Beaver warned, noting that the EA Redwood Shores team picked about five new things they wanted to do in Dead Space. That, in itself, was a challenge, as the EARS team was hungry to innovate. Since it had been working on licensed properties like The Simpsons and James Bond for more than fifteen yearsâits last new IP was Road Rash from 1991âthe desire to pile on the ânewâ was fierce.
Beaver said that developers should start with a template, looking at a published game for lessons on what has been tested. âTheyâre like a giant present with a bow on top of it,â Beaver said. âItâs a great place to start.â
In the case of Dead Space, EA Redwood Shores started with Resident Evil 4. But it first had to come to grips with the fact that it had nothing to build upon, with some team members excited about the possibility of creating a new genre, a la Grand Theft Auto, with new characters, new camera systems and new technology.
âIf too much is new, people will get lost,â the producer contends. He cited another Capcom game, the Clover Studios developed Okami, as a cautionary tale. âOkami was a great game, but maybe there was too much new about that game.â
Beaver talked about various aspects of Resident Evil 4âs game design that was proven, saying that âyesterdayâs innovation is todayâs standard.â There are âaccepted aiming and firing mechanicsâ that gamers understand, systems like health packs and life bars that are established game design facets.
However, âonce you have your game skinned, you need to put some distance between you and your template,â he said.
The Dead Space teamâs distance was influenced by its setting. Itâs in the future. And itâs in space. That lead to the team redesigning things with the concept of âin the future.â
âWhatâs the pistol of the future? Itâs a plasma cutter,â he said, referring to Dead Space protagonist Isaac Clarkeâs mining tools. âWhatâs the flamethrower of the future? Itâs a flamethrower, strangely.â
Beaver also gave his take on the seeming lack of advancement on the very game series that inspired the team.
âIf you look at [the reception of] Resident Evil 5, youâll see that theyâre getting a lot of guff for their control scheme,â he said, citing the now accepted mechanics established or refined by games like Call of Duty and Gears of War as sources of potential innovation. âIt feels like they might have been able to move forward on that and gotten less criticism for it.â