of 2005, several GhostRecon.net staff visited Red Storm Entertainment
studios in North Carolina. The following interview transcript
is the result of hours spent talking to RSE. The answers given
are from a particular slice of time within the development
cycle (close to beta). Keep in mind that game features and
details may have changed since then, and RSE’s statements
shouldn’t be taken as descriptions of the final product,
but rather as a ‘snapshot’ of GR:AW MP for 360
during that period of game development.
- Christian Allen (CA) – lead MP designer
- Brian Tate (BT) – overall lead artist
for GR:AW MP
- Pete Sekula (PS) – co lead artist
for GR:AW MP
- Robbie Edwards (RE) – producer
- Travis Getz (TG) – authenticity
- Hatchetforce (HF) – GR.net Staff
- ZJJ – GR.net Staff
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HF – You still
have a targeted ship date? February time frame is the last
the public was told. Are you still aiming for that?
RE – We don’t answer those
types of questions. Check the website, it’ll say.
HF – Is your
aim for an Xbox 360 release and then other platforms follow
RE – I don’t know the plan
for the other platforms.
HF – Are you
handling the MP only for the 360 version and that’s
it? Are you dedicated only to the MP?
BT – Only the miscellaneous stuff
here and there. This studio is primarily focused on MP
HF – and the
CA – We spent a lot of time giving
feedback on other platforms: Xbox and PC. We give a lot of
information. Travis deals a lot with giving them manufacturer
specs on things.
HF - I have to tell
you here at the close of things that I’m astounded.
I am. It’s just way more than what I expected.
RE – We didn’t really get
to show you the good stuff.
HF – Well,
I’ll come back up here next week.
CA – A lot of the features that
you see in GR:AW are directly related to the feedback we get
from people in the forums, and fans that write in and stuff.
HF – Does
that include those posts where you drag me into it, and then
run? (Lots of laughing.)
CA – It comes to a point where if
I respond in any way, you can’t win, they’ve made
up their minds. The thing about feedback is, like for example,
air strikes in GR2. I knew people had problems with air strikes
in GR2 because so many people asked questions about it on
the forums. So many people said I’m having difficulty,
I don’t know how to do this. So on Summit Strike, we
tried to work on the help text, we tried to work on the button
functionality, but the thing is, it’s more feedback
of seeing lots of people say [the same] stuff. It’s
like HF saying the same thing over and over and over again,
once I know his stance on something, you don’t need
to say it everyday.
HF – There
is constructive feedback, you know, to a company where a person
says “Here is a problem, here is why it’s a problem,
and here’s what I think should be done about it.”
But just saying “Oh, that sucks, or you guys are full
of crap for doing that,” there has to be a limit.
BT – We have pretty thick skins
though. We can take the criticism.
HF – The damage
with that is when it derails a constructive thread, you have
good feedback, and suddenly they’re derailed by one
or two guys that come in there, and they are asses about something,
and they hijack the thread.
BT – If the good ideas are getting
buried under all that, then it isn’t helping anything.
We realize that we are going to piss people off. Fifty percent
of the people will be happy about one thing, and the other
50 will be unhappy about the same thing. Like Robby said,
we like to provide the option to do both, so we try to make
HF – But I
think this is something well worth waiting for. But what I
have seen out of Ghost Recon: Advanced Warfighter has impressed
me more than any 360 title in development right now.
ZJJ – We have
to get this on the record. The challenge from the GR.net fans
to RSE. Where does that stand? You guys up for it?
RE – What do you mean challenge?
CA - Oh, I forgot to tell you.
RE - To answer your question, yes. Are
we talking about PC or 360?
ZJJ - We are agreeable
to a 360. That’s what you guys developed, that’s
what we’re agreeable to.
CA – Please express our gratitude
to Rocky and those at GR.net.