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  • Make or Break: Five Things That Uncharted: Drake's Fortune Game Director Amy Hennig Looks for in an Action/Adventure Game

    N'Gai Croal | Dec 4, 2007 12:15 AM
    Amy Hennig, game director at Naughty Dog for the Playstation 3 game Uncharted: Drake's Fortune

    When we're conducting an interview with a developer, the bulk of our time is spent discussing their current project. But after the voice recorder is turned off and the liquor is flowing, the conversation almost inevitably shifts to videogames made by other teams working in the same genre as that developer. For us, it's always fascinating to look at games through the eyes of those who make them, because they often see things through a different set of eyes than the typical gamer; the same can be said of reviewers who are particularly knowledgeable about a certain genre. As part of our ongoing quest to take the best conversations that are occurring in the shadows and bring them to light, we offer you the new occasional series Make or Break, which asks prominent developers and reviewers to share with us the five key features, details, methods or flaws that they look for from games in the same genre.

    Our newest contributor is Naughty Dog creative director Amy Hennig, whose resume includes stints at Electronic Arts (as an artist/animator and game designer), Eidos (as director for several acclaimed titles like Soul Reaver, Soul Reaver 2, and Legacy of Kain: Defiance) before joining Naughty Dog in 2003, where she directed Jak 3. Her most recent title, the Playstation 3 game Uncharted: Drake's Fortune, launched last month to strong reviews. In today's installment, Hennig explains what she looks for in an action/adventure game.

    The first adventure game I ever played was (appropriately) Adventure on the Atari 2600, almost thirty years ago. It completely hooked me, and I've been a fan of the genre ever since. As a gamer, I'm always looking for an immersive, story-driven action/adventure game--finding a good one is like losing yourself in a really great book. And as a developer, this is the kind of game I'm most passionate about making. There's no greater reward for a designer or storyteller than knowing that you've transported the player out of the mundane and into the world that you've created.

    So all that being said, here are some of the features I look for in the action/adventure games I play--and the qualities I've hoped to achieve in the games I've worked on.

    1. The Urge to Explore

    From the moment the player steps into the game world, the environment should ignite the imagination and inspire our natural human instinct to investigate and explore. Obviously this urge is driven by a lot of factors, including story and character. But even in the absence of any plot motivations, the environment--taken all by itself--should inspire exploration.

    This doesn't mean that an adventure game has to have wide-open levels like GTA or Assassin's Creed--in fact, some of the best adventure games are pretty linear, with only an illusion of open-endedness, but you still feel compelled to find your path through the space, figure out a way to reach a landmark in the distance, or just see what's around the next corner. So why do some games succeed at this, while other games fail to inspire?

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  • Level Up's Top Six Gaming Tidbits for Dec 4th, 2007

    N'Gai Croal | Dec 4, 2007 12:01 AM
    1. IGF...The 10th Independent Games Festival's finalists, listed
    2. MY!...precious: Andy "Gollum" Serkis founds East England gaming industry network
    3. JUS...tify my love: game critic rationalizes his choice of alien *** sex
    4. ITS...all about the rupees, what! The money-grubbing world of Tingle, explored
    5. ADS...Sony unveils new ad agency, opens up Pain game to in-game ads
    6. RND...You go, girl! Katherine Heigl shares her reservations on "Knocked Up"
    More
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