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# Quantum Of Solace interview with Garrett Young
By Tom Hoggins 12:05AM BST 18 Oct 2008
[Comments][1]
**With the latest James Bond film, Quantum Of Solace set to hit UK screens at
the end of October, the release of the movie-based videogame isn't far behind.
Tom Hoggins talks to Garrett Young, Executive Producer at Treyarch, about the
challenges of adapting Bond to the videogame format, and how the designers
went about avoiding the usual pitfalls associated with film tie-in
videogames**
* ** [Video: making the Quantum of Solace videogame][2] **
* **Quantum Of Solace will be available on PlayStation 3, Nintendo Wii, and
Xbox 360 and from October 31**
**What made you take the decision to make this latest 007 game a FPS?**
Our game is actually a blend of first-person and third-person camera. Because
Quantum of Solace is the first 007 game on next-gen platforms and the first
007 game from our company, we wanted to do it right. When we looked at how we
wanted to re-launch the Bond franchise, we asked gamers what they wanted in a
Bond game: do they want a first-person camera or a third-person camera? What
they told us is that most of them wanted to "Be Bond" - to play in a first-
person camera - but ~30% said they wanted to see Bond on-screen (third-person
camera). After some long talks with our Engineers, we decided to do both!
In QoS we created a seamless transition between normal first-person gameplay
and third-person Cover Combat. This blend of gameplay allows gamers to make a
choice: they can run in with guns blazing, or they can take cover and assess
the situation to stealth their way through many areas in the course of their
mission.
**Any James Bond game, particularly an FPS, is going to face comparisons to
Rare's Goldeneye. Are you aware of this pressure and how did you go about
addressing it?**
We all have very fond memories of GoldenEye. There is actually a guy on our
team who got into game development because he had so much fun playing that
game with friends when he was younger. We owe a huge debt of gratitude for the
trail blazed by the Rare guys on Goldeneye - as do all developers making
first-person shooters on console. They showed that FPS's could expand beyond
the realm of PC, and the genre has exploded by leaps and bounds ever since. It
is pressure, but it's a good pressure. We want to live up to the high
expectations gamers have of this franchise, and that motivation gave us energy
when the work-days started to get long ...
**So, what was it like for you to be awarded the 007 licence? Are all the team
Bond fans?**
It was very exciting - we are all very big Bond fans. We've seen all the
movies and read all of Fleming's books. Bond has such a rich history, so it's
not hard to get immersed in his world. It's a dream come true to be entrusted
with such a big title, and it motivated us even more to do a great job with
this character in our game.
**Quantum of Solace is using the Call of Duty 4 engine. What advantages does
this have for the development team? **
****The Call of Duty 4 engine is one of the best engines for first-person
gameplay. It is amazing technology, and the tools and content pipeline allowed
us to build levels and iterate much faster than if we had built our own
engine. Because of that, we were able to spend more time on things like adding
a persistent character for our third-person Cover Combat, building all of our
environments, and creating a new more "villainous" AI system.
**Are there any disadvantages?**
No. ;-) Honestly, COD4 was a 94-rated game - that engine provides a great
baseline for us to build a great Bond game. 6. Have you had much contact with
the Call of Duty 5 team at Treyarch, sharing ideas and advice? We hang out
with the COD5 team all the time. There are people on my team who came from the
COD team, and they really know how to build FPS games. We also are constantly
trying to outdo each other - they look at how we do dramatic lighting, we look
at how they're doing FX and fire, etc. They're all really good guys, and there
is a healthy competition between teams.
**Movie licences are notoriously difficult to develop, often ending up with
sub-standard products. Why do you think this is?**
That is true historically, but I couldn't tell you why. Maybe it's because the
team isn't excited about the game, or the schedule is too tight, or the team
doesn't have a strong relationship with the filmmakers. In our case, I'm very
proud of the results this team was able to achieve in this game. We were all
excited about the opportunity we had to build this game - to do create an
entirely new game for the company, with no preconceived expectations on
exactly what was in the game. Even though the schedule was tight, we made a
big single and multiplayer experience within our schedule. And Activision is
known for strong relationships with filmmakers, and we worked really closely
with them to make this game; the synergy between the movie and game creation
process helped make this game great.
**What challenges did Treyarch face in taking on such a huge movie licence and
how did you go about tackling them? **
We had many challenges over the course of the project: Bond is a great
character with a really rich history in movies, so we very much wanted to
build a game worthy of James Bond. We would not have been able to overcome
these challenges without the great people on this team. These guys did a
tremendous job taking on everything that came at us, and we had great support
from our Management and the filmmakers as challenges arose.
** Bond has never been just about straight shooting. How did you go about
incorporating the series' character and nuances into your game?**
Bond is an Action Hero, so Quantum of Solace is definitely an action game. Of
course we have shooting, but we also have a balance of combat vs. stealth -
letting gamers choose how they want to get through an area/event - and we have
a Takedown system where Bond can melee opponents in hand-to-hand combat. This
game also has wide variety in the visuals of each level. Since we were able to
choose playable scenes from two movies, each level looks and feels very
different from the last. Bond movies have always been known for visiting a
variety of exotic, international locations around the world; we wanted to
continue that history in this game.
**Have you had much contact with the filmmakers to make the game a close
representation of the movie? **
We worked very closely with the filmmakers to design the levels and
cinematics. They did a great job of supporting us with reference and assets:
we got our first draft of the movie script for QoS over a year ago, we got to
visit the set four times, and we got 1,000s of photos from the set. We took
photographs and 3D-scans of all the major actors, and also recorded hours of
their voice for the game. It was great to meet these guys, and they were all
very supportive of our vision and goals with the game. ****
** Did you have full access to the movie's script from the very beginning of
development?**
The 1st draft of the script actually wasn't written until we were already a
year into development! Thankfully we got it early enough to design, build, and
playtest those levels fully. ****
**Care to share any secrets?**
Not right now - I like my job too much ;-) ****
** Did you work closely with Daniel Craig to capture his version of Bond?**
I thought it would be difficult to get time with Daniel due to their shooting
schedule for the movie this year, but we actually met with him many times and
he added his own flair and guidance on how Bond should look and sound in the
game. As the star of our game, we wanted him to look great. After we
photographed him, we spent months working on it. When we were ready to show
our results, he and the filmmakers were really impressed. Daniel was also very
helpful in making sure Bond sounded very "Bondian." We brought our original
voice-over script to him, and he was very helpful reviewing and providing his
insight on the right lines. It really makes a difference in the sense of
immersion in the game.
**How would you feel about creating your own Bond story? Can you see this
being something Treyarch will look at in the future?**
It would definitely be a challenge! We'll just have to wait and see where the
future takes us.
**The Call of Duty 4 engine lends itself to superb multiplayer. Do you have
big plans in this aspect for Quantum of Solace? **
Yes we do. We support 12 players online across different game modes - many
that gamers will recognize right away. We also have some exciting new modes
that let you play as James Bond, including one where it's you against everyone
else - it's a complete adrenaline rush! There's also a one-against-all Golden
Gun mode we had fun designing and building, where - as you can imagine -
players score points by eliminating the player with the Golden Gun or
eliminating others while holding the Golden Gun. Our multiplayer modes are
accessible and fun right from the beginning - it's an easy pick-up-and-play
multiplayer experience, and everyone who has played it has really enjoyed it.
The guys over in QA even told us that the biggest problem they found during
their multiplayer testing was keeping the testers from playing it all the
time! ****
**Finally, much like last year, this quarter is jam-packed with high-profile
releases. How do you think Quantum of Solace will set itself apart, beyond the
strength of its licence? **
****There are a lot of games out there - it is definitely a great time to be a
gamer, and we're looking forward to playing them all too! As a team, we're
very happy with our core gameplay, controls, and visuals, and we think gamers
will really like the innovation of a third-person cover system in a first-
person action game. Our focus was on getting the gameplay right first, then
adding the elements that would immerse gamers in the world of Bond. We think
gamers are going to like the results.
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