The Making of Mirror's Edge
1Up is running a feature about the development of Mirror's Edge, which comes out in November. Two of the developers talk about how they sold the concept for the game to studio execs, and how that concept has changed over the past few years. They also provide an early proof-of-concept video demonstrating some of the gameplay.
"When you're doing something that's quite different like this, it's very easy for people to say, 'Oh, but couldn't you do it in third-person as well?' or 'Couldn't you put guns in as well?' or 'Couldn't we have vehicles as well?' And I think the reason we got to where we are is because we stuck to our guns, or lack of guns. [Laughs] We have kept the purity of the core mechanic. And I think that is why it is as good as it is now, because we just focused on that in a very blinkered way and didn't let ourselves get distracted."
I'd rather have innovative commercial failures than me-too successes, *specially* from EA. Though I would've appreciated a 3rd-person perspective ;)
No problem is insoluble in all conceivable circumstances.
I devised a concept a decade ago about a game based on escape and evade. The focus wasn't on combat, but being clever, skilled, and athletic.
This game, however is going to suck. First person action games are not about doing things, they are about seeing things.
The third time you run off a pipe in midair because you can't see where the hell you are, you're going to throw this game away.
I don't think the game is necessarily bad, but the execution being first person only just doesn't mesh with modern games or what modern gamers expect.
They're using their grammar skills there.