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'm really looking forward to this game. Many times I've dreamed of a game that broke the invisible glass barrier that stuck between my character and the rest of the game world. I hope someday we can see games that implement this kind of contextual environmentally interactive gameplay into their core mechanics. Imagine Mirror's edge gameplay in a fantasy MMO setting? We might finally be able to recreate something akin to the seige in the 2nd LOTR movie.
The world you experience is only a close approximation of reality.