![]() “The reason for that was primarily a matter of trying to create mystery, in the sense that players wouldn’t be able to guess what was going to happen next. But it was all very much founded on design, with the goal of building a game out of blocks of play.Īs for the basis on which these components would be knitted together, the team was aiming, very explicitly, to make Half-Life. Slayback’s Pilot-throwing was chopped down, because the team found it difficult to implement into something interactive, into several cutscene sequences. Grenier’s crane puzzle became a chunk of the Beacon level. ![]() Then, the team started to figure out how to piece blocks together in a coherent way. ![]() We’d finally cracked what the spirit of single-player was from a design standpoint.” So ‘211’ was this phrase we had to describe what a Titanfall single-player level would be and that was a big moment. Two parts Pilot combat, one part Pilot mobility and puzzling, one part Titan combat. “Over a period of time we got to a point where we got a touchstone for single-player,” says Fukuda. We wouldn’t sit there noodling about it we’d just move on to the next one.”īut the intention was to discover good ideas and to look at them in concert in order to understand what shape the campaign would take. “You’d throw an idea out, then everyone says, ‘Cool,’ or, ’It could use work’. “I don’t think there was much finessing and iteration,” says Fukuda. Sean Slayback built a set of action blocks that had Titans throwing the player between locations. Chad Grenier built a series of puzzles about moving cranes into place so the player could wall-run along the panels that hung below them. Platforming was a big focus – all the better to explore the empowering and responsive Pilot mobility that granted the first game its immediate contrast with other shooters. I could’ve made it twice as good.’ Then Mo said the same thing back to him about his.” From small steps to giant leaps “I remember that after a set of action blocks that Mo and Chad had made, I was sitting in an office with Mo and Chad comes in and says, ‘No, it was a cool action block. “You can imagine there was a lot of friendly competition in there,” says senior game designer Steven DeRose. The prototypes the team were making were known internally as ‘action blocks’: discrete prototypes which would be eventually stitched together into a tightly controlled firework of a shooter campaign which throws idea after idea with almost Nintendo brevity from time travel to transforming levels, leaping between spaceship troop carriers to Titan assaults. “Some people did things with titans some people did things with pilot mobility and wall-running some people did things with puzzles,” says Fukuda. Those first months of Titanfall 2 (opens in new tab)’s development had few boundaries other than the object to use general Titanfall mechanics and its engine in interesting ways.
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