GameTap: After it was released, it seemed like the online aspect of Resistance became instantly popular. Is that the reason why so much attention is being paid to the online aspects of Resistance 2, or does it have to do more with a general trend in gaming?
Ted Price: I think it's both. With Resistance: Fall of Man, we put a lot of effort into creating a multiplayer game that set new standards in terms of numbers of players, non-existent lag, customization of game types and unique online modes. I don't think that any FPS at the time featured 40 online players at once--which made the lag-free nature of the game really stand out. And since Resistance 2 is upping the ante with 60-player online competitive modes, eight-player online co-op--which are two features no other FPS offers--plus lots more to be announced soon, it's generating a lot of positive talk.
But FPS players really do flock to online these days. One reason would be the pick-up-and-play nature of most multiplayer modes. However, I think online multiplayer's increasing popularity has a lot more to do with community. Competitive online modes in shooters are a great place for people to connect and share a common passion. And most first-person shooters encourage this form of community through features such as clans, friends lists, parties, and external websites--all of which and more we provided with Resistance. As a note, our Resistance website,
www.myresistance.net, has continued to grow by leaps and bounds since the release of the first game. We attribute this to a devoted legion of Resistance fans who continue to play online.
GameTap: In recent weeks, we've seen games like Call of Duty 4 overtake Halo 3 in terms of popularity of online play. Do you see what those developers are doing and adjust your approach accordingly, or was there already set plan in mind for Resistance 2's online multiplayer matches?
Ted Price: We had already begun designing Resistance 2 multiplayer almost a year before Call of Duty 4 was released. That's not to say we're ignoring what's popular in online play. We get out there and play the competition. We pay attention to what players are saying on the boards. Either what we see makes us confident that we've chosen to do the right things with our design, or we have a chance to change things up if we think players' tastes are evolving.
GameTap: Cooperative team play seems to be getting more and more popular lately with games like Halo 3 and Team Fortress 2. In your mind, what makes cooperative play not only successful, but something that people will want to play over and over again in Resistance 2?
Ted Price: I think we all feel that co-op is most fun when you get to try out different tactics with friends. Our co-op mode is designed to encourage experimentation. With three different classes, tons of different enemy types to fight, hugely varied gameplay setups, and some fairly open levels, no encounter will play out the same way twice. Just changing the group makeup will create a huge difference in the way the game plays. For example, playing with six medics and two special ops guys is a lot different than playing with two soldiers, three medics and three special ops dudes. And there are other things we plan to do to keep the co-op experience fresh each time you play. But we're not revealing them yet.