In an interview with Gameplayer regarding Red Faction: Guerrilla, producer Rick White claims that they have maxed out the power of the Xbox 360 and have already starting looking towards the Xbox 720 for their next projects.
"Gameplayer: So you're saying that RFG is pushing the hardware as far as it can go? Squeezing every drop of juice out of the Xbox 360?
Rick White: Yeah, we've got it to the point where we can't even put an extra vehicle into a world, because it'll blow the memory. Every little change we make we have to be hyper-critical about it because it could just bring the whole system down. We evaluate every little change in the game, and then we run our tools on it to make sure it isn't going to break the game and then we move forward, so it really is about pushing the engine as far as we can, and pushing the hardware as far as we can, and then looking at what is the next set of hardware that's going to come out. Where can we take it then? You know we're already thinking about if we had XYZ X number of years from now, what would we do with our engine?
Gameplayer: So you've got a lot of plans for this engine?
Rick White: I think as the consoles grow, be it the 720 or whatever, it's going to increase our ability to deliver a better looking game with more destruction, or more dense environments. I mean, one thing we have now, because we're throwing so many polys around we're not as dense as Saints Row 2. One thing that you could see with a more powerful console with more dense environments."
http://www.gameplayer.com.au/gp_documents/Red-Faction-Interview.aspx?Page=1
Thats damn impressive and the whole interview is interesting also, this part of the interview is also interesting.
Gameplayer: So what's RFG's magic mushroom? Games like this tend to get a foothold through positive word-of-mouth, so what is it that people are going to be telling each other about this game? What is that special something?
Rick White: What we've been seeing is, with a lot of our testing, is we ask them at the end, "What is that most meaningful moment for you?" A lot of that meaningful moment is a moment that they created. It wasn't, "Oh, I went over here and did this because the game wants me to do that" - it's the unexpected that they created.
For example, this one guy yesterday said, "Oh, I'm gonna throw a bunch of these remote charges up on this bridge", the bridge collapsed and killed him. He's like, "Woah, **** what happened?" Or, in a fight in multiplayer this one guy was being killed by this guy up on a roof, so he finally went in the building and he shot up, blowing a hole in the building and killing that guy but then this huge slab came down and took him out.
It's all these moments: they happen in real-time, it's dynamic. It's those player-generated surprises they get from having a dynamic world.
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