{"id":14476,"date":"2011-10-05T15:04:00","date_gmt":"2011-10-05T13:04:00","guid":{"rendered":""},"modified":"-0001-11-30T00:00:00","modified_gmt":"-0001-11-29T22:00:00","slug":"interview-ghost-recon-future-soldier-developer","status":"publish","type":"post","link":"https:\/\/mygaming.co.za\/news\/features\/14476-interview-ghost-recon-future-soldier-developer","title":{"rendered":"Interview: Ghost Recon Future Soldier developer"},"content":{"rendered":"<p>MyGaming caught up with Pierre de Margerie at rAge 2011, a developer on upcoming third-person tactical shooter Ghost Recon Future Soldier (GRFS) and man in charge of the team that deals with Characters, Cameras and Control.<\/p>\n<p>We started with off quizzing de Margerie on the benefits of a third-person shooter when most military combat games have opted for the first person approach.<\/p>\n<p>He went into detail explaining how the third person system allows gamers to make use of cover intelligently. The cover system in GRFS is very comprehensive and allows players to take advantage of their surroundings in order to gain the upper hand over the enemy. This adds another level of depth into the game and is an integral part of doing well.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/ghost_recon_future_soldier_screen_06_991346328.jpg\" border=\"0\" width=\"339\" height=\"184\" \/><\/p>\n<p>Following on the third person versus first person aspect of the game, we asked de Margerie whether he considered two of the biggest titles of the year, Battlefield 3 and Modern Warfare 3, as competition to GRFS.<\/p>\n<p>De Margerie conceded that all three games have a similar &ldquo;realistic military shooter&rdquo; feel to them, but they were pandering to different markets.<\/p>\n<p>GRFS has a very different gameplay approach to the other two games thanks to the third person shooter system, explained de Margerie. Game mechanics are very different and so the user will take a very different overall experience from GRFS and Battlefield 3, he said.<\/p>\n<p>The size of the multiplayer aspects of the various games was also mentioned, with GRFS opting for a smaller, more tactical approach, and a greater reliance on teammates.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/ghost_recon_future_soldier_screen_11_534666554.jpg\" border=\"0\" width=\"599\" height=\"336\" \/><\/p>\n<p>There are some standout features for us in GRFS, such as the penalties players face when they are under suppressive fire (camera shake, limited viewing angle, cumbersome movements) and the disable system which lets players stun enemies and hack into their operations intelligence.<\/p>\n<p>A successful hack will result in team A having tactical information on team B, such as real time locations of enemy players.<\/p>\n<p>We asked de Margerie how hard it was to implement features such as these. He responded by telling us that there were some difficulties in dealing with these new features from an animation and camera angles perspective, but that it was part of the challenge of creating a game and it forced the development team to be creative.<\/p>\n<p>For example, when an enemy is under suppressing fire, there is a whole new element of animations and camera angles to consider to produce a realistic experience.<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" src=\"\/news\/wp-content\/uploads\/ghost_recon_future_soldier_screen_05_446603329.jpg\" border=\"0\" width=\"599\" height=\"329\" \/><\/p>\n<p>The other challenge faced was to make sure the animations are seen consistently by all players. For example a suppressed team mate experiencing camera angle and visual &ldquo;penalties&rdquo; must appear to be experiencing these to other players in the game.<\/p>\n<p>While we were watching some gameplay on the rAge floor, de Margerie also mentioned that the game did spend a while in development, because at one point Ubisoft management weren&rsquo;t happy with the quality of the game.<\/p>\n<p>This resulted in a total reset, and the game development was started again almost from scratch. That said, there was a large team of around 200 developers spread across 3 studios working on the game so development did end up on track eventually.<\/p>\n<p>Lastly, when asked if he thought GRFS was fun, Pierre smiled and said that the game is fun, but it is balanced with challenging aspects to extend longevity, and feel more rewarding to the player.<\/p>\n<p><span style=\"font-size: small;\"><strong><a href=\"http:\/\/mygaming.co.za\/news\/images\/14478-Ghost-Recon-Future-Soldier-Screenshot-Gallery.html\" target=\"_self\" title=\"Ghost Recon Future Soldier Screenshot Gallery\">Ghost Recon Future Soldier Screenshot Gallery<\/a><\/strong><\/span><\/p>\n<p>\n<object classid=\"clsid:d27cdb6e-ae6d-11cf-96b8-444553540000\" width=\"600\" height=\"335\" codebase=\"http:\/\/download.macromedia.com\/pub\/shockwave\/cabs\/flash\/swflash.cab#version=6,0,40,0\"><param name=\"allowFullScreen\" value=\"true\" \/><param name=\"allowscriptaccess\" value=\"always\" \/><param name=\"src\" value=\"http:\/\/www.youtube.com\/v\/8ePWrUXzYYY?version=3&amp;hl=en_GB&amp;rel=0\" \/><embed type=\"application\/x-shockwave-flash\" width=\"600\" height=\"335\" src=\"http:\/\/www.youtube.com\/v\/8ePWrUXzYYY?version=3&amp;hl=en_GB&amp;rel=0\" allowscriptaccess=\"always\" allowfullscreen=\"true\"><\/embed><\/object>\n<\/p>\n<p><span style=\"font-size: small;\"><a href=\"http:\/\/mygaming.co.za\/forum\/showthread.php\/18538-Interview-Pierre-de-Margerie-Ghost-Recon-Future-Soldier-developer\" target=\"_self\" title=\"Interview: Ghost Recon Future Soldier developer\"><strong>Interview: Ghost Recon Future Soldier developer<\/strong><\/a> &lt;&lt; Comments and views<\/span><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Ghost Recon Future Soldier developer Pierre de Margerie was at rAge 2011 and we picked his brains<\/p>\n","protected":false},"author":157,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_sma_x_autopost_enabled":true,"_sma_x_custom_text":"","_sma_x_autopost_status":"idle","_sma_x_autopost_error":"","_sma_x_post_id":"","_sma_x_attempts":0,"footnotes":""},"categories":[20],"tags":[],"class_list":["post-14476","post","type-post","status-publish","format-standard","hentry","category-features"],"_links":{"self":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/14476","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/users\/157"}],"replies":[{"embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/comments?post=14476"}],"version-history":[{"count":0,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/posts\/14476\/revisions"}],"wp:attachment":[{"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/media?parent=14476"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/categories?post=14476"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/mygaming.co.za\/news\/wp-json\/wp\/v2\/tags?post=14476"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}