Brevity
10-15-2003, 11:28 AM
Source (http://www.3davenue.com/index.php?mod=article&id=240)
http://www.3davenue.com/boxart/99.jpg
3DA: Ubisoft has made it very clear that Rainbow Six 3 is not a port. What made you decide to create a brand new game and are there any influences from Raven Shield and Athena Sword?
MM: For sure, the reason that we decided to make a different game was that the audience for consoles is very different to the audience for PCs. PC audiences are willing to put a little more time in reading things and planning and things like that, the console audience want to go right into the action, they just want to be immersed, they want to have this really incredible experience, they want to learn as they go. So we set out with that in mind and we said "you know what, what plays good on the PC doesn’t play as well on console" and we’ve seen it in the past where companies just dump a game over one way or the other and it just doesn’t work. As far as influences sure we started with Raven Shield code and that was kind of the basis. Raven Shield is the storyline of the PC game and we have a whole new storyline, new missions, enhanced AI, no multiple teams, the hero’s game. You have up to three team mates with you but you don’t pick them and you don’t arm them. They are assigned to you. So there is a whole bunch of different things. If you die in the game, you restart the mission. Period, end of story. There is no switching to another guy, it’s a real hero game versus on the PC you could play as a kind of a turn based or real time strategy game by planning and then saying I want to watch. You could create a plan and then play, you could not go with a plan and do lone wolf you had all these different games. On the console we said we know what we are going to do and we are going to do it really well. We redesigned the reticle, we changed just about everything but because we started with the Raven Shield codebase we were able to do all this in nine months instead of three years. So in a way the console has had about a thirteen months development time where the PC had about twenty month development time.
http://www.xboxaddict.com/screenshots/images/11604.jpg
http://www.xboxaddict.com/screenshots/images/11605.jpg
http://www.xboxaddict.com/screenshots/images/11601.jpg
http://www.xboxaddict.com/screenshots/images/11602.jpg
http://www.3davenue.com/boxart/99.jpg
3DA: Ubisoft has made it very clear that Rainbow Six 3 is not a port. What made you decide to create a brand new game and are there any influences from Raven Shield and Athena Sword?
MM: For sure, the reason that we decided to make a different game was that the audience for consoles is very different to the audience for PCs. PC audiences are willing to put a little more time in reading things and planning and things like that, the console audience want to go right into the action, they just want to be immersed, they want to have this really incredible experience, they want to learn as they go. So we set out with that in mind and we said "you know what, what plays good on the PC doesn’t play as well on console" and we’ve seen it in the past where companies just dump a game over one way or the other and it just doesn’t work. As far as influences sure we started with Raven Shield code and that was kind of the basis. Raven Shield is the storyline of the PC game and we have a whole new storyline, new missions, enhanced AI, no multiple teams, the hero’s game. You have up to three team mates with you but you don’t pick them and you don’t arm them. They are assigned to you. So there is a whole bunch of different things. If you die in the game, you restart the mission. Period, end of story. There is no switching to another guy, it’s a real hero game versus on the PC you could play as a kind of a turn based or real time strategy game by planning and then saying I want to watch. You could create a plan and then play, you could not go with a plan and do lone wolf you had all these different games. On the console we said we know what we are going to do and we are going to do it really well. We redesigned the reticle, we changed just about everything but because we started with the Raven Shield codebase we were able to do all this in nine months instead of three years. So in a way the console has had about a thirteen months development time where the PC had about twenty month development time.
http://www.xboxaddict.com/screenshots/images/11604.jpg
http://www.xboxaddict.com/screenshots/images/11605.jpg
http://www.xboxaddict.com/screenshots/images/11601.jpg
http://www.xboxaddict.com/screenshots/images/11602.jpg