MoH: Airborne Interview
IGN has an interview with Patrick Gilmore, the Executive Producer of Medal of Honor: Airborne.
We’ve all heard about next-gen graphics & what the next-gen consoles can bring to this area but what about next-gen gameplay?
IGN: How is Medal of Honor Airborne taking advantage of the next generation systems from a gameplay standpoint?
Patrick: Airborne is fundamentally about freedom and player choice. From the first step out of the plane, the player is in control of how the experience plays out. The player defines their landing spot, angle of approach, tactics and style throughout the game. That’s a big difference from the rail-ride shooting galleries we’ve seen within the genre in the past.
Basically, the commitment to make a more choice-driven game has required us to change the way we design levels, and the way we craft non-player-character interactions. The NPCs are largely driven by our new Affordance engine, which makes enemies aware of the value of the terrain around them, and causes them to prioritize high-value resources (like a pillbox) over lower value (a trench) or even lower value (a blasted tree stump) or no value (open ground). This results in lots of cool dynamic offensive and defensive tactics, no matter which direction the player approaches from.
Is that what we expect from next-gen gameplay, more freedom & choice?
I’ve never really thought about what I would like from next-gen gameplay but a lot more freedom & choice sounds like a good start to me.