It's the New Year, and that means it's time for reflections and (possibly) resolutions. God of War creator David Jaffe has been getting into the spirit of things lately, answering questions about iPhone development and probing gamers about what he feels is a “lacking” experience in his PlayStation Network game, Calling All Cars.Speaking on his
Twitter account, Jaffe said “We have [thought about iPhone development] and we probably will [make a game for it] but we got all guns blazing on our PS3 masterpiece!” This project, as it happens, was suggested to be a “repeat” of some of his earlier work by another follower, to which the designer replied; “Well I can promise you we're not making a
GOW style game. More mechanics based than that.”
After posting a link to a motivational video aimed against
Calling All Cars haters, Jaffe explained that he felt that “people who think one mis-step equals a team that has lost its groove doesn't understand the creative process. And THAT said, I'm pretty proud of
CAC. It wasn't perfect and didn't set the world on fire, but it succeeded for us on a lot of levels.”
While the developer - who now runs indie studio Eat, Sleep, Play – did have a lot to defend about the PSN title, he admitted that it didn't sell or play as he had hoped. According to Jaffe,
Calling All Cars wasn't heavily supported after its release because the team left Sony to form the new studio and “Sony never contracted us to do anything else with the game.”
Inbetween the musing, Jaffe decided to pick the brains of his Twitter followers, asking questions such as “In online games, how important are stats to you?
Mario Kart has zero stats but is fun.
Modern Warfare 2 has TONS of stats and is fun. If it came down to more robust stat system for online OR less online stats BUT more split screen modes – what do you want?” and “So with
Team Fortress 2,
Fat Princess and
Battlefield 1943 do you miss a meta goal to work for?”.
The entertainingly ironic thing about David Jaffe is that, despite his verbosity, it's somewhat difficult to ascertain what's on his mind. Could his questioning lead to features and design approaches in his new game? Or is it simply game design small talk?
“I guess I'm just a purist,” Jaffe concludes. “I'd like to think the core game can be strong enough to compel you to play without needing all of the meta stuff.”