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Post by Dan @ 03:47pm 06/07/12 | 0 Comments
The reveal and first details of Human Element -- the debut project at ex-Call of Duty mouthpiece Robert Bowling’s new Studio, Robotoki -- made their way out during E3 2012's gaming news deluge, so you could be forgiven if you missed Robert's guest spot 18 minutes into an E3 special of G4TV or the 4-page exclusive in Game Informer's E3 print mag. Fortunately however, another recent interview has surfaced today that's much easier to digest.

Speaking to Gamesindustry International at last week’s Gamelab conference in Barcelona, Bowling recaps most of the key points covered in the aforementioned elusive features and more, explaining the broad structure and ambitions of The Human Element, how it differentiates from other post-apocalyptic zombie games, and how they aim to foster the creative talent at the studio, as well as a quick comment on his thoughts on the fallout and legal settlement between his former employers -- the founders of Infinity Ward and Activision.

Here are a few choice quotes:
...in Human Element what's most exciting is that we're going cross platform and cross genre in this universe. The situations that you'll face when you're in this open-world survival scenario are determined by your identity. That's determined by a number of things: your gender; your company - are you an adult alone, which is inherently easier because you just worry about yourself; an adult with another adult, which has advantages but means you have to share supplies, or an adult with a young child - that translates to the hardest difficulty and adds a whole other layer to that survival mechanic.

Lastly, it's your class - whether you're intelligence, action or stealth. When I think about the apocalypse, zombie or whatever, my plan changes drastically with my age. When I was young it was very action oriented. I was fighting zombies, I was fighting other survivors - that's what I was worried about. Then when I got older and had a kid - I have a daughter that turned three last week - you think about survival very differently. You want to rebuild some resemblance of society. You want to avoid confrontation, build fortifications. That mentality lead to these design decisions.

...The 2015 deadline is the at-home, console experience. That experience, from a story standpoint, takes place 30 years after the event, after the apocalypse. We can engage you in that universe a week, a month, a year after that event. Maybe through mobile, maybe through titles on the arcade, maybe through PSN, handheld titles. We can start telling that story leading up to that big event in 2015 where we tie them all together.

..I'm a strong believer in that - if you have a happy, invested team, you're going to get a good project. But if you don't have that you can never have a good project. We approach our design in a way that's very free-flowing. I always say that the worst thing you can ever tell a creative is to 'just do their job'. If you pigeon hole them into just fulfilling their job description you're not getting the most potential out of them. It should be a very flat organisation where, if you're an expert artist or animator, you have a lot of valuable insight into impacting design, story-telling, writing because of your unique expertise.
Be sure to read the full interview over on Gamesindustry for all the juice.

Although the 2015 date for their PC and next-gen console project is still a long way off, the notion of using mobile platforms and other smaller-form games as preparation for the main event is very intriguing. We’ll definitely be keeping a close eye on further developments of Human Element as they surface, so stay tuned.












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