We're all games players ourselves. We're all playing the latest stuff. We know what the latest fashions and fads are within games. We know what we like in games and what we don't like, the sort of things that work and fail in some of the bigger titles. So, we learn a lot of lessons from other people's mistakes and are able to incorporate our findings into our own projects - Sniper Elite 2 lead producer Steve Hart.
Steve Hart: We're all games players ourselves. We're all playing the latest stuff. We know what the latest fashions and fads are within games. We know what we like in games and what we don't like, the sort of things that work and fail in some of the bigger titles. So, we learn a lot of lessons from other people's mistakes and are able to incorporate our findings into our own projects.
But also there are other methods for us, like focus testing, like beta testing, getting it out to either fans or specialist companies that can give you a heads up on how you might review and what mechanics are preferred and what stuff isn't.
And how is the feedback from all of that for this game?
Steve Hart: It's been positive, yeah. We did it at the right time in development where we were able to make necessary changes to address what could have been negatives. I'm certainly happy with what will be released into the public, for sure.
How long has it been in development for?
Steve Hart: It's about 20 months.
How do you feel about that? Is that a long enough time?
Jason Kingsley: 20 months isn't very long at all. Most of the annualised games are done by two or three teams. They typically take two-and-a-half, three years to make.
So how did you find the 20 months then?
Jason Kingsley: It's always nice to have more time. As a creative team, there's always practicalities. There's a bit more you'd like to do if you only could squeeze a bit more cycles out of the computer. If only you had a few more days to work on that bit of the graphics, you could make that bit a bit better. But one of the troubles is we're constrained by business. At the end of the day we've got to get as many people as possible buying the game so we all get our wages. So there some practicalities in it.
But I think we've had a decent run at it and it's very exciting. I've played the game through. It took me 22 hours.
Why did it take you so long?
Jason Kingsley: Because I play it very slowly, and I was playing it on a fairly modest difficulty level because I wanted to play it as if I didn't know where everybody was. The guys were all laughing at me, going, 'you must be bloody useless!' And they're quite frankly, not wrong. I miss quite a lot, which is always embarrassing as an elite sniper.
The game isn't designed to be an easy, run and gun shooter. It is supposed to offer you a challenge. It seems to be it's designed to work differently to other shooters.