Welcome, Guest. Please login or register.Did you miss your activation email?
It seems like one of your jobs is to prevent ludonarrative dissonance–where what the player does doesn\'t match up with the narrative drive of the plot. How do you accomplish such a thing?It\'s certainly our job to prevent ourselves from putting things in the game that don\'t make sense – its inhabitants can and should disagree, but the gameworld can\'t contradict itself. However, we strongly believe that once a player buys a game, they can do what they like.Brink\'s gameplay is like a sandbox – a rule set and a toolkit to let players author their own experiences. The players aren\'t on rails, which is why there\'s always a reason to go back and play the same map with different tactics, from a different faction, with a different body type, as a different class, with different abilities, and with different weapons that have been customized differently each time.Our first game, Wolfenstein: Enemy Territory, is nearly eight years old with over half a billion matches played. A big part of that longevity and match count is down to the amazing work of the mod community. But some of it\'s down to the inherent unpredictability and insane replayability of the gameplay.In some cases, that means players doing things that don\'t fit their fictional motivation, and nine times out of ten that dissonance is hilarious. There\'s a rich vein of silliness in online games: players know that they\'re playing a game, yet they become fully immersed in their environments and decisions. That kind of ironic oddness is part and parcel of the game, not an interruption of it. The real story of Brink isn\'t the game\'s plot; it\'s the story of the player playing the game and the sum of those player-authored experiences that may be entirely unique to them. They\'re even better when they\'re collaborative, co-authored, and impossible to re-create: “Oh man, you remember that time I was trying to disarm that HE Charge, but then an Operative on our team threw an EMP grenade which slowed the charge\'s countdown, but then Joe on the other team headshot me, but you revived me, then he shot you and I shot him and you killed him with your last bullet and I disarmed the charge with a second to go.” We want Brink to keep on giving players those kind of watercooler moments, even long after they\'ve finished the storyline campaigns.