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Developer Team Interview:
Justin Wiebe - Associate Producer
Need for Speed™ Most Wanted is sure to be the hottest game when it releases this November 16th filled with police chases, car crashes hot cars and a true sense of speed.
To get the behind-the-scenes scoop on the development of the game, the Need for Speed Community Team (CT) met with Associate Producer Justin Wiebe to learn more about the open world, Challenge Series and why he needs a cat.
Community Team: You've been involved with the Need for Speed™ franchise for awhile now. How did this come about and what's your role in Need for Speed™ Most Wanted now that you're moving up the ladder of success?
Justin Wiebe: I was originally brought into the Need for Speed production team to create a Gameboy® Advance version for the original Need for Speed™ Underground. During the development of the GBA game I also tried to jump in and give the rest of the production team a hand by taking over the online component of Underground on the PlayStation®2 and PC.
In Need for Speed™ Underground 2, I continued to work on online, but also expanded my knowledge and understanding of game design by taking on new areas, including the game interface, balancing the career mode and the PC version of the game.
Most Wanted however presented one of the largest challenges I've faced yet, cop AI. This new game is designed to revolve around the cop experience, and it's been my job to ensure that they are both challenging, and incredibly fun to interact with. Apart from that I've also been working on various other areas of the game to help ensure consistency.
I've also worked extensively on the Challenge Series, which was designed as a series of mini-events that gives players a chance to experience the full spectrum of the cops from career, without having to play through career.
CT: For those looking to break into the industry, what exactly does a game producer do? How is this role different than an art director or technical director?
JW: In a nutshell, a producer is both a game designer and a problem solver. Every area of the game will have various challenges that will need to be overcome throughout the development of a game. Some issues are relatively quick to find a workaround, others require some creative, and almost "backwards thinking" in order to solve.
A producer designs the game, breaks it down into manageable steps and then sits down with the artists, and software engineers to figure out the best way to make the design a reality. Once a development plan is in place the producer then works with the team and helps guide the design through to the end product, providing feedback and priorities along the way.
CT: Underground 2 was a huge success and really took racing games to another level. What are some of the key features that are carrying over from Underground 2 to Most Wanted?
JW: We found the open world in Underground 2 was a great transition for the Need for Speed franchise. However, the world still felt static, and there really wasn't enough to do between races. That's been one of our primary focus points for this year "queue the cops". With the introduction of the cops in Most Wanted we now bring new meaning into the open world by introducing strategic cop evasion. We really worked hard to capture that Hollywood feeling of being in an epic cop chase.
We've also worked hard to ensure that we meet both the Hot Pursuit 2 fan expectations and blended them with the Underground community's expectations to create a hybrid that should appeal to everyone.
We also took a look at the length of the career mode in Underground 2 and really tried to break it down into a more manageable and interesting experience. We brought the story into the game world, (away with the comic look) and made the story elements actually impact the player along the way. With the introduction of the Blacklist 15, we give the player a more directed purpose to play the game instead of the usual, "go be the best racer" routine. The blacklist also gave us the perfect way to break the career down into small digestible bites, to challenge someone on the blacklist the player will have to meet a series of requirements some based on racing, other based on building up a rap sheet with the cops.
CT: How is the city of Rockport in Most Wanted different when compared to the city of Bayview in Undergrounds 2? What are some of the key locations in Rockport?
JW: Rockport was designed with speed in mind. Anyone that's seen the gameplay footage for Most Wanted will immediately see how much faster this years game is. While Bayview was a good tuner city to race in, the roads were somewhat narrow, the elevation rarely changed, and the corners weren't very forgiving at high speeds. Rockport has changed all that be introducing an enormous variety of driving challenges. The main thing to note is the vast sprawling highway systems interconnecting each city region. These 6-8 lane monstrosities will allow players to reach incredible speeds. We've also preserved the technical drives Need for Speed fans are familiar with in the coastal region, where chicanes and tight corners are the norm. There are many other sections of the city that also have their own unique characteristics, but I can't give away the farm just yet.
This is where the pursuit evasion strategies start to take form. Players in a pursuit can immediately make a decision on where the best chances are to lose the pursuit based on their own skill and the car they're driving. Should they lead the cops into the costal roads, hoping to out drive them through the bends? Or should the jump on the next freeway on-ramp and throw on the nitrous to see where the cops top out at? The open world and the cops are a perfect marriage.
CT: It definitely sounds like it. Knowing that you keep up on message board posts, I'm sure you've seen some of the feature requests from the community such as traffic lights or stopping for gas. What are some of the factors that determine what gets added to the game or what stays on the "drawing board"?
JW: Game elements we look to add or invent for Need for Speed have to go through a series of design proposals and evaluations based on time, cost and scope.
I must admit I troll the forums quite periodically and see lot's of great ideas out there. The trick is of course balancing the game so it can satisfy both the casual gamer and the more hardcore racing fan. Both types of gamers have completely different expectations. On one side the hard core gamer wants damage and they want it to be as realistic as possible, to the point where it actually impacts the way the car handles. The casual gamer wants to drive as fast as they can and use the walls to ricochet around corners and smash into the odd traffic car without consequence. What we do is take a concept like that and try to find a middle ground to keep both sides of the fence happy. Need for Speed is not a simulation based racing game, although it's also not a pure arcade racer either.
CT: Rumor has it that you've developed a love for motorcycles. Think we'll ever see motorcycles in a Need for Speed game? What other types of vehicles can we expect to see?
JW: That is true I am a motorbike guy now, and trust me when I say, I've brought up the fact that I'd love to see licensed sport bikes and cruisers in a future title. Poor cars might have a hard time keeping up to them though.
CT: Another unknown fact is that you actually play (or your likeness was used) for one of the Blacklist characters. How did that come about?
JW: Truth be told I was kind of intimidated to take part in the photo shoot. They had makeup artists and made people wear weird clothes. Then they did the worst thing possible, they asked me to smile. I gave them a kind of little half smirk, and when the pictures came out they looked at it and said, ok he looks crazy, he's perfect for Taz! (who apparently is some badass guy that's always in trouble with the cops) I guess when I try to force a smile I look crazy, hmmm. Not good.
CT: Maybe you should get a kitty to nurture your softer side. Well it definitely sounds like you're living the life of a video game rock star. Can I have an autograph?
JW: Sure! As soon as you can beat my time in Challenge Series Event 67.
CT: Ouch! That might be awhile!