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interview: Law & Order: Criminal Intent - Elizabeth Cosin and Craig Brannon
LM: How did you balance the demands of the general gaming public and the rabid fan base for everything Goren. LM: You have Detective Bobby Goren and Captain James Deakins, voiced by Vincent D'Onofrio and Jamie Sheridan. But is it true that you left out Goren's partner, Alexandra Eames? If so, why? CB: Clearly the show is all about Goren. And we also needed a superior, someone to bounce ideas off of. But we didn't want it to be one of those third-person games where there is another character merely following you along. So we decided to make this more like "the Goren game". We focused on his character, rather than the other ones in the show, because it didn't feel like it was necessary. EC: The real premise for Goren is that he is supposed to be like a modern day Sherlock Holmes. As for the focus of the game, this is Goren's show. Also, the only way it would have really worked is if we used both characters, so you had a choice of whether you would be Eames or Goren. CB: That also means the script would have doubled. We didn't want to go down that road! It was a mess enough as it was. LM: What can you tell us about some of the other characters we will meet in the game? CB: There are close to 60 speaking characters. It may be 55, I can't recall the exact number. They run the gamut of suspicious people who have motivations to have been involved in these crimes. One was having an affair, then there was the boss and the daughter. You have a list of plausible suspects, which includes all sorts of characters. People with different sets of motives for wanting to "do-in" each victim. LM: Past games in this series always used first-person perspective. You went with the third-person perspective in this game. Why is that? CB: One thing is that because we decided this game was all about Goren, since he is central to the whole show, we thought that by making it a third-person game, it gave players the full experience and ability to really connect with his character. As opposed to you playing as Detective Goren and never seeing him. If you never saw yourself, I think you would be a little disappointed. Part of what makes that show is his mannerisms. He is not only just an interesting character, there are all those quirky things he does. His manners and the way that he speaks are so unconventional. We wanted to give the player the opportunity to connect with that as much as possible. EC: When we started this process, Craig told me about a game called Syberia. I played it so I could see what he was talking about and the approach for a third-person adventure game. It was a very beautiful game, but I was disappointed in the interactions not being as rich as the scenery. To me the story didn't start until the end, where you get on the train. It seemed really empty having gone through everything. But it was a good game to use as a sort of base model. I definitely tried to make our story a lot richer. I realized that at every turn we were making it more complicated than it had to be, but I think in the end, we never cut corners with our story. It is long and involved. I think we could have sold the story as a show. LM: This game has a mature rating. Is it due to the subject matter or realistic depictions of crimes? CB: Well, yeah. Even though our previous Law & Orders dealt with murder and death, there are four of them in this game. And there are naturally adult themes in the motives, like revenge, adultery. EC: Also in the psychological profiling, you are going into the heads of criminals. That's always a pretty dark place. CB: Yes, I think that darkness is reflected also in the graphics, as well. There are a lot of typical places like an abandoned subway tunnel, the cemetery and things like that. LM: What else can you tell us about some of the environments we will encounter in the game? CB: It is very representative of the show. There are some nice residential places, some not so nice. There's an art shop, offices. We also have a variety of places where you would normally find people, like a beauty salon, banks, a mortuary — we have all sorts of locales that run the gamut. There are a couple of places that are slightly off your map, but it is definitely all in the northeast. LM: Let's talk more about the psychological profiling. It seems very unique to me. Not just that there are questions and answers, but you actually get to profile people? EC: This is much harder than just questioning alone. This is for players who want to think their way through a problem. It's one of the reasons people watch the show. I think Legacy has outdone themselves. It's the next evolution in this kind of game. CB: The criminal profiler is integral, because building this kind of profile is implicitly what the show's all about. This is what Goren does. He's figuring out what is this killer's motivation. Why did they do this and how do I find them and what are their hot buttons and all that. We wanted to make that an actual part of the game mechanics, so that's why we came up with this device. It's kind of like a laptop on Goren's desk. You submit evidence that you find, whether it’s from the crime scene or wherever. The criminal profiler will let you know whether the evidence you submitted has something to say about what kind of person committed the crime. This is where we worked with the forensic psychiatrist. She would read Elizabeth's story and work backwards. She would say, "Let's see… what kind of person would commit this crime and what kinds of things would you find at the crime scene and elsewhere, that would demonstrate the characteristics of this type of person?" It was give and take. EC: I also wanted to create this kind of claustrophobic feeling in the interview process. When I was writing the scenes for Goren, I wanted to create a psychological intimacy between Goren and the person he is questioning and the player. LM: Are you saying that when you wrote these scenes, you wanted the player to identify with the person questioned or to feel the impact Goren was having on his subject? EC: I wanted the intimacy to go both ways. I wanted to create a sense of urgency. If he doesn't get this answer, someone might die. I think one of the scary things about video games is that you create this whole world and you kind of live in that world for a while. For example, when you are in the subway tunnels, the fact that it made me nervous fascinates me. LM: This is very ambitious. To strive to bring a level of tension to an adventure game, without resorting to action or a timed moment. CB: You are always dealing with constraints about what we can do within the game mechanics we have set up vs. what we would like to see happen in the story. We have to ask ourselves, what kind of puzzles can we insert here that make interesting sense within the story? It is truly a constant juggling act. Where it starts and where the game ends up are of course two very different places. The game naturally evolves along the lines of what people think of and people's ideas of what would make a good game.
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