There's a long Street Fighter tradition amongst our group, hailing back to 2002 when we moved from Tulsa to LA. One of the first things I did was find an old SF2:Turbo machine and set it up at the office.
It started with just Jason and I wrapping up the day with a few matches, and over the years more SF fans joined the company. Over the years we advanced through most of the street fighter iterations, one at a time.
We did a SF4 tournament during our live stream charity drive a year or so ago. I got second place with Ibuki. I share an office with Chin and his Seth is a few levels above the rest of us.
For Titanfall we looked to many of our old favorites for inspiration. There are the subtler influences of SF in the game: The pacing of 1v1 combat and the way you poke at each other until you find an opening. Over committing and being punished for it. Then there are the more overt: The Vortex Blocker, the greater abundance of projectiles, and the electric smoke. There were other elements that began their life more explicitly SF-influenced that evolved into something else.
The reality though is that SF is one of several ingredients in the stew. Any one theme or mechanic or beat can be traced back to several different games.
Titanfall has a mutt's lineage. This is not a grand vision, it is try what you know and keep or evolve what works. There are a lot of designers on the team and during development, each fought for what they thought would make the most fun possible shooter. The pieces that worked well together survived.
Some of the big influences on me for this game: DOOM, Quake, SF2, WoW, CoD, Halo, MTG, Starcraft, and some LoL.
It started with just Jason and I wrapping up the day with a few matches, and over the years more SF fans joined the company. Over the years we advanced through most of the street fighter iterations, one at a time.
We did a SF4 tournament during our live stream charity drive a year or so ago. I got second place with Ibuki. I share an office with Chin and his Seth is a few levels above the rest of us.
For Titanfall we looked to many of our old favorites for inspiration. There are the subtler influences of SF in the game: The pacing of 1v1 combat and the way you poke at each other until you find an opening. Over committing and being punished for it. Then there are the more overt: The Vortex Blocker, the greater abundance of projectiles, and the electric smoke. There were other elements that began their life more explicitly SF-influenced that evolved into something else.
The reality though is that SF is one of several ingredients in the stew. Any one theme or mechanic or beat can be traced back to several different games.
Titanfall has a mutt's lineage. This is not a grand vision, it is try what you know and keep or evolve what works. There are a lot of designers on the team and during development, each fought for what they thought would make the most fun possible shooter. The pieces that worked well together survived.
Some of the big influences on me for this game: DOOM, Quake, SF2, WoW, CoD, Halo, MTG, Starcraft, and some LoL.