[TheGameBusiness] Interview with Ready at Dawn's co-founder Ru Weerasuriya // Claims The Order: 1886 was cut by 30%

SomeNorseGuy

Gold Member
Both video and transcript avalible at:

Quite an interesting read, both with their history with Sony and their hopes for VR.

Some interesting tidbits:
"It was amazing to have [PlayStation behind us]," said Ru Weerasuriya. "The moment we started Ready at Dawn, a few months in, we met with [former PlayStation studios boss] Shuhei Yoshida.
"I still remember that meeting. I want to say it was an hour and a half. It was [Sony executives] Shu, Grady Hunt and Connie Booth. We pitched [Daxter]. We walk to the elevator. The elevator door is open. And as we walk in, Grady runs behind and says 'okay, I think we're good.' That was the industry back then. They just heard it and they were good to sign.
"The game length [The Order: 1886 is under 10 hours]… that's something that a lot of people talked about at the time. We cut… I want to say 30% of the game a few months before it was released. We decided it had to come out in the time allotted. Were we to do it again, I would've probably tried to figure out a way to extend the development. It was only three and a half years to make the game from scratch.

"Sony, as I understand it, needed that game to come out. So, we made some sacrifices. But we really hoped to make a sequel after that. I had, in my head, the story for the second and third one. We had all of that prepped. But unfortunately, what happened, happened."
"I still believe in what it [VR] can achieve," he said. "It's something that other mediums can't provide. There's an immersion factor, there's an emotional factor, there's a connection factor that doesn't exist in console or PC games. You play a character in every other game. You are the character in VR. And you do truly feel that.
 
10 hours is a total stretch exaggerated to the nines.

If you google YT longplays, just about everyone finishes it in a bit less than 6 hours. Even if you purposely rounded up to 6 hours, that's much less than 10.

Also, I remember skimming those longplay vids. No joke, out of those 6 hours about 2 hours are cutscenes. There's so many cinema clips there are some chapters in the game which are literally just a cutscene to pad out the total number of chapters. I have never seen that before in any game I've played or seen.

People make fun of short COD SP campaigns. 1886 takes that to another level, and COD doesnt have hours of cinema clips too.
 
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How much is 21:9 cut down from 16:9? Oh look 33% :messenger_tears_of_joy:

 
If it was any longer with those extremely repetitive enemies and reused "boss" fights then it would be even more mid than it already is.

Pretty game though.
 
Sony definitely should have given them the second chance. They released three 85-91 MC games for them before Order, to cut ties like that was an absolutely stupid move. And I'm sure in the end even the Order made some profit even if small.
 
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Were we to do it again, I would've probably tried to figure out a way to extend the development. It was only three and a half years to make the game from scratch.
3.5 years was a long time in 2014. Sounds like this game was a mess and it showed in the final product…

Looking at other big games that year:
  • Witcher 3 took around 4 years.
  • Fallout 4 took 7 years from pre-prod to release - but they were also working Starfield, and finishing up a bunch of other stuff, so probably 3-4 years for full production to release
  • Dying Light took about 3 years.
Seems like Ready At Dawn misallocated dev time here. The game didn't have to look as good as it did.
 
Sony definitely should have given them the second chance. They released three 85-91 MC games for them before Order, to cut ties like that was an absolutely stupid move.

I don't think it was a "cut ties" situation; nothing I've heard about the situation says the parting was one-sided or not amicable, it just made sense at the time to try other things yet it didn't work out for the best for either.

RAD had made 3 awesome PSP games but that market was seen as a second-tier market (and that was the end of the PSP line anyway; the alternative would have been RAD committing to making Sony Vita games, which could have been catastrophic...) So RAD chose to make a play for AAA status via The Order, which they delivered on in some ways but not in the ways that sign big new contracts. They didn't do the numbers to establish a new franchise, they didn't meet the dates or presumed budget to show their business value, and they didn't get the critical/fan response to try again. So now they're for games in at Sony, and they're essentially back at the ground floor. No franchise, no numbers, no leverage

Sometimes when a company is in that rut, a hard choice needs to be made, to make a change.

RAD made a change, to try some indie stuff and also find new partners to explore different frontiers. And Sony let them, rather than making a big offer to have their next game. RAD eventually found success in VR and did great work there until that market soured, and Sony lost a good game maker but they were already cutting down on titles and 2nd Party deals and they weren't showing signs of desire to acquire RAD or anyone else (until Bungie) so maybe they lost out or not, who knows what could have happened?

It's a disappointing breakup, and the unrealized potential of further The Order games will always exist in mind of fans, but there's never a promise that these things will always last.

And I'm sure in the end even the Order made some profit even if small.

Not sure the info out supports that, unfortunately.
 
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Sony also cut driveclub developers. You have to stand up to the publisher before the game releases. Succumb to their pressure, game flops, you're fired.
 
His name sounds like some grunt from some character from some japanese fighting game. I can basically hear Robert.
 
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Extending the game by 30% would still result in it being short. Plus even with its current length there's some repetitive content (especially the boss fights). The devs simply focused on the graphics too much instead of preparing enough (diverse) gameplay to ensure good reception from the players.

I still think it deserved a sequel, but this time with different priorities instead of trying to be a benchmark in the graphic department again.
 
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I liked the game. Gunplay was great, there just was wayyy too little gameplay moments.

And the rehashed boss-battles were lazy af.

Would've been nice if we at least got to see a sequel.
 
I think they were a good enough developer to keep around for Sony.
But if they were dead set on making Order sequels and didn't want to stick around for anything else, what can Sony do when the first game didn't perform enough to warrant sequels?

Never assume you're gonna make sequels for a AAA project, and be ready (eh) to move on to something else if it doesn't pan out.
 
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That doesn't make sense.

21:9 shows more than 16:9...
The cut resolution, hence the joke.

"To 1080p or not to 1080p: that is not the question for Ready At Dawn's PS4 exclusive The Order: 1886. Running at a 1920x800 resolution in 2.40:1 aspect ratio, the game is presented like a film, with horizontal black bars running across the top and bottom of the screen."

 
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