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    Marvel’s Spider-Man 2 Director Answers Video Game Questions From Twitter

    Bryan Intihar, creative director of Marvel’s Spider-Man 2 for Playstation 5, visits WIRED to answer your questions about video games, the gaming industry, and your friendly neighborhood Spider-Man’s latest adventure.

    Released on 10/24/2023

    Transcript

    Hi everyone, I'm Brian Intihar,

    senior creative director at Insomniac's Games

    and at Marvel Spider-Man 2

    and I'm here to answer your questions on the internet.

    This is video game support.

    [upbeat music]

    First question, Ben Edapal asks,

    How did you guys come up with the web shooting sound?

    First off, we hire a really awesome audio team.

    They actually told me that what they do

    is they have silly string, plastic wrap, shrink wrap

    and they even make those thlip sounds with their voices

    and it's all integrated into making our awesome web sounds.

    As a creative director,

    I overall see everything on the project,

    but I do not offer my own sound effects

    because nobody wants that.

    @thegamerPA asks, Honest question, do game directors focus

    on the overall creative vision of a game

    or do they have some type of programming/coding skills.

    So you actually don't need to have programmer/coding skills.

    There's a lot of different ways

    to become a creative director or a game director.

    I actually started out as a journalist

    writing about video games and eventually I said,

    Hey, I'd love to go work at a studio,

    And I actually started working at Insomniac

    roughly 15 years ago and I started out

    on the community team, answering emails,

    talking to our fans.

    A couple years later, became a producer

    and then one day back in 2014

    walked into the office of Ted Price, our president, CEO.

    He asked me what do I think

    about working on the Marvel game?

    Yes, please.

    And I said, I don't wanna be the producer.

    I wanna be the creative director.

    If you have a passion, willing to work hard

    and you work well with others, you can do anything you want.

    @Ben_N64 asks, The game, 'Spider-Man 2' Venom

    is the best Venom design.

    Change my mind.

    Ben, I'm not gonna change your mind.

    I completely agree with you.

    So we want to take all of the elements

    that players and fans love about Venom,

    whether it's his size, the symbol, his teeth,

    his mouth, his eyes, the transformation, the power.

    So we want to kind of be respectful of the the DNA

    of the character, but also not be afraid to mix things up

    and take that into all into account.

    Get 19 inches of Venom, all 19.

    This is actually the part of the collector's edition

    and that features both of our Spider-Men

    fighting their toughest challenge yet

    in the form of Venom, pretty badass.

    Matthew Guz asks, What's your game design philosophy

    in tweet form?

    You wanna deliver the fantasy

    while making a world and characters that you absolutely love

    and wanna spend time.

    SilentWrath87 asks,

    How do you decide which suits go in the game,

    is it personal preference or do you think about abilities

    and which suits would match up well with them

    and are you free to pick or do Marvel have a say?

    Wow, where do I begin?

    We know there are suits that everybody wants.

    We talk to Marvel, we talk to our Sony producers,

    we get artists to create brand new suits

    that had never been made before.

    Suits are unlocked via basically

    hitting a certain hero level

    and then having the right resources to craft it.

    So that's how you do and then because we have two heroes,

    we have over 65 suits and now we wanted to go

    even bigger with that so now the majority suits have

    what we call suit style.

    So there's usually four different suit styles you can unlock

    for that suit, which means we have over 200 different suits

    in the game, which is crazy.

    But at the same time we hope we got everything

    everybody wanted.

    It's like Christmas and it's the all the presents

    are under the the tree and you're like,

    I hope I got them everything they wanted.

    Clay864 asks,

    But is there going to be a Spider-Man 5 console

    like we got with the PS4 from the first game?

    Damn straight there's gonna be.

    Got this sweet controller.

    Symbiote takeover.

    But the real cool stuff

    is this sweet, sweet, sweet console.

    I don't even have one yet as we sit here.

    This idea of the Symbiote and takeover,

    not only thematically works for the console,

    but it ties very heavily to what we're doing in the game.

    So it's awesome design, super happy

    that PlayStation wanted to do it.

    @DEspumpkinz, with a z, asks,

    Is New York City in 'Spider-Man 2' to build the scale?

    It is not.

    Our idea is we want to create a New York City

    that kind of you have in your head,

    whether you've been there or seen in the movies.

    There's tons of recognizable elements,

    whether it's certain neighborhoods, certain buildings

    and then, of course, this is Marvel's New York.

    So we want to have things like a Avengers Tower

    or the Wakandan Embassy and what's been really awesome

    on Spider-Man 2 is that we've nearly doubled the size

    of the city with the addition of Brooklyn and Queens

    so now you see things like Coney Island,

    you can see where Miles goes

    to school at Brooklyn Visions Academy

    and even Pete now living at Aunt May's old house.

    And now with things like the web wings,

    you can cross things like the East River

    and our bridges much easier than you couldn't pass

    because in the last games you couldn't even do that.

    @TheAnimeG_ asks,

    The web swinging with certain aspects added

    are so refreshing, I'm kind of interested to see how

    they can make 'Spider-Man 2' as cool

    as Miles Morales' web swinging.

    How we make exploring the world

    and getting around the world better, the web wings,

    we knew really early on,

    we actually prototyped it really early Spider-Man 1,

    but we were like, Ah, we don't know.

    It's a cool idea, but we just don't really have

    the time for it right now.

    So we knew by the time Spider-Man 2 was rolling around

    it was something we really wanted to do.

    So that's a big element.

    So many times playing Spider-Man 1,

    you'll be above the the buildings,

    you're like, Well I wanna keep going.

    And now you can just press triangle and boom,

    pop those web wings and keep gliding.

    Just keeping that momentum

    when you don't have a web line available.

    But I think we've added other things,

    like being able to turn a corner really, really fast.

    What people have asked for a long time

    is yes you can do the loop de loop now,

    in our game you can unlock that skill.

    So adding all new animations, adding more swing animations,

    we know, we've heard you, you guys like swing animations.

    We get it.

    We've added more.

    @Furk729 asks,

    Do you think that 'Spider-Man 2' is story wise,

    combat wise, better than the 2018 'Spider-Man' game?

    God, I hope so 'cause we've been working really hard

    to deliver that.

    It's not just a story of Peter,

    it's not just a story of Miles,

    it's a story of both Peter and Miles

    and they're not only their journey together,

    but individually.

    So one mission may just be as Pete,

    one mission may just be as Miles,

    some missions actually be playing as both of them

    or switching back and forth so we kind of control it.

    While in the open world, we give you a lot more choice

    and then basically what we've done is

    we've created content that specific for Peter,

    specific for Miles and in the combat front,

    we've just been adding a ton of stuff

    whether it's new powers for Miles and the evolved Venom,

    to obviously our Symbiote abilities with Pete.

    Hell yeah, this game is better than 'Spider-Man 1.'

    09missyG asks,

    How do you write a compelling story

    that works for an open world game

    where the player could experience it out of order

    or even circumvent parts entirely.

    Part of an open world thing that people love

    is having that freedom, right?

    When you're making something like Spider-Man,

    we understand, when it comes to Marvel,

    everything starts with our story.

    What are they going through,

    not only in the mask but out of the masks?

    It's a balancing act.

    We have an amazing team of writers

    that work on this for years.

    We start really, really broad.

    Gimme the paragraph of what the story's about

    and then we go into a story treatment.

    The story treatment can go half a page,

    to one page, to five pages, to 20 pages.

    Here's what act one, act two, act three is about

    and then we go into, okay, within act one

    there's probably five, six, seven missions

    and we start to build out a macro

    which shows kind of how it's gonna flow together

    and then from there, when we have kind of buy-in

    from the team and everybody on what the story treatment is,

    we start to write scripts.

    @lazyjusten asks, How does Insomnia manage to put out

    such high quality games?

    Like every two years?

    Like what is their secret?

    There is no perfect answer

    because no development is perfect.

    It's not gonna go perfect.

    But what we always try to do is

    kind of self-evalsuate ourselves.

    What can we learn from our previous production

    that we can apply to the next game?

    Back in the day you would release a game

    and you'd kind of be done with it.

    Now, even for a single player game,

    you're looking at player feedback.

    Maybe there's something that is tripping people up

    that we can update the game really quickly.

    Obviously, with a multiplayer game,

    they're continually updating, they're rebalancing,

    they're putting out new content.

    The industry has evolved,

    development is still going even when it's out.

    @ZachRuden asks,

    How exactly does one go about designing a game

    to optimize a serious horsepower of a PS5?

    So first off, we're very fortunate to have Mark Cerny,

    the architect of the PlayStation 5, be one of our producers.

    I think it's this combination of learning about

    what the console can do,

    what can the console do that maybe we couldn't do before?

    What could we do in previous games,

    now we can do better?

    I think when you look at Marvel Spider-Man 2

    in comparison to our previous games,

    there are a multitude of things that we couldn't do before.

    We could not swing as swing as fast as we do now.

    The world wouldn't have loaded the way it needs to load

    as you're swinging if we didn't have that.

    Our hero switching that we do in the open world

    would never be as fast as it is.

    I think our set pieces,

    we'd have to do a lot more smoke and mirrors

    than we actually are doing.

    Taking our favorite comic panels,

    our favorite movie moments and going,

    Hey, we're gonna do that in a video game

    and put you in control.

    night_persian asks,

    How does Insomniac get such detailed textures?

    Damn their engine is amazing.

    It is amazing.

    Our teams work really closely with our engine team.

    One of the benefits of having our own engine

    is that there's so much collaboration going on

    between our artists, our lighters, our effects team,

    everything to come together.

    Because you can have an awesome texture,

    but if it doesn't have great lighting,

    it's not gonna look as good as you want.

    @Moonlit_Games asks, What do you think has been

    the most significant advancement in gaming recently?

    I would say the amount accessibility

    that all developers across the world

    that are adding to their games.

    Whether making swinging more accessible,

    combat, anything we can do to get more players

    playing our games is a huge win

    and it's something we're always continue to do

    from here on out.

    @PostMesmeric asks,

    I often wonder how we begin developers

    determine what should be considered the default settings

    in their games.

    I think it starts off with,

    who are you making your game for?

    Our goal, first off, is we wanna make it accessible

    and playable by as many people as possible.

    So that's whether it's our,

    how difficult the enemies are defeat,

    to our traversal controls, our combat controls.

    But at the same time we understand that

    there are also hardcore fans

    who want a really tough challenge

    so we offer difficulty modes.

    But what we usually do is we're testing our game with people

    who come into our usability labs and check it out

    and sometimes they say this is way too easy,

    sometimes they say it's way too hard

    and then we kind of go back and forth

    and just try to find that sweet spot.

    @IndieWolverine asks,

    Was there a single game that impacted you so much

    that you can confidently say it led to you

    having a career in the big industry?

    Maybe not one game, but it was one console.

    It was the original Nintendo, the eight bit Nintendo.

    I remember that Christmas I got my first Nintendo

    and playing Zelda and Metroid.

    I remember when I lost the code to Metroid

    where I was and I cried my eyes out

    even realizing the game wasn't as long

    as I thought it was when I was a kid.

    From when I was a little kid all the way to now,

    I still use it to kind of escape for a little bit

    and I know it's probably cliche to say,

    but I can't play believe I get paid to do this.

    @vaughn_romero asks,

    How often do you alter game mechanics to fit the story?

    Or perhaps how do you use game mechanics

    to benefit a story?

    Spider-Man 2, a big element of the story

    is the Symbiote, they talked about it forever.

    When are we having the Symbiote story?

    Well, guess what?

    It's coming, but it's not just part of our story.

    He has that black suit, but it's not just a new suit.

    He has all these plethora of Symbiote abilities,

    that we wanted to show off how different

    it makes Pete's fighting style.

    So when we think of our Spider-Men

    as these acrobatic improvisers,

    with the Symbiote it was really important for us

    to show off, not only the power of this substance,

    but also his transformational nature.

    So people love the Symbiote.

    126Gaming, Just curious if there's any new variations

    to random crimes.

    I remember an 'Ultimate Spider-Man.

    Which is a great game.

    Sometimes smaller villains like Shocker and Boomerang

    would spawn as an event.

    Do you guys have anything like that in this game?

    We definitely have done more to spice up our random crimes

    with more surprises.

    We also have a bunch of things in the open world

    that you can do where you can discover some new storylines

    that aren't part of the main story that are optional.

    But I can promise you, if you like villains,

    you will be rewarded.

    JMaine518 asks, Will 'Spider-Man 2' have multiple graphic

    and performance mode options like the remaster

    and Miles Morales games?

    It sure will.

    So we'll offer fidelity mode,

    which runs at 30 frames a second and runs in 4K,

    we'll have performance mode which goes around to 60,

    but we reduce the resolution a little bit,

    and then for people who have 120 hertz TVs,

    we actually have an option where you can run at 40 hertz

    and kinda get the best of both worlds.

    But, no matter what mode you're running in,

    we will have rate trace reflections.

    So when you wanna see how awesome, you go up to a window

    and you want to see your Spider-Man suit,

    not just on the character

    but in the reflections of the windows,

    it's gonna look white shit hot awesome.

    TwoFOOL asks, Why are video games important?

    Sometimes real life is not the greatest thing in the world

    and sometimes we just need to find a way

    to take a break from it, reset,

    whether we wanna be Link, be Mario, be Spider-Man.

    Sometimes we need that time to ourselves

    to kind of escape for a little bit.

    It's okay to take a break from real life

    'cause sometimes, as great as real life can be,

    it can be stressful, it can be hard, it can be tough.

    But having those moments to kind of take a break

    and reset has been really great

    and I hope that we can do that with the games that we make.

    Thank you for all the questions today.

    They were, in the words of Marvel, amazing.

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