
Crytek CEO Cevat Yerli, whose Windows PC game Crysis shipped in November of 2007
When we're conducting an interview with a
developer, the bulk of our time is spent discussing their current
project. But after the voice recorder is turned off and the liquor is
flowing, the conversation almost inevitably shifts to videogames made
by other teams working in the same genre as that developer. For us,
it's always fascinating to look at games through the eyes of those who
make them, because they often see things through a different set of
eyes than the typical gamer; the same can be said of reviewers who are
particularly knowledgeable about a certain genre. As part of our
ongoing quest to take the best conversations that are occurring in the
shadows and bring them to light, we offer you the new occasional series
Make or Break, which asks prominent developers and reviewers to share
with us the five key features, details, methods or flaws that they look
for from games in the same genre.
Our newest contributor is Crytek CEO Cevat Yerli.
His company first won attention for the large, lush environments and
open-ended gameplay in the 2004 title Far Cry, which was published by
Ubisoft. Its second game, the military sci-fi thriller Crysis, was
released last November to rave reviews for its landmark visuals. In
today's
installment, Yerli explains what he looks for in a first-person shooter.
2007
has been a fantastic year for gamers. A lot of excellent games were
released, all fighting for my limited time and attention. Here are the
qualities that kept me playing games even while crunching on Crysis.
Every one of them is a make or break criterion; a potential stopping
point for me whether playing or even when we're designing our own
productions here at Crytek.

Portal, developed by Valve Software as part of Half-Life 2: The Orange Box, and published by Electronic Arts
1. Make me feel smart
Why it matters:
I like to feel smart, and I like to win. Games should account for this
by balancing challenge and reward, skill and intellect, in the right
mixture. The core gameplay should be easy to learn. One of the few
games I actually finished and was sad to see end was Portal, although the song made up for it.
The
core mechanic is deceptively simple--a gun-like device that makes two
holes that the player can pass through--but it manages to give me
enough complexity to keep me wanting to solve the next puzzle.
Who did it right:
Portal introduces a simple core mechanic and evolves it over the game
at just the right pace to keep me hooked. Another past all-time
favourite is Super Mario Sunshine which has a basic mechanic that is so easy to learn and very rewarding to master.

Call of Duty 4: Modern Warfare, developed by Infinity Ward and published by Activision
2. Draw me in
Why it matters:
When you’re a developer yourself, it can be hard to truly play a game
and stop analyzing every detail. I like games that manage to make me
forget I am playing and immerse me into a game world. Every
gamer has had these moments--you start playing and when you are back in
the real world you wonder where all the hours went. One sure way that
works for me is to make me the hero inside my favourite movie--drop me
right into the action and keep up the pace. Another way is to
intrigue me with a story and a cast of characters full of suspense and
plot twists that keep me guessing right up to the end.
Who did it right: Call of Duty 4
puts me on an adrenaline-filled roller coaster ride and makes me feel
like the hero. For story and characters, I would go with the Metal Gear Solid series--it delivers a multi-layered and intricate storyline that serves as a major motivation for me.

Tomb Raider: Anniversary, developed by Crystal Dynamics and published by Eidos
3. Let me do cool stuff
Why it matters:
I'm guessing this is one of the biggest reasons people play games--you
get to do so many super-human things. But there are some things that
can break that experience: Falling to my untimely death because I
pressed the wrong button is not cool; doing a jump puzzle for the 10th
time because I missed the last jump by a centimeter isn’t either. I
want to do cool things and avoid doing steps over and over again
because they are conventions.
I applaud Assassin's Creed
for making a bold design decision to make the controls easier. Climbing
and free running across the rooftops does not force me to mash buttons,
and if I tell Altair to jump he does so as spectacular as possible. Tomb Raider
relied on me to learn prolonged jump sequences by trial and error- and
don’t get me wrong, back then I loved it. I think the Chinese wall
section will be imprinted into my muscle memory forever, but times have
changed.
Introducing new mechanics that go against established
standards and conventions is always difficult. On that note, five years
ago nobody would have thought that health packs would slowly and
steadily be replaced by recharging health mechanisms. The good thing is
that it makes games more accessible and presents players with an easier
learning curve.
Who did it right: Assassin's Creed’s
contextual climbing avoids button-mashing and makes repetitive jump
puzzles look cool. Halo was one of the first major games that used
recharging health and broke with the mantra of back-and-forth health
pack trekking.

Team Fortress 2, developed by Valve Software as part of Half-Life 2: The Orange Box, and published by Electronic Arts
4. Show me a new world
Why it matters:
Let me experience a world that uses the visuals as a means to set the
right mood for the featured gameplay. High production value should be
given even to the seemingly small things in the environment. Players do
notice these small things, and this was executed to perfection in BioShock.
The whole world tells me about Rapture, the Plasmid abilities and
gameplay actions are in sync with the visual representation and logical
structure of the game world. Team Fortress 2 is another great
example of an art style that enhances the gameplay--every character has
a distinctive silhouette that is identifiable at a glance during a
frantic fire fight.
Who did it right: BioShock and
Team Fortress 2 stand out with their attention to art style and level
of detail that enhances the gameplay experience. I would also note the
Metal Gear Solid series that made me care about a cast of characters
spanning multiple titles--the duel against Sniper Wolf is just one
example. Ico and Shadow of the Colossus left a great impression because of their unique and atmospheric art style that spoke volumes and inspired exploration.

Assassin's Creed, developed by Ubisoft Montreal and published by Ubisoft
5. Let the game react to me.
Why it matters:
I love it when a game reacts to me, instead of forcing me to behave in
a certain way. I am the player, so whatever I want to do should be okay,
right? If a game world and specifically the AI reacts even to my
blunders and repetitive actions in a meaningful way it keeps me in the
world. AI is looking smart by interacting with the environment using
animations- taking cover, using objects and reacting dynamically to my
actions.
Who did it right: Assassin's Creed makes
the AI look smart by reacting to the player actions in relation to the
environment and even manages to make it look good when I bump into an
NPC for the 50th time.

Crysis, developed by Crytek and published by Electronic Arts