Case-in-point, the process of letting Second Son be the game it wants to become.
InFamous: Second Son is right around the corner and Sucker Punch co-founder Chris Zimmerman recently talked about the development process for the game – or the process of developing games in general – with GameSpot. Likening it a lot to parenthood and raising a child, Zimmerman says that you can’t always control what the final product is going to be.
“You kind of have an idea about who your kids are going to be, or who you want them to be. And they often end up being something a little bit different than that. If you’re gonna be a good parent, you have to let them become who they are going to be. If you try to force them into being who you want them to be, you’re going to fail.”
This is also the case with games like inFamous. “You just can’t force it to be what you want it to be. You have to let it become what it wants to become, what it needs to become.
“What’s the best execution of that core idea? A lot of that is going to come from the team, and some of that has to come from outside the team. It has to come from the customers, it has to come from the people that have a consumer view of it not just a producer view of it.”
We’ll find out just how well the execution of inFamous: Second Son’s core ideas are when it releases on March 21st for PS4.