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	<title>Ripten Video Game Blog &#187; Cipher-Complex</title>
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		<copyright>&#xA9;Ripcast </copyright>
		<managingEditor>chad@ripten.com (Ripcast)</managingEditor>
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		<category>Video Games</category>
		<ttl>1440</ttl>
		<itunes:keywords>ripten, ripcast, riptenradio, ripten radio, video games, videogames, games, video</itunes:keywords>
		<itunes:subtitle>Video game nerdery at it's finest.</itunes:subtitle>
		<itunes:summary>Join Staff Writers and Editors from Ripten.com that decided to make a weekly podcast as an outlet to incessantly and unendingly talk about video games, in order to avoid getting awkward stares in public. Enjoy.</itunes:summary>
		<itunes:author>Ripcast</itunes:author>
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		<item>
		<title>Despite Its Absense, &#8220;Cipher Complex&#8221; Is Not Dead</title>
		<link>http://www.ripten.com/2008/10/30/despite-its-absense-cipher-complex-is-not-dead/</link>
		<comments>http://www.ripten.com/2008/10/30/despite-its-absense-cipher-complex-is-not-dead/#comments</comments>
		<pubDate>Thu, 30 Oct 2008 12:23:32 +0000</pubDate>
		<dc:creator>Chad Lakkis</dc:creator>
				<category><![CDATA[Action]]></category>
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		<category><![CDATA[Xbox 360]]></category>
		<category><![CDATA[Cipher-Complex]]></category>
		<category><![CDATA[Edge-of-Reality]]></category>

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		<description><![CDATA[
There isn&#8217;t much I can really say at this point, but let&#8217;s leave it at this &#8212; the game first revealed to us all in 2006 as &#8220;Cipher Complex&#8221; is still being worked on. Those who saw promise in the early screens (like me) need to just sit tight for the time being. 
]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-8143" title="cipher-complex" src="http://www.ripten.com/wp-content/uploads/2008/10/cipher-complex.jpg" alt="" /></p>
<p>There isn&#8217;t much I can really say at this point, but let&#8217;s leave it at this &#8212; the game first revealed to us all in 2006 as &#8220;Cipher Complex&#8221; is still being worked on. Those who saw promise in the early screens (like me) need to just sit tight for the time being. <!-- adman --></p>
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		<title>Ripten Talks The Incredible Hulk Game &amp; More with Creative Director, Mark Nau</title>
		<link>http://www.ripten.com/2008/01/05/ripten-talks-the-incredible-hulk-game-more-with-creative-director-mark-nau/</link>
		<comments>http://www.ripten.com/2008/01/05/ripten-talks-the-incredible-hulk-game-more-with-creative-director-mark-nau/#comments</comments>
		<pubDate>Sat, 05 Jan 2008 19:18:56 +0000</pubDate>
		<dc:creator>Chad Lakkis</dc:creator>
				<category><![CDATA[Action]]></category>
		<category><![CDATA[Adventure]]></category>
		<category><![CDATA[Atari]]></category>
		<category><![CDATA[Atari 2600]]></category>
		<category><![CDATA[Atari Jaguar]]></category>
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		<category><![CDATA[Mark-Nau]]></category>
		<category><![CDATA[The-Incredible-Hulk]]></category>

		<guid isPermaLink="false">http://www.ripten.com/2008/01/05/ripten-talks-the-incredible-hulk-game-more-with-creative-director-mark-nau/</guid>
		<description><![CDATA[ .imgleft { border: none 0px; width: auto; padding-top: 5px; float: left;  

Hey Mark, wanna see my Hulk-erific pecs again?
We had the chance to sit down for a lengthy chat with Edge of Reality Creative Director, Mark Nau, and discuss his career, the industry, the upcoming Incredible Hulk videogame, and much more. Have at [...]]]></description>
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<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/incredible_hulk.jpg" alt="incredible_hulk.jpg" /><br />
<em>Hey Mark, wanna see my Hulk-erific pecs again?</em></p>
<p>We had the chance to sit down for a lengthy chat with Edge of Reality Creative Director, Mark Nau, and discuss his career, the industry, the upcoming Incredible Hulk videogame, and much more. Have at it after the jump. <span id="more-2657"></span></p>
<p><strong><span class="style1"><span class="style1">Chad:</span></span> What did you want to be growing up?</strong></p>
<p><span class="imgright"><img src="http://www.ripten.com/wp-content/uploads/2008/01/jim_rice.jpg" alt="Mark Nau, Creative Director for Edge of Reality, wanted to be Jim Rice." /></span> I wanted to be Jim Rice. When I was a kid growing up in  Foxboro, the Patriots were not a good team, but the Red Sox ruled. So I  collected baseball cards and tracked stats. Math nerd stuff. And I  loved Jim Rice. I don't even remember why. My #2 choice would have been  to be Larry Bird. #3 choice was Einstein.</p>
<p><strong><span class="style1">Chad:</span> So you grew up in MA?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Yeah. Right in the hometown of the Patriots, but they were awful back then.</p>
<p><strong><span class="style1">Chad:</span> I take it you are very happy with the current Patriots squad?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Funny thing is I don't pay attention to what's  happening in sports very much, so I'm mostly "eh." 16-0? Oh, nice. Eh.  But I play a lot of Championship Manager and now Football manager, so I  know a lot about obscure lower-league English football teams</p>
<p><strong><span class="style1">Chad:</span> At what point did you decide to give up your dream of playing left field for the Boston Red Sox and focus on a career in video games?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Man, all through college I spent more time playing  games than going to classes, but I still considered getting into video  games to be too "flaky" to consider. I didn't know what I wanted to do,  even in college, but video games, man. That's not a real job.</p>
<p>My brother-in-law got a programming job with the (now defunct) Atari  coin-op company up in Milpitas, and he tells me "Man, this is great! You  should be doing this stuff, too!" So I went up and interviewed and got  a job as a designer/programmer. This is, what 1994? 95?</p>
<p><strong><span class="style1">Chad:</span> </strong>You tell me.</p>
<p><span class="imgright"><img src="http://www.ripten.com/wp-content/uploads/2008/01/vista_jump1.jpg" alt="Don't take the jump to vista just yet!" /></span><strong><span class="style2">Mark: </span> </strong>I dunno. I remember essentially beta testing Win95 while we were trying to develop our PC title. That was something.</p>
<p><strong><span class="style1">Chad:</span> </strong>And Vista is something else.</p>
<p><strong><span class="style2">Mark: </span></strong> haven't jumped off that bridge yet.</p>
<p><strong><span class="style1">Chad:</span> </strong>Well, you have the right metaphor.</p>
<p><strong><span class="style2">Mark: </span> </strong>I've got a laptop at home I play little indie games like Dwarf Fortress on, so Win2K is just fine.</p>
<p><strong><span class="style1">Chad:</span> Can you share with our readers some of the various titles you have worked on in the past?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Didn't ship anything at Atari, then joined up with my  buddies who were starting Treyarch. We did "Die by the Sword" for the  PC, which had this really innovative and awesome and insanely  hard-to-learn control scheme for the sword swinging.</p>
<p>Then we got a big break to make a title for a new console just  coming out! So we made Draconus for the Dreamcast. We weren't  experienced enough yet to know that preliminary hardware specs are  always, um, “optimistic”.</p>
<p>So the design on Draconus started off kinda like a 3D Gauntlet or  Dynasty Warriors, with enemies coming at you from all sides, and we  wound up being able to do like 2-3 guys in addition to the hero  instead. I did some programming work on Triple Play baseball series,  and also the NHL2K series, and then Spider-Man 2 and 3. And I had my  toes dipped into other stuff, like the beginnings of Dead Rush  (cancelled!)</p>
<p><strong><span class="style1">Chad:</span> You are referring to the movie adaptations of Spider-Man, correct?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Yeah, movie games for Spider-Man. Hard deadlines. Must-be-on-the-shelf-for-the-movie-or-we-all-die type deadlines.</p>
<p><strong><span class="style1">Chad:</span> </strong>Those sound fun!</p>
<p><strong><span class="style2">Mark: </span> </strong>"Could someone call up Sam Rami and see if he could move the movie back 2 weeks?"</p>
<p><strong><span class="style1">Chad:</span> </strong>I'm sure that call went well.</p>
<p><strong><span class="style2">Mark: </span> </strong>We didn't make that call. We knew better. Well, it's nice because you've got this awesome character you're working with.</p>
<p>It's also great because you KNOW people are going to see your game,  so if it's good, you don't have to worry about making something great  that doesn't sell because no one knew about it.</p>
<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/rami_spidey_pushback.jpg" alt="rami_spidey_pushback.jpg" /></p>
<p><strong><span class="style1">Chad:</span> You are currently the Creative Director for Edge of Reality based in Austin Texas, correct?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Yeah, that's right. I'm the studio-wide Creative Director. Meaning I'm not specifically assigned to a team.</p>
<p><strong><span class="style1">Chad:</span> How do you like Texas weather in comparison to New England?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Well, after grade school I moved from new England to California, so that's hard to beat.</p>
<p><strong><span class="style1">Chad:</span> Ah, so not that bad of an adjustment?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I guess Texas summers are supposed to get hot. But when  you're playing Rock Band indoors, you know, who cares what the weather  is like?</p>
<p><strong><span class="style1">Chad:</span> How long have you been with Edge, and what makes them different from other studios you have worked for in the past?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I've been here now 9 months, and actually, it's very reminiscent of a similar period at Treyarch.</p>
<p>There's  this transition period from medium-small and medium big studios where  it can be hard, because there's a lot of new people, and everyone  doesn't know everyone else yet, and some of the ways you used to do  things have to be modified.</p>
<p>But these guys have been doing a great job for a long time, and we're doing some big games now, so it's exciting.</p>
<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/edge_of_reality_studio.jpg" alt="edge_of_reality_studio.jpg" /><br />
<em>Edge of Reality Studios in Austin Texas</em></p>
<p><strong><span class="style1">Chad:</span> You are currently working in tandem with SEGA and Marvel  studios on a new HULK videogame based on the upcoming sequel due to hit  theaters in June of 2008, correct?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I don't know the specific scheduled release date for  The Incredible Hulk movie, but yeah, it's another one of these deals  where we “MUST MUST MUST” be on the shelves at the same time the movie  comes out</p>
<p><strong><span class="style1">Chad:</span> What did you think of the previous HULK game, based on the 2003 movie, developed by Radical Entertainment?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>That was a solid game, and we definitely made sure we  played it and analyzed it so we could see what lessons to take from it  for making The Incredible Hulk.</p>
<p><span class="imgright"></span><strong><span class="style1">Chad:</span> The previous HULK game received a perfect score from Playboy magazine. What do you think of that?</strong></p>
<p><span class="imgright"><img src="http://www.ripten.com/wp-content/uploads/2008/01/hulk_playboy.jpg" alt="hulk_playboy.jpg" /></span><strong><span class="style2">Mark: </span> </strong>He's got the pecs for a perfect 10 from Playboy.</p>
<p><strong><span class="style1">Chad:</span></strong> That he does.</p>
<p><strong><span class="style1">Chad:</span></strong> <strong>Where are you and your team focusing your efforts on the most in developing "The Incredible Hulk" game?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Alright, so people are going to see the movie and hear  about the movie and they are going to get all pumped up and excited  about how awesome and primal The Incredible Hulk is. And they will want  to be The Incredible Hulk.</p>
<p>So, we break it down like that. What is awesome about being that  guy? What variety of situations play to what is awesome about being  him? And how can we fit in with the tone and themes of the movie,  making a story that follows the movie and yet extends beyond?</p>
<p>So, #1: Hulk Smash. So a lot of effort toward making sure Hulk can  smash, and that it's fun to smash, and that if you think you can smash,  it goes SMASH.</p>
<p><strong><span class="style1">Chad:</span> </strong>Smashing!</p>
<p><strong><span class="style2">Mark: </span> </strong>Exactly.</p>
<p><strong><span class="style1">Chad:</span> </strong>Sorry, couldn't resist.</p>
<p><strong><span class="style2">Mark: </span> </strong>And Hulk is a conflicted guy, so he's not completely  goodie-goodie. He means well, but sometimes, ya know, it gets out of  hand. And things getting out of hand, and being this huge guy who can  lift big things and SMASH and pound and send rubble everywhere is  inherently awesome.</p>
<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/hulk_dark.jpg" alt="hulk_dark.jpg" /></p>
<p><strong><span class="style1">Chad:</span> How much has the look of the Hulk changed and what do you think of the changes made?</strong></p>
<p><span class="imgright"></span><strong><span class="style2">Mark: </span> </strong>Our Incredible Hulk is the guy from the movie. So when  you see him up on the big screen, you get to be that same guy in the  game. They did a great job updating him. It's not Lou Ferrigno in green  makeup, that's for sure.</p>
<p><span class="imgright"><img src="http://www.ripten.com/wp-content/uploads/2008/01/lou_finds_out.jpg" alt="lou_finds_out.jpg" /></span><strong><span class="style1">Chad:</span> </strong>Lou is one scary man.</p>
<p><strong><span class="style2">Mark: </span> </strong>True that, so don't let him know I dissed him a little bit there.</p>
<p><strong><span class="style1">Chad:</span></strong> The next time I see him signing stuff at a comic convention I will pretend that this interview never happened.</p>
<p><strong><span class="style1">Chad:</span> How in line will the game be with the upcoming film?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>We're totally consistent with the film, living in the  same world as the film. So we have the major scenes, same locations,  all the great stuff from the film. Then we add a bunch of extra  storylines with classic characters, updated to fit the tone of the  movie.</p>
<p><strong><span class="style1">Chad:</span> Percentage wise, how much would you say is "the extra stuff" you added? Can you name any of the villains?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>It's hard to measure percentage wise, because we made  it an open-city game where you can cruise around and smash things up  and do a bunch of missions and objectives and challenges and stuff. And  it really depends upon your play style.</p>
<p>Are you jamming through the main storylines to try to "beat the  game" or are you doing a lot of free-style stuff and trying to be a  completist? It's a big city, with a lot of game in it.</p>
<p><strong><span class="style1">Chad:</span> So it is very much a big sandbox?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>It CAN be, if that's the way you want to play it. We're  trying to accommodate a lot of play styles. If someone just wants to  stick to the main path, and experience the big movie moments and major  storylines, that's cool. If they want to just wander around smashing  stuff and fighting guys, we'll do that too, and make it challenging and  rewarding.</p>
<p><strong><span class="style1">Chad:</span> Will you be able to smash anyone by the name of Wolverine?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I can't comment on who may or may not get smashed.</p>
<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/hulk_enemies.jpg" alt="hulk_enemies.jpg" /></p>
<p><strong><span class="style1">Chad:</span> Having worked on Spider-man and now the HULK, do you think the HULK gets enough credit as a superhero?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Well, I really like The Incredible Hulk, because he's  got the whole conflicted two-personality thing going on, so you can  tell some interesting stories around him. And then he's a character  just tailor made for video games. I mean, you get to tear down  buildings with the guy.</p>
<p><strong><span class="style1">Chad:</span> If you could take one characteristic (or power) from the  HULK, which would it be, and how would you use it in your everyday life?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>"I said no cheese on my burger. That makes me angry. You wouldn't like me when I'm angry." That's some sweet negotiation power.</p>
<p><strong><span class="style1">Chad:</span> </strong>True. That paired with Albert Einstein's hair would be enough to scare anyone.</p>
<p><strong><span class="style2">Mark: </span> </strong>Now you're harshing on Lou Ferrigno.<!-- adman --></p>
<p><strong><span class="style1">Chad:</span> It is well known to many on the net that Edge of Reality  has been working on a pet project for quite some time now, which to  this point, has been dubbed "Cipher Complex". </strong></p>
<p><strong>Now I know you can't say much, but is there anything you are at  liberty to share with the fans who have come to know the game based on  what they have seen and read on the web?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Yeah, we're having fun with that project. It's an  original idea that Edge developed and prototyped before I got here, and  I love it. We're making an innovative game in Cipher, but I can't let  the cat out of the bag right now.</p>
<p><strong><span class="style1">Chad:</span> In your opinion, what are the most important aspects of a successful videogame?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Wow, that's a quite a question. Too bad I'm not writing a book on game design, or I'd just say "get my book!"</p>
<p><strong><span class="style1">Chad:</span> </strong>Well, now you have something else to add to your to do list.</p>
<p><strong><span class="style2">Mark: </span> </strong>Designing a game is, at the root, similar to designing  anything else. The first thing you have to do is approach it by  deciding who is going to be using this thing you're making, and what  you want it to do for them.</p>
<p><img src="http://www.ripten.com/wp-content/uploads/2008/01/secrets_great_games.jpg" alt="secrets_great_games.jpg" align="left" />That seems basic and obvious, but it's easy to skip over that step,  and it can be surprising how much you can get out of going back to that  basic viewpoint as a touchstone. What am I trying to do with this game?  Who is using it, and what do I think they will want?</p>
<p>Sometimes you can get locked into a mentality of "games are like  this" instead of stepping back and looking at the thing you're making  as having an intended purpose for an intended user.</p>
<p><strong><span class="style1">Chad:</span> </strong>Good enough. Keep us posted on that book.</p>
<p><strong><span class="style1">Chad:</span> Do you have a favorite videogame?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Ok, here's the thing. This word "game" covers a lot of  ground. For myself, I've got a lot of things I like to do that I will  use these things called "games" for.</p>
<p>Sometimes I want to see if I can build up a skill set and step up  and beat a challenge. Sometimes I want to be someone else in a pretend  situation and see what that would be like. Sometimes I want to build a  perfect system and work on optimizing it. Sometimes I want to crush my  enemies, see them driven before me, and hear the lamentations of their  women.</p>
<p><strong><span class="style1">Chad:</span> </strong>So it's safe to say that you are a fan of all game types, as they each satisfy a specific craving.</p>
<p><strong><span class="style2">Mark: </span> </strong>Just about, yeah. I tend toward strategic, or something  that gives me a totally different system to think about. I dug the  innovative way Portal made me think about how I was going to do stuff,  for example.</p>
<p>Different games scratch different itches, which goes  back to what when you asked what makes a great game. It depends upon  what you want the game to do. Different games fill different desires,  so there is no one right answer to that question.</p>
<p>It's like asking "what color should food be?" or "what material should clothes be made out of?"</p>
<p><strong><span class="style1">Chad:</span> </strong>I am going to go with green food and purple spandex.</p>
<p><strong><span class="style2">Mark: </span> </strong>Too Much Information.</p>
<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2008/01/green_purple.jpg" alt="green food and purple spandex" /><br />
<em>Broccoli and purple spandex. Advantage, The Incredible Hulk.</em></p>
<p><strong><span class="style1">Chad:</span> What are your views on videogame violence?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>Survival is an obvious goal. Boxing doesn't need to be  explained to anyone watching it. So if you need an obvious goal in a  game, having a bunch of guys trying to kill you unless you kill them  first is 100% understandable to everyone, immediately.</p>
<p>And it is viscerally satisfying to be in that sort of situation and  survive. You know you did something right. It doesn't need to be  explained to you. You feel it intuitively.</p>
<p>So it's obviously a useful tool. Now, to convince people to stop  using that tool, you'd have to have a strong case that there's  something inherently wrong with it. If you can convince me that "Seven  Samurai" or "Godfather" shouldn't have been made because they are  violent media, good luck.</p>
<p><strong><span class="style1">Chad:</span> So do you think that the criticism being directed towards violent games such as Manhunt 2 is unfair?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>It depends upon the argument being made. Is it OK to  make a movie like "Silence of the Lambs," which explores and depicts  the actions of an evil character? There's a discussion to be had, but I  think too often we just get as far as "OMG, the children!" and that's  that.</p>
<p><span class="imgright"><img src="http://www.ripten.com/wp-content/uploads/2008/01/manhunt2.jpg" alt="manhunt2.jpg" /></span>I've got two daughter, and they like playing certain games  sometimes. We'll play Earth Defense Force together, because I think I  can explain to them that it's pretend violence, and it's not going to  disturb them.</p>
<p>But they're not going to be playing Scarface any time soon., just  like they aren't going to go see "Clockwork Orange" or read "To Kill a  Mockingbird" any time soon. We can't restrict all media to what's  appropriate for a young child.</p>
<p><strong><span class="style1">Chad:</span> Fair enough. Speaking of the children: twenty years from now, what do you think kids will be playing?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I think the basic "itches to be scratched" are going to be the same, we'll just have cooler ways of doing it.</p>
<p>So maybe god-game type people will have the super-detailed  simulations that let you fiddle with history. And twitch-games might  routinely include full-body motion detection, and a personal display  that responds to which way you turn your head.</p>
<p><strong><span class="style1">Chad:</span> You mentioned that you have two daughters. How do you  balance family life with what I can only assume is a very time  intensive career designing games and conducting lengthy interviews?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>It helps to have an awesomely understanding wife.</p>
<p><strong><span class="style1">Chad:</span> </strong>Very true.</p>
<p><strong><span class="style2">Mark: </span> </strong>But I love games. I love making games. I really like  coming into work and seeing what sort of interesting problems we're  going to solve are today. And my main hobby (playing other people's  games) can be done once the kids are in bed. So I get a good balance.</p>
<p><strong><span class="style1">Chad:</span> What kind of advice can you give to the creative individuals out there who aspire to break into the videogame industry?</strong></p>
<p><strong><span class="style2">Mark: </span> </strong>I'd tell them to find out specifically what sort of  roles there are out there on development teams, find out what these  people do on a daily basis. And then when you find the thing that  excites you, do everything you can to get good at the skills for that  role.</p>
<p>Potential game designers should design games. Card games, dice  games, board game. Make mods. Put your games in front of other people  and find out what it's like to make a game for people.</p>
<p><strong><span class="style1">Chad:</span> </strong>Great advice.</p>
<p><strong><span class="style2">Mark: </span> </strong>And it's always useful to have creative and analytical  skills. Being able to draw, write, comfortable with logical thinking,  even knowing some history. All this stuff helps. It's what you'll draw  from when you're making all the little decisions every day.</p>
<p><strong><span class="style1">Chad:</span> Finally, how do you want to be remembered when you leave this place? The words on your tombstone would read....</strong></p>
<p><strong><span class="style2">Mark: </span></strong> I'm holding out hope for "Press Start to Continue"</p>
<p><strong><span class="style1">Chad:</span> </strong>Haha! Thanks for your time Mark.</p>
<p><span class="style2"><span class="style2">Mark: </span> </span>Thanks, Chad!</p>
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		<title>Cipher Complex Q&amp;A With Creative Director Mark Nau And Two New Images!</title>
		<link>http://www.ripten.com/2007/07/02/cipher-complex-qa-with-creative-director-mark-nau-and-two-new-images/</link>
		<comments>http://www.ripten.com/2007/07/02/cipher-complex-qa-with-creative-director-mark-nau-and-two-new-images/#comments</comments>
		<pubDate>Tue, 03 Jul 2007 00:08:45 +0000</pubDate>
		<dc:creator>Chad Lakkis</dc:creator>
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		<category><![CDATA[Cipher-Complex]]></category>
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		<description><![CDATA[
That looks like it probably hurts &#8230; allot actually.
We received two new Cipher Complex images today from the development team at Edge of Reality in Austin TX and had a chance to bounce a few questions about the upcoming video game off of their new Creative Director, Mark Nau. 
“We are extremely excited to have [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center"><img src="http://www.ripten.com/wp-content/uploads/2007/07/cipher_header.jpg" alt="cipher_header.jpg" /></p>
<p align="center"><strong><em>That looks like it probably hurts &#8230; allot actually.</em></strong></p>
<p align="left">We received two new <a href="http://www.ripten.com/cipher-complex/">Cipher Complex</a> images today from the development team at Edge of Reality in Austin TX and had a chance to bounce a few questions about the upcoming video game off of their new Creative Director, Mark Nau. <span id="more-369"></span></p>
<blockquote><p>“We are extremely excited to have Mark Nau on board as Creative Director for Edge of Reality,” said President Binu Philip. “He comes to us with many years of experience on top games such as the Spider-Man and NHL 2K series. From his entry into the industry at Atari Coin-op to his work at Treyarch to his most recent activities at Activision, Mark brings a lot to our expanding studio. For his first assignment, Mark’s got his hands full overseeing the creative direction on Cipher Complex as we continue to self-fund the project.”</p></blockquote>
<p>Mark is very busy these days indeed, and while he will be taking  some time for a more in depth interview with us in a few weeks he was  kind enough to answer a few questions for us today.</p>
<p><strong><font color="#ff0000">Mad:</font></strong> Hi  Mark, we know you are really busy over there, but we just received two  new Cipher Complex images and wanted to know if there was anything that  you could tell our readers about them? One image is called &#8220;hiding the  body&#8221; and the other is called &#8220;stab in the doorway&#8221;.</p>
<p><strong><font color="#0066ff">Mark:</font></strong> Ok,  gotcha.</p>
<p><strong><font color="#0066ff">Mark:</font></strong> The &#8220;stab in the doorway&#8221; is a stealth kill. A big part of the  game is deciding the best way to approach your enemies so you can  dispatch them quickly and silently.</p>
<p><strong><font color="#ff0000">Mad:</font></strong> Cool.</p>
<p><strong><font color="#0066ff">Mark:</font></strong> The main character is like a  panther, suddenly hitting unsuspecting targets. Do it right, and you  kill the enemy fast and painless. Mess up, and you got a tangle on your  hands you gotta figure out how to deal with.</p>
<p><strong><font color="#ff0000">Mad:</font></strong> Alright, really appreciate it. The game looks great by the way.</p>
<p><strong><font color="#0066ff">Mark:</font> </strong>Thanks!</p>
<table border="0" cellpadding="6" cellspacing="12" width="440">
<tr>
<td valign="top"><center><a href="http://www.ripten.com/wp-content/uploads/2007/07/cipher_hidebody.jpg" title="cipher_hidebody.jpg" target="_blank"><img src="http://www.ripten.com/wp-content/uploads/2007/07/cipher_hidebody.thumbnail.jpg" alt="cipher_hidebody.jpg" border="0" vspace="5" /></a><br />
Hiding The Body<br />
</center></td>
<td valign="top"><center><a href="http://www.ripten.com/wp-content/uploads/2007/07/cipher_stab_in_the_doorway.jpg" title="cipher_stab_in_the_doorway.jpg" target="_blank"><img src="http://www.ripten.com/wp-content/uploads/2007/07/cipher_stab_in_the_doorway.thumbnail.jpg" alt="cipher_stab_in_the_doorway.jpg" border="0" vspace="5" /></a><br />
Stab In The Doorway<br />
</center></td>
</tr>
</table>
<p><strong><font color="#ff0000">Mad:</font></strong> Do you guys have any time frames for video?</p>
<p><strong><font color="#0066ff">Mark:</font></strong> We&#8217;ve been self-funding up &#8217;til now, and have hit the point where we  have a hands-on demo for publishers.</p>
<p><strong><font color="#0066ff">Mark:</font></strong>  We&#8217;ve been really tight with that,  because once we find the right partner, we want to be able to figure  out the right way to roll out meatier stuff like video</p>
<p><strong><font color="#ff0000">Mad:</font></strong> Makes perfect sense, thanks for your time.</p>
<p><strong><font color="#ff0000">Mad:</font></strong> We are really looking  forward to doing a more in depth interview with you when things clear  up a bit, your background is very interesting. You worked on  several Spider-man related titles and I own every issue from 1963 up which  makes me a bit of a Spider-Man nerd I guess.<!-- adman --></p>
<p><strong><font color="#0066ff">Mark:</font></strong> Sweet! Do you know who big wheel is?</p>
<p><strong><font color="#ff0000">Mad:</font></strong>  No, but I&#8217;m listening.</p>
<p><strong><font color="#0066ff">Mark:</font></strong>  Oh, he&#8217;s a quite obscure spidey villain. He&#8217;s my &#8220;ultimate spidey nerd &#8221; test.</p>
<p><strong><font color="#ff0000">Mad:</font></strong>  Ok, now i just feel pathetic. How can I own every issue and not know that.</p>
<p><strong><font color="#0066ff">Mark:</font></strong>  Ha-ha</p>
<p><strong><font color="#ff0000">Mad:</font></strong>  Ha-ha. I am going to have to look him up now. Seriously thanks so much, we know you guys are extremely busy over there.</p>
<p><strong><font color="#0066ff">Mark:</font></strong>  No problem.</p>
<p><strong><font color="#ff0000">Mad:</font></strong>  Talk to you again very soon.</p>
<p><strong><font color="#0066ff">Mark:</font></strong>  Absolutely! It&#8217;s Amazing Spider-Man #182 &amp; #183, by the way.</p>
<p><strong><font color="#ff0000">Mad:</font></strong>  Ha! I was just about to Google it.</p>
<p>Alright, well two lessons we can take away from this. Never go into a gun fight with a knife (unless you are the lead character in Cipher Complex) and two, never mention that you are a Spider-Man nerd to a man who worked on two Spider-Man video game titles if you haven&#8217;t cracked open your collection in over five years.</p>
<p>It is good to know that a playable demo now exists and we may be finally seeing some video of the game soon! It is also good to know that a very talented and capable Creative Director is at the helm of the project.</p>
<p>Keep checking back with us as we will be having a more in depth interview with Mark in the very near future &#8230; as for me, I have some comics to read.</p>
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