Cliff Bleszinski: Interview
18-Jun-2009 The Gears of War producer talks Gears, survival horror and being a giant douchebag...
Some know him as CliffyB. Others call him Cliff Bleszinski. Few refuse to acknowledge him as another other than 'that giant douchebag'.
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Whatever you want to call him, there's no denying the meteoric rise to fame that the Gears of War Lead Designer has experienced since the cover shooter was released.
It's a fame that has put him at crest of the Gears of War wave and at the mercy of the internet, who ridicule his love of the spotlight.
All said and done, how happy are you with Gears of War 2?
I remain extraordinarily proud of the work that I do as well as the gifted team I work with. But that said, nothing's perfect and hindsight is 20/20. Matchmaking was very flawed out of the box; the game did ship with exploits, and it's an unfortunate reality when you make a product that is played by millions of players on day one.
That said, Horde was really a resounding success, and this really seems to be the era of co-op really and truly emerging as its own thing, much like versus did years ago in the Quake and Doom era. But we'll continue with DLC and keep that long tail as long as possible.
I think we did a far better job with the story this time around - I think Josh Ortega is a fantastic writer, the game had a tighter story, made a lot more sense, had some nice twists and turns, a little bit darker. That said, of course it's not Shakespeare; it's still a popcorn blockbuster.
But people love to beat up on us about story for some reason, and they focus on the buff characters and the chainsaws, and they fail to see any of the nuance in the game.
But how the Maria resolution wound up panning out was so interesting - if you go to YouTube right now and look up that spoiler scene, there are 780 comments on there and two-thirds are people saying things like "this made me cry," "this is the saddest moment I've ever seen in a video game," "oh my god that was horrible." Sometimes you've gotta trust your gut and make the kind of game you want to play and believe in yourself.
You hint at these ideas that you have not explored. What are the game ideas that have gotten away while you've been focusing on Gears?
Well, this is getting a bit much, but there was a rumor about me doing a survival horror game, which I have absolutely no idea how that hit.
Somebody wanted you to make a survival horror game.
I know! And that's a genre that's very near and dear to me. I love Silent Hill 1, 2 and 3. The other ones didn't happen; it's like Highlander sequels. I'm sorry, I know that's dickish.
I'm a huge fan of Condemned; I think it's one of the most underrated franchises and one of the most poorly marketed franchises. I thoroughly enjoy Resident Evil 5; yes, people have their crits, but they should f*** off because it's a stellar game. Fatal Frame - Jesus, I had to stop playing Fatal Frame 2 because it scared me too much. Maybe I'm just a big p****.
But that's a genre that's near and dear to me and I would love to somewhere down the line get around to doing something like that. But it's a tough sell when you start making something psychological, single-player oriented, very nuance-based.
And that will be a challenge, because in case you haven't noticed, at Epic, we're not always that good at nuance. We tend to paint with large brushstrokes. So no, I'm not making a horror game next. Gears is very much near and dear to me.
Do you feel shackled by the franchise at this point?
No. There's only been two Gears games, man. There's still plenty of opportunities for things you can do in a cover-based shooter and there's still a lot of stories to tell in the Gears universe. I'm not burned out on that at all.
But there are tradeoffs. With an established IP, you're not saying "Are we going to do cover?" and "Who is this Cole Train guy?" It's all there - the writer writes and it's a known entity. But with a new IP, it's raw and wide open - you don't know and you're playing in the sandbox and feeling out. "Is this feature going to work? Is this fun? Who's this character, how does this fit into our fiction? How does this all come together" It's like solving a giant puzzle in your head, and it's great.
Whenever I talk to people in the business, I ask "What are you working on?" and when they say "I'm working on a new IP," I say "Good for you!" Because I swear to god, if tomorrow someone came to Epic and forced me to do a licensed IP - "you have to make the new video game for the new Mummy movie" - I would go out back and put a shotgun in my mouth.
Original IPs are the best-selling and the strongest titles in the industry because they generally don't have to adhere to rules or limitations. You can say "Can we do a flamethrower? That will fit into the fiction." It's the wild, wild West in the business right now. It's like the comic book industry back in the day.
Since what you do is so subtle, it's hard for people on the outside to see what you do. Are you afraid that all people see is your flashy image?
That's the problem - the perception. By taking on the responsibility of being the face of the company, there's an assumption that I'm not there every day, banging away on design documents and meeting after meeting and playtests and things like that.
There's a weird element when you put yourself out there - just because you're visible, you hate that person. Back in the day when I was a kid and looking forward to getting into the business, I remember feeling that when I saw Tommy Tallarico's print ad for his first album of video game music. He had torn jeans on, and I'm looking at that thinking, "What a douchebag! This guy's gotta be a real tool."
And for some reason, there's that attitude when you're a gamer - "Oh, I hate you!" But whatever, it's fine.
There's that photo of me with the red shirt on, holding the Lancer chainsaw? That was originally going to be for that Rolling Stone issue. We took that picture like a year ago. And people said, "Cliffy needs to stop doing photo shoots and be more focused on the games!" It's like, dude - that was me grabbing Aaron Smith at work and going outside for five minutes and taking two f**king photos.
What did you think, it was like four hours of makeup and stylists and hookers and blow all day long? If I'm not there working with the guys, I start going crazy. The criticism is what it is; you can't put yourself out there and not expect a little bit of flack.
Are you a douchebag?
I'm a giant douchebag.
Seriously - you drive a flashy car, you use styling product...a lot of gamers don't comb their hair, let alone style it, and they don't drive a fast car. So they look at you and go, "Oh, what a douchebag." Do you really think you're a douchebag?
I think I'm okay. My whole goal is to look like someone who is loud and out there. And then what I'm hoping is that people will say, "Have you met that guy?" And hopefully people will go, "Yeah, he's actually a nice guy."
Well, very few people get to meet you and say "Hey, Cliff's cool."
My goal any time I'm at a signing or if someone comes up to me, is to shake their hand and look them in the eye and say, "Thank you so much." I mean, this is the reason why I have a job. You need to be thankful and appreciative of your customers, as much as they call you a fag on the internet. Because they're still talking, man. I'd rather have that attention than not have anybody talking at all, because it means you're relevant.
Everybody thinks they know you from your videos and interviews and games. How do you see yourself?
I'm just a big kid. But I'm also the adult with an interesting career and an interesting life that I was hoping I could be when I first saw Space Invaders when I was six.
Xbox Feature: Cliff Bleszinski: Interview - Official Xbox 360 Magazine