game design
Inside Insomniac With Ted Price
Posted by Maggie Greene at 3:30 AM on November 17, 2008
Gamasutra's Christian Nutt sat down with Insomniac CEO Ted Price at their recent community event; the discussion centered heavily on Resistance 2 and the Insomniac development process. Price has a lot to say about how Insomniac deals with requests and suggestions from the user base, both on their own community as well as elsewhere (and gives us a ringing endorsement with "Well, sure, Kotaku is a good source."). A particular challenge was and is getting a handle on how best to design for online modes, since it's a bit of a 'black hole' for developers:

* And by complete, we mean complete complete. Sony says — and you may already have heard this figure tossed around — that there's some 420 hours worth of play time in Resistance 2 required to unlock everything.
Above, a still from a promo vid for Resistance 2, currently screening at
Now that Insomniac has found success with both the Ratchet & Clank and Resistance franchises, you might expect them to simply sequel the IP as long as the checks come in, staggering each title's two-year development cycle to release one game a year. But Insomniac's president Ted Price explained that such a schedule ping ponging Ratchet and Resistance wasn't the plan. Instead they intend to, "continue to produce new IP, there's no question about that".
Rule of thumb: Launch titles suck. It's not for a lack of good ideas, but rather, that they are rushed and the hardware is still a big friggin' mystery. Jak & Daxter developer Naughty Dog decided to sit the launch out. Company co-president Evan Wells says: