Jake Biegel, Resistance 2 co-op lead designer, reveals in an interview with Gamasutra that they ”scaled back” on the multiplayer scope.
Valve’s Team Fortress 2 helped the team study ”dependencies on classes” and the ”large amounts of people working in tandem” in Blizzard’s World of Warcraft. It helped them develop”the buzz”.
”A lot of it was paring down my original design, because my design was very aggressive in scope, and it still is to a large degree,” explained Biegel on the co-op mode.
”In the end, we treated it like a flagship mode, in terms of the depth we tried to add to the mode, and we had to taper back from that.”
Other online shooters weren’t enough of an inspiration or pool of research though for Insomniac as they went walking into the very heart of online gaming; the MMO.
”We looked at experiences like Team Fortress 2, in which there are dependencies on classes,” he continued. ”And games like World of Warcraft, in which there are large amounts of people working in tandem, creating this kind of epic synergy to overcome these encounters that wouldn’t be overcomeable as an individual.” Please note that the word ‘overcomeable’ is from the Dictionary of Biegel.
”We really wanted to focus on teamwork and the buzz that comes from people working together online, because even though there’s some downtime when you’re not playing together, the buzz is that much higher when the group locks together and everything falls into place.”
Click here to read the full interview between Jake Biegel and Gamasutra.

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