Brink “the smart way to do things,” dev says

Splash Damage’s latest, Brink, is taking a real stab at blending both single and multiplayer into a seamless experience. It’s something that few, if any games have managed to do before and — if it works — it could be huge. We wondered what the developers thought about how this approach might affect other games that offer both modes in the years to come, so we asked that very question during out chat with Lead Designer Neil Alphonso at the Eurogamer Expo today.

“I think a lot of people will look at what we’ve done and realize it’s a smart way to do things,” Alphonso began. “In a lot of games – including a lot I’ve worked on – the single-player and multiplayer components have been very different and very separate. You’ll often find these parts produced at different studios, these days in different parts of the world even, so you get a very diverging experience, almost like two games for the price of one. That may be very good in some respects but production wise it’s just not the way to do things.”

Splash Damage of course used to work on multiplayer sections of games like Doom 3, so they know what they’re talking about, “It’s very challenging because you have to sort of design both sides of the experience to sort of serve as a mesh into one thing,” he said of blending multiplayer and single-player in together, “it’s definitely not easy but production wise if you don’t have a huge team then I think people will pick up on it and decide it’s a good way to go.”

Brink is on track for a Spring 2011 release.

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