{"id":23487,"date":"2022-12-14T19:43:28","date_gmt":"2022-12-14T19:43:28","guid":{"rendered":"https:\/\/mailinvest.blog\/index.php\/2022\/12\/14\/god-of-war-director-on-kratos-game-development-and-the-game-awards\/"},"modified":"2022-12-14T19:43:28","modified_gmt":"2022-12-14T19:43:28","slug":"god-of-war-director-on-kratos-game-development-and-the-game-awards","status":"publish","type":"post","link":"https:\/\/mailinvest.blog\/index.php\/2022\/12\/14\/god-of-war-director-on-kratos-game-development-and-the-game-awards\/","title":{"rendered":"&#8220;God of War&#8221; director on Kratos, game development and The Game Awards"},"content":{"rendered":"<p> <a href=\"https:\/\/go.fiverr.com\/visit\/?bta=1052423&nci=17043\" Target=\"_Top\"><img loading=\"lazy\" decoding=\"async\" border=\"0\" src=\"https:\/\/mailinvest.blog\/wp-content\/themes\/breek\/assets\/images\/transparent.gif\" data-lazy=\"true\" data-src=\"https:\/\/fiverr.ck-cdn.com\/tn\/serve\/?cid=40081059\"  width=\"601\" height=\"201\"><\/a>\n<\/p>\n<div>\n<div class=\"grid-full-bleed\">\n<div class=\"center pt-lg pt-lg-mod-ns grid-layout \">\n<p><h2 class=\"ma-auto font--subhead font-light offblack subheadline mb-sm mb-md-ns\">\u2018God of War Ragnarok\u2019 director talks television and Kratos\u2019s growth<\/h2>\n<\/p>\n<div class=\"grid-center w-100\">\n<div class=\"flex print-byline print-mt-none justify-center\">\n<div class=\"byline-wrapper flex-column flex items-center\">\n<p><span data-testid=\"display-date\" class=\"wpds-c-iKQyrV gray-dark display-date\">December 14, 2022 at 1:22 p.m. EST<\/span><\/p>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"grid-center grid-tablet-full-bleed\">\n<div data-testid=\"lede-art\" data-qa=\"lede-art\" class=\"\">\n<figure class=\"overflow-hidden relative hide-for-print center center mb-sm mb-md-ns ml-auto-ns mr-auto-ns\">\n<div style=\"filter:blur(10px);transition:filter .1s;line-height:0\" class=\"w-100 mw-100 h-auto\" width=\"600\" height=\"400\"><img style=\"background-size:cover;max-width:1600px;background-image:url('data:image\/svg+xml;charset=utf-8,%3Csvg xmlns='http%3A\/\/www.w3.org\/2000\/svg'        xmlns%3Axlink='http%3A\/\/www.w3.org\/1999\/xlink' viewBox='0 0 1280 853'%3E%3Cfilter id='b' color-interpolation-filters='sRGB'%3E%3CfeGaussianBlur stdDeviation='.5'%3E%3C\/feGaussianBlur%3E%3CfeComponentTransfer%3E%3CfeFuncA type='discrete' tableValues='1 1'%3E%3C\/feFuncA%3E%3C\/feComponentTransfer%3E%3C\/filter%3E%3Cimage filter='url(%23b)' x='0' y='0' height='100%25' width='100%25'         xlink%3Ahref='data%3Aimage\/png;base64,iVBORw0KGgoAAAANSUhEUgAAAAkAAAAGCAIAAACepSOSAAAACXBIWXMAAC4jAAAuIwF4pT92AAAAs0lEQVQI1wGoAFf\/AImSoJSer5yjs52ktp2luJuluKOpuJefsoCNowB+kKaOm66grL+krsCnsMGrt8m1u8mzt8OVoLIAhJqzjZ2tnLLLnLHJp7fNmpyjqbPCqLrRjqO7AIeUn5ultaWtt56msaSnroZyY4mBgLq7wY6TmwCRfk2Pf1uzm2WulV+xmV6rmGyQfFm3nWSBcEIAfm46jX1FkH5Djn5AmodGo49MopBLlIRBfG8yj\/dfjF5frTUAAAAASUVORK5CYII='%3E%3C\/image%3E%3C\/svg%3E')\" alt=\"God of War Director Eric Williams stands in front of individual illustrations of his team members at Santa Monica Studio in Santa Monica, Calif.\" class=\"w-100 mw-100 h-auto\" width=\"600\" height=\"400\" data-srcset=\"https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=440 400w,https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=540 540w,https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=691 691w,https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=767 767w,https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=916 916w,https:\/\/www.washingtonpost.com\/wp-apps\/imrs.php?src=https:\/\/arc-anglerfish-washpost-prod-washpost.s3.amazonaws.com\/public\/75FRWTHD42KKMYY2YYYRHBBV3M.jpg&amp;w=1200 1200w\" data-sizes=\"(max-width: 440px) 440px,(max-width: 768px) 691px,(min-width: 769px) and (max-width: 1023px) 916px,(min-width: 1440px) 1200px,440px\" decoding=\"async\"\/><\/div><figcaption class=\"ml-gutter mr-gutter mr-auto-ns ml-auto-ns font--subhead font-xxxs mt-xs  left gray-dark\">God of War Director Eric Williams stands in front of individual illustrations of his team members at Santa Monica Studio in Santa Monica, Calif. (Lauren Justice for The Washington Post)<\/figcaption><\/figure>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"wpds-c-kIYCkz\">\n<div class=\"wpds-c-grBDNq hide-for-print mb-sm undefined\">\n<div class=\"PJLV PJLV-iAjpuP-css flex items-center\" config=\"[object Object]\" data-qa=\"article-actions\">\n<div class=\"wpds-c-fLphcs\">\n<div class=\"wpds-c-jmLDag wpds-c-jmLDag-bywHgD-variant-primary wpds-c-jmLDag-biynoz-density-compact wpds-c-jmLDag-hZSyid-isOutline-true wpds-c-jmLDag-ejCoEP-icon-left wpds-c-jmLDag-futxca-cv wpds-c-jmLDag-iknmtxO-css\"><button aria-label=\"Comment\" class=\"PJLV PJLV-iPnDcc-css\"><svg xmlns=\"http:\/\/www.w3.org\/2000\/svg\" viewbox=\"0 0 16 16\" fill=\"currentColor\" aria-hidden=\"true\" focusable=\"false\" role=\"img\" class=\"wpds-c-kKAfCG wpds-c-efqEZa focus-highlight flex items-center justify-center brad-lg pointer transition-400 ease-in-out transition-colors\" aria-label=\"Comment on this story\"><title>Comment on this story<\/title><path d=\"M14 14V2H2v9.47h8.18L12.43 13ZM3 10.52V3h10v9.23l-2.5-1.66Z\"\/><\/svg><\/button><\/p>\n<p>Comment<\/p>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<\/div>\n<div class=\"teaser-content grid-center\">\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><i>This article contains spoilers for \u201cGod of War Ragnarok.\u201d<\/i><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">SANTA MONICA, Calif. \u2014 \u201cGod of War Ragnarok\u201d cleaned up at the Game Awards, winning more awards than any other game this year. It won six awards, including best narrative, best music and best performance for voice actor Chris Judge playing Kratos, the game\u2019s protagonist.<\/p>\n<\/div>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">A day after the Awards, we sat down with director Eric Williams to talk about what it was like to make one of the games of the year and answer people\u2019s most pressing questions.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Williams discussed plot beats the team considered \u2014 and others they rejected outright \u2014 and confirmed that \u201cRagnarok\u201d closes a chapter of God of War\u2019s story. The director also went in depth about what he thinks of game developers having to work long evenings and weekends to finish games, how video games compare to movies and television and what sorts of ideas he has about making games in the future.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><i>This interview was condensed and edited for clarity.<\/i><\/p>\n<\/div>\n<div class=\"article-body grid-body grid-center\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>Was there ever a version of the game where you considered killing Kratos?<\/b><\/p>\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Oh no, we did not consider killing Kratos for many reasons. But the main one was that that\u2019s not the story we\u2019re trying to tell. The story that we wanted to tell was this idea of this parent-child unit coming together and then becoming strong enough that they know each other, and they know that they made each other better, and that if you were to break them apart, you\u2019d still feel like they\u2019d be okay. And death, that\u2019s a different thing. That creates a different set of emotions, there\u2019s a lot of grief and regret. Whereas, just watching your child go to college, that\u2019s natural progression that doesn\u2019t have such heavy weight at the end of it.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>What was the inspiration behind the Draupnir Spear?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It most definitely started from the gameplay mechanics. In one of the PSP titles, a game called \u201cGod of War: Ghost of Sparta,\u201d he goes to the Temple of Aries, who was the previous god of war. And there are Spartan soldiers, and they\u2019re tearing down the Aries statue, much like the thing we always saw when they tore down the statue of Saddam in Baghdad. And he goes in, and he has his epiphany moment with a childlike version of himself. And then he comes out, but one of his guys brings him his spear and shield from Sparta that he had laid down and then you get that for the rest of the game. And we got to see him be the Spartan general again<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">And then he was a monster and became a myth. And then in 2018, we were trying to bring him back to the man he used to be. And then this for me, it was full circle, because that\u2019s who he was. He was a general, he was a father. He was a husband. And now he\u2019s doing it again. And so I wanted to see that core come out of him. And so then, because we knew we wanted the spear for the gameplay side, we started working on story. How\u2019s it gonna get made? What can we say when it\u2019s getting made? Can we make it his and only his? Because the blades were bestowed upon him as a curse, the axe was gifted to him by his wife, like what would be him in that pure kind of way, so that if you saw him standing with that spear and shield, he may become the protector of the realms, not the destroyer anymore.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>Should video games be more or less like movies?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">The Game Awards last night prove the point of video games. No game was like the other. You have a game about a cat who\u2019s wandering around, and you actually embody the idea of being a cat. And then you have a dark, mysterious world where all the storytelling is based on how you interpret it, in \u201cElden Ring.\u201d Every game is different. Just like with film, it shouldn\u2019t be like, okay, you can only have Tarantino-esque movies, or you can only have Star Wars, or we should not like Marvel. I don\u2019t understand this.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p><iframe loading=\"lazy\" title=\"GOW Ragnarok director responds to Kratos actor&#039;s Game Awards speech | Shorts\" width=\"720\" height=\"405\" data-lazy=\"true\" data-src=\"https:\/\/www.youtube.com\/embed\/vwKZByuKTlo?feature=oembed\" frameborder=\"0\" allow=\"accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture\" allowfullscreen><\/iframe><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">There\u2019s something for everyone for a reason. Choose what you like. And then maybe don\u2019t hate on things that you don\u2019t like \u2014 that would be a better way of approaching all this. But we know that world isn\u2019t the internet; it\u2019s going to do what it does. But actually trying to push things away, or saying you shouldn\u2019t have The Last of Us because it\u2019s too much like a movie, or you shouldn\u2019t have FromSoftware games because they\u2019re too difficult and not everyone can play \u2014 that\u2019s just ridiculous to me. I don\u2019t understand that. Because we wouldn\u2019t have so many good books in the world, or so much good music, or so many amazing films, if we didn\u2019t have variety. It\u2019s short-sighted.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>Do you aspire to make video games more like movies?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I think of it as an experience. The current experience that we have is this one shot camera that\u2019s this lived-in feeling that you never leave the protagonist\u2019s side, you\u2019re with them. And we spent a lot of time cultivating that. And some people think it\u2019s just a trick or it\u2019s a gimmick.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">A lot of the things that resonate with me come from film or even TV. I love \u201cAtlanta,\u201d because it\u2019s so absolutely real, and then surreal simultaneously, and you don\u2019t know which way it\u2019s going. They perfected that formula. Donald Glover, his brother, Hiro Murai and everyone that makes that show are just absolutely incredible. There was a trend of that happening. \u201cFleabag.\u201d Shows driven by comedic leads, but dark. \u201cBarry.\u201d It was a whole bunch of them. \u201cAfter Life,\u201d starring Ricky Gervais. This is what I love.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>How do these influences bleed into your work?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It depends on what we\u2019re trying to achieve. I\u2019m a research monster. Like, once I decide, alright, this is what we\u2019re gonna do, I\u2019ll just go research to the ends of the earth. There\u2019s a place you probably haven\u2019t gotten in the game yet. So \u2014 unfortunately \u2014 spoilers. Well, there\u2019s a large area in Vanaheim called The Crater. And it\u2019s this huge, truly open world space inside the middle of our game that you can miss. It\u2019s totally optional. And there\u2019s three to four hours of content in there, depending on how you play it. And it tells a bunch of backstory for different characters and whatnot.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It was all based on when my wife and I went to Tanzania and Kenya on safari. We went to this place called the Ngorongoro Crater, which is this volcano that collapsed inward upon itself. And then all these animals live inside of it, and they take you down there, and you just see the circle of life, right before your eyes. And I saw it, and I came back to the team like, \u201cyou have to check this out.\u201d And we started looking at it, and they were just like, oh, this is perfect. The way we can cut up the landscape. The fact that the dragons are this invasive species that were bought from Asgard, and they\u2019re killing all the wildlife. You can go in there and cleanse it.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>When you\u2019re adding extra things like that to the game, how do you manage your time when you also have to manage your team\u2019s burnout and their work hours?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">That is always very difficult. We aspire to do big things and that requires a lot of time. And the work from home environment, the pandemic in general weighed on people, for many reasons. Some people lost people, we lost people on the team, which was heartbreaking. That was something no one could prepare anybody for. How do you deal with that?<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I\u2019m very blunt. And I have a very demanding bar of quality. I had to learn how to maneuver that. I was like, \u2018Okay with some people I can be that way with, then we can move quickly.\u2019 But with other people, it\u2019s like, \u2018Okay, I need to slow down. I need to find out what your real problem is and then work from there.\u2019 It takes time. In the back of your head, you\u2019re like, \u2018I need to go do something else.\u2019 But it\u2019s like, no, this is the most important thing right now. People are everything to the project; every problem is a people person problem. So if you can\u2019t solve the people, you cannot solve the problem, because you require the people to solve the problem. And I think people don\u2019t break it down like that. They think these problems are just these things that exist on their own, it\u2019s like, no, so we get to the root of it. So moving through that was very difficult.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Some people were able to handle it better than others, and you lean on them maybe a little bit more. I try to do right by people, that\u2019s something I always try to keep close to my heart. Sometimes you get it wrong. And when you make a mistake, it\u2019s what you do next that counts the most. Don\u2019t let that lie; go fix it, go mend it, swallow your pride. But with a team of 300 plus people, and then external partners, you have to learn how to manage your time.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Sometimes it just meant spending more time, which I know is not something a lot of people like to hear. But if you\u2019re going to make something great, there\u2019s a price and usually it\u2019s time. It\u2019s funny that video games get picked on a lot for it, but it\u2019s like the fashion industry. I watched literally a documentary with Marc Jacobs where they\u2019re sewing the last dress while the model is nude, last in the line waiting, and there\u2019s no shade at them. That\u2019s how that industry was working and you think, a writer by themselves, it\u2019s not like, they were like, \u2018I\u2019m done writing today,\u2019 some days, you\u2019re gonna write for 16 hours, some days, you\u2019re never gonna write. And so it\u2019s just that aggregate of all the time, is it worth it in the end for what you\u2019ve created? And I think that\u2019s good. But that\u2019s almost like a personal choice everyone has to make.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>I asked a lot of developers if they think that conscious, necessary crunch adds to the project. Some said it might benefit you if you do it for a little bit at the end of the project. But if you do it for too long, you\u2019ll face burnout. Would you agree with that?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">100%. Think about it like this: If you don\u2019t know exactly what you\u2019re doing in the beginning, it\u2019s almost impossible that people are going to work at 100%. A hypothetical here: If you had a three year project, you\u2019re going to work at 80% for the first year, 100% for the second year and 120% for the third year, right? Because now you can actually put that effort in. Putting effort in when you don\u2019t know what you\u2019re doing is wasteful. Why would you ever ask anyone to do that?<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Hey, let\u2019s build a car, and I want you to work 12 hours a day, but we have no chassis. What am I going to do all day? It\u2019s just wasteful. But it\u2019s different for everyone. And there are a lot of theories about this and unions and all that, that I don\u2019t really want to get into right now.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>So do you just leave crunching to the individual person\u2019s choice? It could be someone\u2019s passion project to add that crater or some extra features in?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It should never be expected. It\u2019s like, if you want to do a little bit more, great. If you don\u2019t and you can get it done, that\u2019s great, too. Because every department is different as well; a concept artist and a tools programmer are not doing the same work. And so to say that you can have it equal is difficult. And then also, to that point, a concept artist in the beginning, they have a lot of work to do. In the end, they don\u2019t. So their schedule\u2019s almost inverted. They\u2019re [120%] here and then chilling at the end. To expect everybody doing the same hours all the time, again, that\u2019s just foolishness.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Like you don\u2019t do that on a sports team. You don\u2019t have everybody on the court 48 minutes every single night. There\u2019s a reason. It\u2019s rest. Everybody has to rest. Sony to their credit added forced wellness breaks, in the last two years, just to help people realize [they should] take some time off. We know you have to ship and all these things. But even just that was a reminder from corporate saying: We get it. Because there\u2019s a stigma: If I take this off, then it\u2019s gonna impact my performance, blah, blah, blah. But once you have corporate saying \u201cokay,\u201d then it makes everything cool. One of the good things about Sony is they do understand that.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>What was it like to take over this series from God of War director Cory Barlog?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">We were extremely worried about [public opinion]. Because Cory is a big personality on the internet. And I\u2019m not, and I wasn\u2019t going to be. So we held that back about me taking over until the trailer was out. We didn\u2019t want the team to pay the penalty of me in that switch. So everybody\u2019s like, oh the trailer\u2019s great, and oh, by the way, it wasn\u2019t Cory. But then some people still were like, well, boo now, just because it\u2019s a hard opinion to win over. And I\u2019m not mad at it. But there was a strategic reason for rolling it out that way.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>What did you think of Kratos voice actor Chris Judge\u2019s speech?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I went up and hung out in his hotel room afterwards last night until like two in the morning. And we just talked about all the good memories and everything. He\u2019s like a friend for life.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>Is there a person in your life that\u2019s like Heimdall, that inspired him?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">No. He\u2019s an amalgamation of everything people don\u2019t like about people. But there\u2019s a reason behind it. He can read people\u2019s intentions. Imagine what that would do to you. You could actually read why they don\u2019t like you. And you would just be disgusted by it. He\u2019s just a jerk; we gave him the most punchable face you\u2019ve ever seen.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">All of our gods have this kind of flaw. Their ability is also their flaw. Baldur can\u2019t feel things; that drove him nuts. Heimdall being able to see everyone\u2019s intentions, it\u2019s just like, how can you be around people when they always want something, or there\u2019s an ulterior motive? How many people are really genuine, that you can just be like, \u2018Bob\u2019s okay. He just wants to go hang out and have a burger.&#8217; There are very few people like that in the world.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><a href=\"https:\/\/www.washingtonpost.com\/video-games\/2022\/12\/08\/game-awards\/?itid=lk_inline_manual_48\" target=\"_blank\" rel=\"noopener\"><b>At the Game Awards,<\/b><\/a><b> the \u201cElden Ring\u201d developers said they want to one up themselves and make something more interesting than \u201cElden Ring\u201d next time. Do you have a thought of what you want to make next?<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I think every developer thinks that. No disrespect. Anybody that sets out isn\u2019t like, \u2018You know what I\u2019m gonna do today? Middle it.\u2019<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">You want to progress the medium forward. Sometimes that\u2019s a leap, and sometimes it\u2019s a step. It doesn\u2019t mean that the leap is better than the step. Sometimes the step is just so refined that you can\u2019t ignore it. And sometimes the leap is so big that it\u2019ll change everything. So it\u2019s just where you\u2019re at, and what you need to do with the team and time and money that you have. That\u2019s the trick of it. A lot of games fail because they try to take the leap when they should take the step. And then that can implode a studio and then you lose developers and they get scattered to the wind.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>I wonder if you\u2019re excited to tackle a new concept or something that\u2019s not a sequel.<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Sure. Those are always interesting ideas. They\u2019re risky. That\u2019s why they\u2019re not attempted very often. I don\u2019t know if I\u2019ve got a really good idea or if Cory does. We\u2019ll have to see, maybe we\u2019ll talk about it in the new year. But I still don\u2019t think there\u2019s anything wrong with taking something that exists and making a really good version of it. It\u2019d be like saying we shouldn\u2019t make any more Spider Man. It\u2019s been done. But that\u2019s not true. There\u2019s always a new take on it. That\u2019s what\u2019s amazing about it.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It\u2019s funny that we lost the concept of the muse. Because you could blame it on them before when it wasn\u2019t good. And you also couldn\u2019t take credit for all of it, because there was a muse. And now it\u2019s like, no, it\u2019s all on you. So you either win, or you\u2019re crushed and depressed. And even when you win, it\u2019s not satisfying to people like that. They\u2019re already depressed because they\u2019re just like, I did all that, now it\u2019s gone. I have start all over again, and do it again. It\u2019s just difficult mentally. So you need mental health. That\u2019s a weird place to be. You gotta really have a strong mental fortitude to go again, even when you miss.<\/p>\n<\/div>\n<div class=\"article-body grid-body grid-center\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>What\u2019s it like for the team to be led by someone with a math and engineering background, rather than a more creative background?<\/b><\/p>\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I\u2019m a designer by trade. The designers actually got it worse, probably, than anybody. Because I was like, I could call BS on anything. Whereas other ones I\u2019m like, I don\u2019t know. Is that exactly true? What you\u2019re telling me? It\u2019s gonna take 10 weeks? All right.<\/p>\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">I also had to learn how to back off, because you\u2019re not doing it every day. And things change. And they have different ways of doing it. And so it\u2019s a blessing and a curse. Cory was the same way. I remember when he took over, the animators were like yeah! And then they were like, boo, because he was just so strict about the animation. So sometimes having your person is not actually the best idea.<\/p>\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>\u201cGod of War\u201d won the Innovation in Accessibility Game Award. Do you feel like you put a special amount of effort into the accessibility features? And do you think that should be the standard across the industry?<\/b><\/p>\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">Yes, I do think it should be a standard, it\u2019s something that the platforms need to take on. I don\u2019t think it should be for every developer to constantly have to come up with it and devote all the time to it. It should be done at a platform level, and then we can access it for what will work best for the games.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\"><b>Do you feel like the game was exploring masculinity? It\u2019s a very manly game.<\/b><\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">It\u2019s always been that. It\u2019s adjusted as we\u2019ve gotten older. We were all in our 20s and stupid when we made the first games, and it was a different time in the world as well. A good friend told me one time is if you\u2019re not embarrassed of who you were five years ago, you\u2019re not growing as a human.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">And I think as we\u2019ve grown, Kratos has grown at the same time, but he\u2019s still that guy. At the end of the day, people keep coming to his house, and at some point, you got to defend your house. And that was a big part of the story. It was, everybody comes to his house. And in the end, he goes to their house, and you don\u2019t want him coming to your house.<\/p>\n<\/div>\n<div class=\"article-body grid-center grid-body\" data-qa=\"article-body\">\n<p data-qa=\"drop-cap-letter\" data-el=\"text\" class=\"wpds-c-cYdRxM wpds-c-cYdRxM-iPJLV-css font-copy\">But even then he gives everybody an opportunity, like, come on, you don\u2019t have to be like this. And it\u2019s very different than it used to be. And I think it\u2019s very in line with the way that masculinity can be [expressed] now. You don\u2019t have to hold everything. You can open up and talk about things but you can also still be strong and you\u2019re the bear that\u2019s gonna defend the fort and the clubs, and that\u2019s okay. Because that needs to still be there, because other people will take advantage of you. There are snakes in the grass at all times. But you don\u2019t have to be ridiculously over the top and gross about it.<\/p>\n<\/div>\n<\/div>\n<iframe data-lazy=\"true\" data-src=\"https:\/\/www.fiverr.com\/gig_widgets?id=U2FsdGVkX18x7XQvttUTrv1oEqmGNGTgvvCUiUoJ\/AP4z\/UyMz8lXGOLpu15jIMxBbTR0gmD5uBoFvhC4KWeALQRp3h\/X\/AwcVD0K8Wj9H\/ZzYKzcCNHosB9oS4SCJJFWiN85P9ICAc4OgCoE\/wHKIY7CDkf2\/DQ1vqGvk4smVe5cRDEmrLPCWi4FC8p40VUhSmWQ5udCm0zoJtorgWv3vbDQw0kKYkwn39ozAnQXDe+YvWMxkLFWA+O3TFwkJvdkIK+\/AUSnRssPKt5WHY0FhNOxnSPcLslEL4G4\/RfP95ve99U+kRnDy3X+KtzdQLY+u935ghON\/o3UE4IMv9oN6JX9RnxzL\/LRcOgnHigxStSGPKsZYtnz8RWNVT\/rOLAibqiWJadC5MYHRbekF3eg6FOGrQGkXYbsn0+a5aovnlLCbLwIqY9fcS17UX8J235iQ6cdmHNbrPeS84CMm34RA==&affiliate_id=1052423&strip_google_tagmanager=true\" loading=\"lazy\" data-with-title=\"true\" class=\"fiverr_nga_frame\" frameborder=\"0\" height=\"350\" width=\"100%\" referrerpolicy=\"no-referrer-when-downgrade\" data-mode=\"random_gigs\" onload=\" var frame = this; var script = document.createElement('script'); script.addEventListener('load', function() { window.FW_SDK.register(frame); }); script.setAttribute('src', 'https:\/\/www.fiverr.com\/gig_widgets\/sdk'); document.body.appendChild(script); \" ><\/iframe>\n<br \/><a href=\"https:\/\/www.washingtonpost.com\/video-games\/2022\/12\/14\/god-of-war-eric-williams-qa\/?utm_source=rss&#038;utm_medium=referral&#038;utm_campaign=wp_business-technology\">Source link <\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u2018God of War Ragnarok\u2019 director talks television and Kratos\u2019s growth December 14, 2022 at 1:22 p.m. EST God of War Director Eric Williams stands in&#8230;<\/p>\n","protected":false},"author":1,"featured_media":23488,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-23487","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tech-universe"],"acf":[],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>&quot;God of War&quot; director on Kratos, game development and The Game Awards - mailinvest.blog<\/title>\n<meta name=\"description\" content=\"Technology is forever changing, and there are always new pieces of technology to replace obsolete ones. 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