Posted Wed, May 21, 2008 by Shayalyn
Ten Ton Hammer: So is building replayability like that into levels challenging?
Kevin O'Hara: I think, because we're thinking about replayability with every mission/map we make, it's just ingrained in us now. We're going to make the big segue map and them make the extra rooms and tunnels to block off so players can come back later and play a different mission. So instead of kill the chief guy, you are going to collect intel on a different map.
One of the designers liken it to where you have a huge racing track and they section off the parts they don't want you to go into yet. That's not going to be all our maps, but it's just some of the concepts we're using for replayable spaces.