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IGN: Do you feel that you were able to strike a good balance between good performance and realistic minimum requirements? How did your engineering and marketing teams arrive at a compromise between good visuals and a solid framerate and how do you respond to the people that are dissatisfied with how the game runs on their high-end systems?
Cevat Yerli: Yes I believe so that we made a good balanced decision. Our "medium" setting should run great on 70 percent of gaming PCs. I think an important distinction that many gamers overlooked was that we designed "medium" settings to look and play great. The tendency of many gamers is to automatically set everything for the highest possible settings, but our "high" settings are truly for high-end systems with "very-high" settings reserved for the most state of the art and upcoming PCs.
If we could have changed one thing, it would have been to use naming conventions similar to what we had in Far Cry. So Crysis "medium" would be renamed to "high", Crysis "high" to "very high" and Crysis "very high" to "ultra." As you'll remember when Far Cry was released, there were similar concerns about specifications and very few people could play the game on very high or ultra, but most gamers with suitable PCs played on medium or high settings.
IGN: How about the biggest failure?
Cevat Yerli: I definitely think that we need to continue to educate gamers about our settings. As we've been saying all along, Crysis looks and runs great on medium and high settings on gaming rigs that are 2-3 years old.
IGN: What was up with that ending? I know that you need to lead into later parts of the story, but it felt just like Halo 2 and it's frustrating as hell. Did you just figure to make these like episodes rather than self-contained stories in a larger picture?
Cevat Yerli: We felt we delivered an ending that is self-contained and conclusive for a first version of a game. We had always designed Crysis a trilogy so it was inevitable from a fiction point of view to not end the fiction. I don't think we communicated this enough, which is why some people might have been disappointed and for that we apologize – hopefully it gives them something to look forward to!
IGN: One of the complaints with the gameplay has been the departure from the game's very successful free-form aspects in favor of more linear action once the aliens show up. Was it something about the story that required you to change to a more linear and more cutscene driven series of missions or was it just a preference on your part?
Cevat Yerli: Story development and pacing were the main reasons for the shift. We knew we had to change the game's pace and inevitably the game's tone and style to tie up the narrative. You'll never please absolutely everyone, but we've received a lot of great feedback from gamers about the design, and we feel like the overwhelming majority of players had a great time.
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