How did you first get the idea for the game?
David Braben: As with "Elite", I wanted a back story that did not dictate where the player has to go next; I wanted the player to have their options truly open to carve their own path through the world. Of the many scenarios we considered, I think this one works best.
The 'character-driven non-linear' game mechanic sounds fascinating, how will
this work in practice? How will it directly affect gameplay?
David Braben: It brings a great deal of freedom to the player - moving away from the gameplay-cutscene-gameplay-cutscene format, which gives the player little choice but to follow the proscribed path, and it avoids the uncomfortable problem where you might go to a location to meet a character - but the character doesn't yet exist as the cut-scene hasn't yet played.
With this new approach all the characters exist in the game from the start, and their future actions are not pre-determined - their involvement can be pre-empted by the player, making for some interesting gameplay mechanics second-guessing what is going on, and novel replay value. If you're a contrary gamer like me, who is always wanting to go down the side route, to shoot the character giving the long speech-to-camera, to do the unexpected, then this is the only way forward.
+
"Outsider will offer a visceral combat experience with high tech weaponry or a more stealthy infiltration involving manipulation of the organizations arrayed against you, or combine those two elements so that you get a more diverse playing experience. One without the other would feel an empty experience before long. There is a further mechanic arching over this - one of intrigue and plotting - exploring the rich story behind your betrayal."
+
"The game will of course offer gorgeous graphics - which we all expect on fifth generation titles - but more importantly it radically enriches the player's experience by abandoning the traditional, prescriptive, mostly linear story of current generation games, and replaces it by simulating characters' motivations and aims. This gives the player genuine freedom to change the story outcomes in a way that has not been seen before - each player will get a truly unique, sophisticated, visceral experience rather than simply switching between 'good' or 'evil'."
+
"I think improvements in the way characters behave are going to be a key change. How many games out there now can you walk around with a gun held out, and none of the game characters bat the proverbial eyelid? Even when you shoot the guy next to them!"
+
"Currently there is little characterisation in games, other than that delivered in the story dialogue and/or cut scenes. By this I mean the character cannot in general be tested by the player other than in utterly superficial ways like how quickly they shoot back at you."
---
NB: I can only recover the first page of the original article, but it seems the pull quotes are accurate