Alright fair.
When did development start on this installment?
Did anyone think the series wouldn’t thrive as much as it did? (Example saying saints row 2 is the final straw)
What hints can you give about anything?
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Development started after the release of Agents of Mayhem in 2017.
Future plans are generally dependent on the success of the current title. We always hope for the best.
We can't give any hints about anything. Though ultimately futile, we do respect your tenacity.
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No more questions about the next installment from me as I have a bunch that might not be answered. Though
How far did you specifically think volition would come? (What did you expect?)
Which of the 4/5 (GOOH) saints rows had the biggest hurdle and what was the hurdle? —
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What is the hardest thing or was in development?
Why were some things cut
How difficult was it to get ahold of VA’s?
Is the comedy and action factor focused more than say an emotional connection with a story/line?
That’s it. Thanks for taking the time to answer my questions.
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Cut content happens for a variety of reasons. Can't be polished in time, breaks flow, isn't working
We have an agency we use for VO talent. We don't have to try and contact actors directly if that's what you are asking
Tone all depends on the specific game and its direction
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How do cut vehicles or weapons exactly break flow? Because to me it seems like the genkipult in sr3 would kind of be cut with how it works?
The Question should have been explained better, I mean like were there desirable people from the very first few volition games that got—
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If there is ever a specific actor, the agency we use would talk to that actor's agent and we go from there. For big names it usually comes down to our VO budget. Game dev is fluid, and we often have to adjust expectations based on reality of time and money.
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Well Obviously the budget is increasing much higher due to there being quite a few sequels to the first game, but starting at a low budget in the first installment I could imagine it would have been a little difficult to get ahold of some people no?
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THQ owned us at the time, and the first Saints Row was a flagship title for them. It did not have a low budget by any stretch of the imagination. It was an early 360 exclusive, and the first open world title on the console.
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The title came from one of the neighborhoods in the game. We talk about that (and a lot more) here:
volition.tumblr.com/post/999…
Gang design is a team effort, from writing, to artists, to gameplay designers. There is always a lot of fine tuning and evolution during development
Jan 21, 2021 · 5:23 PM UTC
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