Replying to @DSVolition
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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what exactly inspired the name 'saints row'? as the title for the franchise? what goes into thinking about specific gangs/groups in the games, i found STAG in SR3 to be a nice interesting part. though the deckers seemed like they were missing something that was a wow factor.
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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
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though im not sure if you are able to answer this for the future but. in the past with saints row being mostly co-op, one thing that i havent personally seen in many games is being able to progress through the story with a friend actually appearing in a cutscene or being noticed
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Replying to @ZompieGaming
We can't comment on anything about the new game yet, sorry.

Jan 21, 2021 · 5:29 PM UTC

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Replying to @DSVolition
thats fine, but to shift the focus to the question with it being in the older games, why was it that only the main character (which could be customized id say a million different ways was only shown?)
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As opposed to both players in a cutscene? It wouldn't make any logical sense story-wise. The player is THE Boss in the story. There are not two, and trying to account for both SP and co-op play with different cutscenes would be insanely expensive.
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