PSB: What kind of compromises are we talking about exactly?
MW: It is exactly the same game [as the PlayStation 3 version] apart from traffic density and number of players online. But I think that the asynchronous play is actually going to be more important.
PSB: How exactly does that work?
MW: So, if you play the single-player game, and then play muliplayer, any Speed Points you earn in SP also drive your MP progression, and that’s true when you play the game on PS Vita too. Anything you earn on PS Vita carries across to the console version. It’s a unified scoring system.
Everything you do in the game earns Speed Points. Speed Points determine your position on the Most Wanted list. Am I outscoring my friends; have I reached the necessary score threshold to take on one of the Most Wanted drivers in the solo game; what speed level am I at in MP; what have I unlocked, and so on. I can push up my Speed Point level on PS3 multiplayer when I’m mobile with PS Vita, and vice versa.
PSB: The easy option would have been to contract an external developer to work on the Vita version but you decided to keep it in-house. Why?
MW: It was something we wanted to do. It looked like the machine was going to be capable of delivering what we wanted to do. And the way that we work is very iterative – build, play, change, build, play, change – that’s how we work. When you go external it generally only works when you’ve got a finished game, otherwise there are too many moving parts.
So, it looked like something we’d be able to do and we were going to be able to push ourselves in some new directions. It was difficult, but we’re not ones to shy away from a challenge.