IGN: One of the things I was impressed by in the demo is how much detail there is in the world. Specifically the scene where you get stuck in a firefight in a woman's house and her baby is screaming throughout the whole fight. There's a great sense of how imperiled all the innocent people around you are by virtue of you making these gung-ho choices. How do you plan moments like those? Where do they come from?
Rex Dickson: It's interesting, when you have a game whose two pillars are "human cost" and "violence and consequences"—I could throw those out at you as marketing terms but when you start to think of it, those are really unique and challenging themes to bring into an FPS. If you strip that mother with the baby out of that scene, all it is is a classic defend encounter. It's got the classic ramping, enemies coming from multiple directions, guys enter the space. Adding the mother into it is a way of achieving those goals of violence and consequence and human cost in a traditional defend encounter. To us, these are the elements that push it over the top.

$19 gallons of gas could certainly lead to conflict.
You're going to get these standard FPS objectives and encounters, but this theme of violence and consequences is what makes Homefront so unique. The other thing about that scene, which I love—it points back to Half-Life, which we think did the best job of blurring story and gameplay—it was very important for us to keep the player immersed in it and not cut away to a cutscene. That whole scene where Boon is talking to the mother and reassuring her—the whole time you're in gameplay. The story is going on behind you. We're trying to blur the lines between what is story and what is gameplay. We're really giving homage to Half-Life in that regard.
IGN: You touched on ammo scarcity before, it's not something that hits you over the head, but it definitely feels conspicuous that you've only got a few reloads with each weapon, the numbers are always dwindling. How does that affect the way you thought about the levels and planning enemy encounters? It still feels like there are a lot of enemies coming at you. If you have 40 enemies coming over the horizon that's potentially 40 guns with extra clips and ammo for you to harvest, which could undercut the whole concept.
Rex Dickson: Each weapon has a certain amount of ammo left in it. It's not that we want you to stockpile weapons and ammo, it's more that we want you to use this weapon, exhaust it, pick up the next one and exhaust that. It's not so much like Half-Life where you have like 9 weapons on your list and you have to pick out which one is right for the job. This is more like you're fighting to get to the next pick-up and fighting to get to that next clip, which we feel is more how a resistance would fight. You are not in a position of power in this game. You are in a position of inferiority constantly, being chased, on the run, out-numbered and having to escape. There are moments in this chapter where you feel like a trapped rat crawling through these houses trying to stay undetected. As a designer, ammo scarcity is a very dangerous feature.
I could easily call out examples—I believe Medal of Honor just shipped with an unlimited pistol. I think a lot of games do that because god forbid the player ever runs out of ammo. It happens a lot in our review sessions where we're playing as a group of leads and someone runs out of ammo. They're looking out and see a weapon somewhere out there and they're thinking about going for it, they sprint out to get it, and just as they're coming up they die—everyone goes, "Ooooh!" You realize how much gameplay and drama you get out of just that one decision to not ensure the player always has ammo. It really came out of trying to deliver on the core theme of the game, which is that you're at a disadvantage and every resource is valuable to you.
IGN: I want to ask you about one of the bigger things that stood out to me with the theme, and it's another kind of dissonance between the fiction and what it feels inspired by. It's America that's being occupied in this game; Americans are the ones being victimized by a country that, right now, is among the poorest in the world. Being invaded and occupied is such a resonant idea right now, with Afghanistan and Iraq, but also similar tensions over the last couple of decades, in places like the Balkans, Georgia, Chechnya, Congo, Sudan, western China, Gaza, Lebanon, and a lot of other places.
Why use such an implausible fantasy like North Korea invading America, making Americans victims when there are such an incredible number of real world situations to draw from? I think of that shootout with the baby and how much more powerful if it might have been if it was, say, an American soldier trapped in an Afghani house, being shot at by the Taliban, and having to hear the shrieking of a poor Afghani baby and his or her mother.
Rex Dickson: The thing is, a soldier is there to do a job. They're trained to be killers, they're trained to be exposed to this stuff. I think Medal of Honor did a great job achieving this authentic experience but I can't relate to these guys. I'm looking at these Tier-1 guys and how emotionless they are when they kill—as a human being who's never experienced combat, I can't relate to this person. I make no connection with them.
The reason we chose to do it the way we did is—if we portray you and the people around you as civilians our hope is that people will register more with that than they will be by a bunch of emotionless killers. Our characters go out of their way to express feelings about what they're doing and seeing and the violence all around them. If you did put it in Iraq or you did a World War II game where you're a person in the Warsaw Uprising or whatever, there's a part of it that would separate from people because they can't relate to what happened there. If it's in your home country and it's a place you can imagine—I think our ultimate goal is to have people playing this game ask themselves the question, "If this happened here would I have the balls to pick up a weapon and fight?" If we can get that emotion out of people, I think we've achieved our goal.
IGN: But still, you could have gone somewhere where that theme actually resonates and has a real, current precedent. You look at Kurdistan, the war in Georgia in 2008, the Northern Alliance in Afghanistan—these really are real world incidents of people who had to figure out how to become soldiers themselves, and fight through really severe resource limitations to preserve themselves. Everything you're talking about really happened, and it usually happens to the poorer people of the world, not the richest. There are so many things going on in the world and to chose North Korea as the one country that'll become a new empire and America it's victim—it's almost exactly the least probable of all possible scenarios.
Rex Dickson: I think, if you look at history, you look at after World War I, people would say World War II should never have happened—how broken Germany was, and how cut off and isolated they were. History is filled with these empires that were indestructible and fell, and countries that had no right rose quickly—

Could North Korean helicopters really fly over American soil?
IGN: It's actually the opposite. World War II was, in large part, a consequence of how little of Germany had been decimated. They went into a recession and were isolated diplomatically, but their core infrastructure and economy was left intact. They were able to rebound very quickly, which was a big part of why the Allies were so intent on absolutely destroying the major German cities at the end of World War II. World War I ended in an armistice and the German Revolution overthrowing the Kaiser, it wasn't the total firebombing and civilian-targeted ruination that happened at the end of World War II.
Rex Dickson: Let me answer it another way. The reason we chose America and Americans is because—if you look at Eastern Europe, Africa, or Iraq, they're used to violence. There have been wars in these countries, they're exposed to it. America is unique in that we have this mentality that we're almost indestructible. We're the kings, we're dominant. We live this life of excess and convenience that most people don't have. Ripping that away from average Americans is a key theme in Homefront. Of all the cultures on the planet Americans are perhaps the least equipped to deal with something like this. Most people wouldn't imagine that it could happen, let alone how they would react to it if it did happen. Some of these other cultures are hardened by this stuff and have seen it for years. Americans have almost never seen it, and wouldn't it be interesting to explore how they would react if it did happen here?
IGN: Fair enough. Thanks for answering my questions!