GhostLyrics' Journal


Deadly Premonition pt.6 (Conclusion)

21.02.2012

I’ve thought about a little piece to sum up what can be learned from Deadly Premonition. So far I’ve arrived at the following conclusions:

Controls

“Tank controls” are outdated. You don’t want to use them for controlling a person. You actually don’t want to use them at all. I also assure you that you don’t want to use them if there’s a possible change in the camera angle, like the camera suddenly changing to a position over your head. This change will make the player lose focus for a moment and the momentum is broken since he has to rethink what exactly the game character is facing right now since the point of view is no longer an over-the-shoulder one. If – for a reason I might not be able to imagine and really don’t want to guess – you use tank controls make sure the rest of the game fits this scheme or is that good that it doesn’t matter. Believe me though when I say it’s easier to avoid them altogether. Tank controls are especially bad from a bird’s-eye view.

Loading Screens

The loading screens in Deadly Premonition are generally okay, except for the fact that they’re infuriatingly intrusive at times. It is most noticeable the moment when you get from cutscene to boss fight to cutscene to exploration (might not occur in that order, see end of game). The moment you’re eagerly beating a tough opponent into submission in order to progress with the story and have a loading screen block your path. Queue some of those in a short period and a certain level of frustration is almost guaranteed.

I really try to see the other side of the medal here. Sometimes the engine may already present before you start developing your game. Sometimes the engine may be built and somehow abused into doing something it wasn’t developed for. Still, the immersion breaking that the loading screens are doing are probably not for the best.

Telling Your Story

There’s a significant difference between foreshadowing – which can improve a player’s emotional investment in a given story – and spoiling your own game - which can be particularly harmful to a game as storydriven as Deadly Premonition. I’ll try to give a good and a bad example directly taken from the game.

Bad: Some trading cards have content and description that might spoil your joy because of the revelations they present at a point of the game where you will almost certainly not know the information presented. You gain insight in personal details of chacters which you might not yet know or gained the trust of.

Good: There are some parts that are inaccessible for story reasons, but the game paints you an entirely different image why things are not not 1.

UI Confusion

The gamer playing the Let’s Play already pointed out a fatal flaw of the ingame UI – the map markers. I am quite aware that permanently marking some optional important locations apart from the main goal was probably an idea born from good intentions. The current implementation – using differently colored map markers for various targets – is lacking in thoughtful design. That is most evident when having bought all of the Spirit Maps and having cleared all of the related combat areas does not clear the markers from your map.

A solution to the problem might have been a map system which let’s the player choose what things he wants to display (or filter out). A fine example can be found in the Assassin’s Creed series2. There the player can choose to filter by categories or by map marker type. – Or simply the removal of the markers upon completion of the related objectives.

Consistency

Consistency is very important3. I’m quite sure that the mismatch of colors between the quest text and the item description in a certain scene is merely a development oversight. I’m however not so sure how that managed to get through quality control because fixing this is probably only as little effort as exchanging one string in the code (or localization files).

Non-optional minigames

Many games which feature mini games deem it to be a great idea to shove them into the user’s face at least once per playthrough. While most of the time I’d argue that is not the best practice to force a user to do something that is not considered part of the core gameplay there is a high chance that users might miss such a optional element entirely.

Digital Actor Concept

The concept of using “digital actors” seems quite interesting. On one hand one might argue that it’s essentially a recycling of previous material, but on the other hand there are real life actors who have played many, many different roles in their careers quite successfully.

I am not so sure how players of both or all games in which a characters stars feel about this reuse though. It might be interesting to check for emotional investment upon recognition of an existing character with a certain level of depth to his back story and traits who previously starred in other games4.

Leaderboards

Purely story driven games without any competitive aspects don’t need leaderboards. Maybe you’re having fun implementing them and tracking certain things like playtime and the number of times the player shot himself in the foot, but a statistic is enough to show you care and not enough to make people wonder why you’d build a leaderboard around those activities.


  1. I know this is quite vague but I don’t want to give everything away during the final analysis. If you want to know, you should either play the game or check out an LP. I’m talking about certain houses or rooms. 

  2. Sadly, I’m not quite sure whether all games of the series feature this option. I’m certain that Assassin’s Creed: Brotherhood and Assassin’s Creed: Revelations do. 

  3. Every time I say that it makes me chuckle because this is what caused me to first switch from Windows to GNOME (Ubuntu) and afterwards to OS X. 

  4. not as a cameo, that is. 

Dan Crabtree about Alan Wake’s American Nightmare:

Alan Wake’s American Nightmare is a natural progression from the original Alan Wake, the cerebral journey of a burnt-out writer through the twisting reality of the Pacific Northwest to save his wife from his surprisingly literal demons. Like its predecessor, American Nightmare takes the form of an episodic, Twilight Zone-esque television show, Night Springs (which Wake himself purportedly wrote years before, in an Inception-like meta-twist).

As far as I remember that is not how it happened. While there was significant importance to the Night Springs scenes plotwise, they were merely there to provide further background. They displayed some of Alan’s work aside from being a reknown author.

While the game was indeed originally planned as episodic content for XBLA (and is still built around episodes in the retail version) the importance of Night Springs was almost non-existent in terms of providing background for the game itself rather than for Alan as a character.

Project:Rosetta – Graduation Ball Brainstorming

20.02.2012

Some days ago I reached out to some of my beta readers for a kind of extended brainstorming session for a particular interesting scene of the novel I’m currently working on. The motif was “graduation ball”.

My findings after having summarized and consolidated all of the notes were quite interesting. While there were some common themes like “dance” and “buffet” there were also associations that couldn’t have been further from each other. I think that gave me the opportunity to take a better look into the whole scenario from a few different angles besides my own pretty romantic concept.

While quite some unpleasent associations came up (like excessive alcohol consumation and violence as well as physical pain and emotional stress) some of the participants seemed to share an equally or similarly romantic view of the whole ball idea.

At least two participants mentioned the opportunity of relationships changing during the ball night or new chances revealing themselves, often combined with the aforementioned dancing. Another popular idea was the introduction or familiarization of new faces during that social event.

Something that struck me as particularly sad was people losing their enthusiasm or joy about balls after having been on their own, where mostly working is very important and the aspect of just being glamorous and pretty is overstated when compared to reality. Mind you I’m not speaking from experience, since I had little to do on my own graduation ball.

Personally I’m looking forward to the ball as the scenario my characters are in requires them to wear uniforms most of the time. While I’ll go back to writing in a short time I want to share a translated part of a conversation I had while explaining how I work.

Alex: I want a nice opportunity to display the ladies in dresses instead of uniforms.
Alex: a ball is the perfect chance for that
Alex chuckles.
Alex: I’ve a quite vivid imagination about that. My actors are puppets that have to be dressed, styled and coached in order to play their parts in the novel
Alex: There’s a puppet house in my head in which they’re to play their roles
Alex: actually a damn huge puppet house – more like a puppet town.

Notebook Dump

17.02.2012

Attention, notebook dump incoming. Brace for impact.

In more personal news: I’ve finished two more books that I bought during the winter holidays. Jenna Black’s Dark Descendant was not that exciting and has a slightly similar background to the Mythos academy series I’ve read already. Shortly after that I tackled Nicole Peter’s Tempest Rising which I really enjoyed. The book made me laugh quite often – which is always a good sign. At least if I’m not laughing out of pity or it is a cynic laughter caused by utter disbelief.

I’m not quite sure that there had to be quite that much sex in it. Honestly I would probably have exchanged the most of it for more story. I see you rolling your eyes there. As much as some sexual thrill can improve a book it can also destroy the flow of the book if there’s – to put it bluntly - fucking where the protagonists ought to be doing something to help the story come along (sorry, I couldn’t resist that pun).

I think my biggest issue of yesterday’s experiment was the fact that I don’t want to like Kingdoms of Amalur: Reckoning.

Kingdoms of Amalur: Reckoning

From the very first moment I saw a video preview on that particular title I disliked the visual style it uses because it reminds me in a very bad way of World of Warcraft which never succeeded in creating any kind of immersion for me. The very fact that the title also seems to be modelled in a potential MMORPG world just enhanced that feeling of oddness which repelled me. However, it was the story which I deemed to be completely and utterly uninteresting after hearing the first bits that seemed to be the biggest factor of despise for me. Let me say this very clearly: Usually I’m only drawn to games which deliver an interesting narrative element which is presented at least fairly well

That being said I’ve to admit that I do like Amalur. Make no mistake, the world still fails to impress me with narrative if not with visual diversity. The side which makes Amalur great is its combat – and I’m by far not the first person to notice this. It is pleasently fluid although it got a little grind-y after a while and I’m sure – although there are a lot of different weapons and styles – that more than one finishing animation per class might present it as less of a chore than it currently feels to me.

Now, for some thoughts on the demo itself. I have to wonder why the dev’s chose to show my three difficulty levels if there’s only one available and why it’s not the one available which is marked as default. Also one might argue that normal should be the default instead of casual.

  • I like the fact that in the character editor there’s a slider for tattoo intensity. By now quite a few new games feature this, but it’s worth pointing out since it adds uniqueness to your character if you’re able to give him some backstory without him looking like he/she just strolled out of the tattoo shop.
  • I have no idea who came up with the popular guesture of characters pointing their fingers at me. What I do know is that it makes me feel slightly uncomfortable and it’s weird considering that people of different races (and therefor cultural believes) use it in the same way.
  • After extensively playing Skyrim1 I enjoy Amalur’s comparatively short loading times. On the other hand that might be because I have the feeling that by now I’ve seen all of Skyrim’s loading hints.
  • Reckoning offers to skip cinematics, with no frills added, seemingly no delay and no second guessing (“Do you really wish to skip this great expensive cinematic although you’ve pressed at least three different buttons to skip it?”). I mean… you just have to admire that.

So alltogether I enjoyed the demo which consistent of the game’s first section until you are set free into the vast world plus an additional 45 minutes in which you are free to do whatever you wish. In certain boundaries that is, considering the demo weights about 2 GB.

Mass Effect 3

There’s not a lot to say about the Mass Effect 3 demo yet since:

  1. The multiplayer section is available from 17th onwards.
  2. The first section basically is the game’s opening which was already spoilered and described to death by both trailers and the story itself.
  3. The second single player section I’ve by now seen the fourth time and played the second time. I’ve seen the walkthrough with and without developer commentary, played it at GamesCom 2011 and now with the demo.

I did notice that the uniforms looked more detailed than in ME3′s predecessors.

One thing I could not quite wrap my head around was the fact that in the second sequence I’m not given a sniper rifle despite me playing an infiltrator which is treated as sniper/assassin type by players. I’ll blame it on the missing rifle that I died during my playthrough.

I’m quite excited about ME3 and did – for a very short time – consider preordering. After looking at the preorder boni I stopped persuing that line of thought due to the lack of story-based preorder DLC. Also I’m not shelling out about 30€ more for the Collector’s Edition or whatever you want to call it just to get the bonus character.2


  1. That is the correct URL. During the time of this writing the site showed a in memoriam for one of Bethesda’s artists though. 

  2. I want to have it but not that desperately that I need to pay way more than the usual DLC rate.