Game developers are sharing the delightful chaos that ensues when you take a random line of code in a video game and crank it up to 1,000.
29.04.2024 - 11:59 / gamesindustry.biz
Last year's Alan Wake 2 released to critical acclaim, winning awards such as the game Award for best narrative at the 2023 Game Awards, and this year's BAFTA Game Award for Artistic Achievement.
At GDC 2024, principal narrative designer Molly Maloney and associate game director Simon Wasselin talked about a few narrative design elements that help make the game such a cohesive experience, focusing on gameplay actions players can often take whether they're controlling Alan and Saga.
In an industry where the distinction between writer and narrative designer is often unclear or the terms are even used interchangeably, Wasselin and Maloney's central message is this Narrative design is about identifying and designing features and tools that support a cohesive story. If the narrative design team is properly empowered, it is possible to create deep investment purely through opportunities for expression.
The central question Wasselin and Maloney asked themselves when beginning work on Alan Wake 2 was how to build investment in players; after all, the story itself was strictly linear and didn't give players the opportunity to influence it through tools such as branching dialogue, either.
"It is not a particularly hot take that that linear, single-player story games have less agency than a branching game or a sandbox game that constantly throws these choice moments at the player," Maloney said. "So it's actually more important to take advantage of or even create new player expression opportunities in linear games."
Alan Wake 2 has three fixed game pillars, meaning elements the game definitely needed to have: combat, opportunities to play with light and darkness and the very aptly named 'make it scary' pillar. Beyond that, every piece of content needs to support storytelling, so while narrative and combat are often seen as separate aspects of games, for example, in Alan Wake 2 even combat actively tells the story or aids it.
"Why make the player watch something when they can do it? If possible, we shouldn't rely on narrative bookending to tell the bulk of the narrative," Wasselin said. "Avoid exposition cutscenes, and tie narrative to interaction whenever possible. Even a small interaction is better than none, and when that isn't possible find tricks to make the player still work for it."
This narrative design philosophy underpins all of Alan Wake 2, and way of thinking Wasselin took from his work as at Quantic Dream. While that studio is known for making games that branch very strongly, the main trick of making players perform actions themselves whenever possible works largely for every game, as Wasselin explained.
"It was most important for us to integrate the player fantasy directly into the mechanic," he said. "You
Game developers are sharing the delightful chaos that ensues when you take a random line of code in a video game and crank it up to 1,000.
There aren't many ways left to put a twist on Stardew Valley, but suffixing it with "in space!" oughta do it. Little-Known Galaxy is out in a week, and currently has a demo on Steam, where you can sample many of the delights that you're used to from a Stardewlike when you're new in town: meeting the locals, growing potatoes, and tidying up the place. Also, raising alien pets, seeking out new life, and new civilisations... It all takes place on a spaceship, you see, and this has some ramifications to playing the game beyond reskinning everything to be shiny metal instead of picturesque mud. It's an intriguing proposition.
Pokemon Scarlet and Violet brought a lot of new Pokemon into the franchise, but players are now debating which ones are the most forgettable. Pokemon Scarlet and Violet have introduced 114 new monsters to the Pokedex, including the ones in the base game and monsters added through DLC, but they weren't all created equal in players' minds.
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Remedy has cancelled one of its in-development multiplayer projects, codenamed Kestrel.
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I haven't ever raided in an MMORPG like World Of Warcraft for several reasons, one of which is the time commitment. I've never put in the many, many hours needed to earn the requisite gear nor partied up with the many, many people necessary to slay a big dragon. If only raiding was possible without these things… well, my saviour seems to have arrived in a form I wasn't expecting: 2D anime bunny girls. Rabbit And Steel is a co-op action roguelike that's raiding without the pre-grind and it looks rather wonderful.
Remedy Entertainment, the developer of Alan Wake 2, released a financial report showing that Q1 2024 profits are still below the title's budget even though sales have done well. The report shows more than just Alan Wake 2 earnings, with a full breakdown of the developer's financial situation.
Despite being one of the most successful games released by Remedy Entertainment, Alan Wake II still hasn't recouped its expenses, according to a new financial report.
Alan Wake 2 enjoyed widespread critical acclaim upon its launch last year, while as of the beginning of February, it had also sold over 1.3 million units worldwide, becoming Remedy Entertainment’s fastest-selling game to date. In spite of a solid start, however, it hasn’t quite sold enough to start turning a profit yet.