July 2010 Game Deconstruction Group - Red Dead Redemption

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Transcript of July 2010 Game Deconstruction Group - Red Dead Redemption

AIAS Game Deconstruction GroupRed Dead

RedemptionTeddy DiefenbachRyan Watterson

Mike Sennott

Red Dead Redemption Published by Rockstar

Games Developed by Rockstar

San Diego Xbox 360 and Playstation

3 Released May 18th, 2010

Red Dead Redemption “Spiritual successor”

to Red Dead Revolver (2004)

Open world third-person shooter

Metacritic score: 95 2.47 million copies

sold in US (NPD Group)

A Deconstruction

NOT a review Review: “What was my experience?” Deconstruction: “Why was that my

experience?”

Guided Discussion

Overview

Focus on Single Player Aesthetic & World Gameplay Story Takeaways Questions / Further Discussion

Aesthetic & World

Game DemoOverview

VideoRed Dead Scenery Time Lapse

http://www.eurogamer.net/articles/digitalfoundry-red-dead-redemption-time-lapse

Storytelling Styles

Theater Influencevs

Film Influence

VideoRed Dead Mission Flow

http://www.youtube.com/watch?v=Oq12n_Vrehc&feature=fvwhttp://www.youtube.com/watch?v=ux0rhMxgoe8&feature=fvw

Theater InfluenceComponents:Dynamic ViewpointActingBlockingProps

Compelling Execution: Mid-Action Scenes, Corralling Cattle, En Route to Event

Non-compelling Execution: Long Rides in Mexico, Rides Connecting Locations

Components of Successful Scenes

Short LengthCompelling Tasks:- Corralling Cattle- Saving Farmers

Good Gameplay Pacing:- Rising Action, adding suspense to upcoming heavy action- Breathing Room

Meaningful Content

SacrificesHard Control:- Visual Composition- Focus Points

Detailed Visual Information:- Close-Ups

Comfort:- Techniques are still developing- Film expertise is available

Further OpportunitiesHigh Quality Acting/Animation:- Physicality- Listening and Reacting

Strong Blocking:- Actors making meaningful use of stage space- Interesting and Compelling Props

Cues on Dynamic ViewpointTheater in the Round Proscenium Stage

Thrust Stage Improvised StageStreet PerformanceFlash MobsParadesProtests

Film InfluenceComponents:CinematographyActingLighting

Compelling Execution: John Marston's Ending, Dutch's Escape from the Blackwater Bank, First Snake Oil Sale – big, interesting and important scenes

Non-compelling Execution: Brief, piece-meal scenes; lengthy cinematics for minor events

Components of Successful Scenes

Character Intimacy

Detailed Visual Information- Facial Expression- Small Props

Short Length- Focused Scene Goals

Strong Visual Composition

SacrificesPoint of View- (Literary) Limited First Person in Game- (Literary) Limited Third Person as Camera

Agency

Kinetic Energy

The Scenes Themselves- Scenes that can be skipped will be skipped

Investment in New Techniques:- Game Style Cinematography

- Isometric, over the shoulder, side-view, etc.- Theater Techniques

Use of Music

Musical Reflecting Narrative Themes Western Latin Guitar Jazz

Creative use of Soundtrack (versus Score) “Far Away” by Jose Gonzalez

VideoRed Dead “Far Away” Sequence in Mexicohttp://www.youtube.com/watch?v=qGuYQ-VtfFY&feature=related

Why Does This Work?

4 Minute Song! But it’s “loopable” Interruptible, consistent tone Always after HEAVY Action, during passive

action

Game DemoWorld Population

Gameplay

Compelling Control Mechanics

Fiver Finger Fillet

Horseshoes Carriage Horse Capturing

Horse Riding

Auto-AimWell Executed

Easy to Learn, High Depth- Usable in Single Player

- Works well along side cover & recover gameplay

- Usable by players of any skill level

- Balanced as a mechanic in multiplayer- Less useful at longer ranges against moving opponents- Manually putting lead time in front of the shot is necessary

Serves as both a crutch for new and unskilled playersAdds to gameplay depth, rather than compromising it

Mini Map Effect Nearly empty HUD Mini Map inherited from GTA IV Radar Dependency

Game DemoMini Map

Non-Diegetic UIConstantly Accessing the Menu

- Map- Costume Information- Journal- Entering Multiplayer- Stats

Breaks Immersion

Solutions:- Stylize the menu to work within the fiction- Find a diegetic solution that integrates the data with the game world

Diversions

Unfinished and Duplicative Features

Unfinished:- Gathering- Honor

Duplicative:- Open World- Weapon and Horse Progression

GLITCH BREAK!

Glitches Video

http://www.youtube.com/watch?v=gnyJRUnC34s

Story

“In Due Time…”

Plot Structure Inherited from Film+

20+ Hour Game=

“In Due Time…” Hook

Film Structure Problem

The Ending(s)

Marston’s New Life: The Hollywood Ending

VideoDutch’s End

http://www.youtube.com/watch?v=qzZjt-2ZwRk

The Ending(s)

A Gutsy Move: The Ending?

VideoJohn Marston’s End

http://www.youtube.com/watch?v=-9832BrE2q4

The Ending(s)

Remember My Family: Epilogue as Ending

VideoJack Marston’s Justice

http://www.youtube.com/watch?v=p0QMik5w1DY

The Ending(s)

Games vs. Film & Literature:

The Comfort of Ending

Linearity as Theme

"Actions have consequences, Mr. Marston! You can't just buy a few chickens and expect it to go away. You can't erase the past, John! But we can."

-Edgar Ross

"My side ain't chosen. My side was given."

-John Marston

Weak CharactersBased on Stereotypes:- Historical (Wes Dickens)- Ethnic (Irish, Indian)- Class (Colonel Allende, Bonnie)- Some exceptions (Dutch, Edgar Ross, MacDougal)

No Character Arcs:- Characters' only purpose is to reveal information

- Their backstory- The world and their opinions on it

- No characters face difficult decisions, grow or change

Strangers Scripted side

missions 15 (plus one

extra) Some binary

decisions

Takeaways

Takeaways

Balancing Cinematic and Open World Relationship with Film Glitch Happens Theme Versus Player Experience

Questions / DiscussionTeddy Diefenbach

Mike SennottRyan Watterson