July 2010 Game Deconstruction Group - Red Dead Redemption

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Transcript of July 2010 Game Deconstruction Group - Red Dead Redemption

Page 1: July 2010 Game Deconstruction Group - Red Dead Redemption
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AIAS Game Deconstruction GroupRed Dead

RedemptionTeddy DiefenbachRyan Watterson

Mike Sennott

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Red Dead Redemption Published by Rockstar

Games Developed by Rockstar

San Diego Xbox 360 and Playstation

3 Released May 18th, 2010

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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)

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A Deconstruction

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

experience?”

Guided Discussion

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Overview

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

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Aesthetic & World

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Game DemoOverview

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VideoRed Dead Scenery Time Lapse

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

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Storytelling Styles

Theater Influencevs

Film Influence

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VideoRed Dead Mission Flow

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

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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

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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

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SacrificesHard Control:- Visual Composition- Focus Points

Detailed Visual Information:- Close-Ups

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

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

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

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Cues on Dynamic ViewpointTheater in the Round Proscenium Stage

Thrust Stage Improvised StageStreet PerformanceFlash MobsParadesProtests

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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

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Components of Successful Scenes

Character Intimacy

Detailed Visual Information- Facial Expression- Small Props

Short Length- Focused Scene Goals

Strong Visual Composition

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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

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Use of Music

Musical Reflecting Narrative Themes Western Latin Guitar Jazz

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

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

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Why Does This Work?

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

action

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Game DemoWorld Population

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Gameplay

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Compelling Control Mechanics

Fiver Finger Fillet

Horseshoes Carriage Horse Capturing

Horse Riding

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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

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

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Game DemoMini Map

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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

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Diversions

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Unfinished and Duplicative Features

Unfinished:- Gathering- Honor

Duplicative:- Open World- Weapon and Horse Progression

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GLITCH BREAK!

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Glitches Video

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

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Story

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“In Due Time…”

Plot Structure Inherited from Film+

20+ Hour Game=

“In Due Time…” Hook

Film Structure Problem

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The Ending(s)

Marston’s New Life: The Hollywood Ending

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VideoDutch’s End

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

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The Ending(s)

A Gutsy Move: The Ending?

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VideoJohn Marston’s End

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

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The Ending(s)

Remember My Family: Epilogue as Ending

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VideoJack Marston’s Justice

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

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The Ending(s)

Games vs. Film & Literature:

The Comfort of Ending

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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

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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

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Strangers Scripted side

missions 15 (plus one

extra) Some binary

decisions

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Takeaways

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Takeaways

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

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Questions / DiscussionTeddy Diefenbach

Mike SennottRyan Watterson