Couldn’t go to GDC 2011 to see SWERY talk….neither could I, luckily Gamasutra has provided a nice summary of his talk!
In 2010, Deadly Premonition was a surprise hit among players searching for a deep narrative single player game, and went on to win over a dozen end of the year awards from a variety of media outlets (including Gamasutra). At GDC 2011, Deadly Premonition director Hidetaka โSweryโ Suehiro, revealed his seven tactics for creating a memorably story that will inspire a strong fan reaction.
Point 1: Make gamers think about your game when they arenโt playing it.
Relate actions in the game to actions players take in real life. โGamers who smoke have said this a lot โ when they see York smoke in the game, they want to light up in their living room,โ said Suehiro. โSleeping, Hunger, and Shaving, wanting to stay clean. Though these things seem unnecessary at first glance, they help with the cause and effect.โ The goal is to link memories of Deadly Premonition with the playerโs actions real world.
Suehiro says he likes to put daily human needs in the game, because they help affect the player outside the screen. โPlayful elementsโ like predictions in the coffee, discussing movies lead to players identifying with the characters. โTheyโve also told us theyโve rented one of the movies York talked about in the car,โ he said. These things linger in your mind.
(My Notes: I have to say even after a year I still try and find FK in my coffee and I even checked out Xanadu ๐ )
Point 2: Make gamers actively โwantโ to play through your meticulously scripted story.
Being forced to play through a tightly-bound storyline is a chore. โThose rails make the player feel like theyโre being forced to do something. How do we alleviate that?โ he asks. โHow do you make them want to play through it?โ
There are two pre-existing methods; multiple endings, and side quests. DP used a third method โ freedom of timing โ allowing for a โchange of heartโ from the player. They can stop whatever quest theyโre on at any time, and take another path. It creates the illusion of freedom. โOnce theyโre comfortable, theyโre more willing to get involved in the story,โ he says.
In other games, including his previous game Spy Fiction, you get scolded for failure. In Deadly Premonition they wanted the main character, York, to go along with the player when he changes his mind. โThatโs exactly what I was thinking,โ is the feeling York gives the player when he or she goes off the rails of the story to pursue their own path. In fact, an important character within the story itself tells the player that timing is whatโs important, not speed.
The goal is to earn the playerโs cooperation with the story and suspension of disbelief. To do this, youโve got to allow for a retry at any time, support the playerโs actions 100%, and modify the story to allow for a playerโs change of heart. Player feels empowered due to decision being allowed.
(My Notes:What’s funny is when I first played Deadly Premonition I tried my best not to be late for anything, but I found when I stuck to the game schedule I missed out on a lot of side missions. When I realized I could make my own schedule and basically tell George and Emily….well George mainly to fuck off I had a lot more fun! )
Point 3: Creating a storyline for a free-roaming open world game.
โWe need to make a universe and characters in our game that are unique,โ he says. Vague characters never stick in anyoneโs mind.
When creating a storyline, itโs not uncommon that youโd figure out the map of the game world, and character details after the script for the main plot is complete. In DP they created the high level synopsis, then the map and character details, then made a 24 hour action table for each characterโs daily life. Only then did they finalize the plot.
โThe universe, the environment, and the characters are just as important as the storyline,โ he says, especially for a free roaming open world game. โWhen we started making this game many years ago, there werenโt many games with free-roaming storylines that we could refer to,โ said Suehiro, and this was the solution they came up with.
(My Notes: All the characters in Deadly Premonition are pretty memorable. I also like how each have their routine. Even if you are done with the game it’s fun to stalk a character and see what they do in 24 hours. One of my friends followed Michael and Mr. Stewart around with some hilarious results )
(watch until the end, I promise it’s worth it!)
Point 4: Prevent players from quitting the game at the result screen.
Any game that prioritizes getting the player to finish the game over getting the player to want to learn more of the story is already dead. Every pause in a game, such as a results screen or chapter end, is a place a player might choose to quit.
โWe inserted a glimpse of the next challenge before the results screen, making them want to know what happens next,โ Suehiro said, though he did not address the idea of making a game where results screens and stages arenโt necessary, such as in larger open world games like the Fallout series.
Point 5: Make appealing characters.
โIf you canโt remember any of the names of the characters, then that game is crappy,โ said Suehiro. Note down everything you can possibly think of about a character, to really develop them so that theyโll stick in playersโ minds. โYou need to spend a lot of time to make deep characters,โ he says. โIt really helps to generate a resume for every character you make.โ
He creates a mind map for each character, including habits, hobbies, the characterโs first love, and so forth. Signature phrases and poses are also important, he says, because theyโre easy for fans to recall. โItโs important that your fans can copy the poses and use the phrases,โ he says. โYou want your characters to have these elements that are copyable and mimic-able.โ
โIt could be a lot more natural though,โ he said, acknowledging that his own poses and phrases for his main characters were a little extreme. The most important point is that the characters have good and bad points. โThey say every rose has its thorn,โ he says. York, for instance, is a good looking agent, but heโs an otaku and inconsiderate. Each character has a main overlying good quality, but some weaknesses built in.
โIt takes courage as a game designer to add a bad side to your character,โ he says. โOf course you want everyone to love your characters.โ But putting flaws in them makes players actually identify with them more.
My notes: I definitely agree with this, York would not be so memorable if he wasn’t such a smug bastard who constantly talked to himself ๐
Point 6: Direct voice recording sessions.
Characters should speak in a memorable way. How did he voice direct without knowing English? He referred to music and thematic ideas when dealing with the actors. Agent Yorkโs manner of speech is inspired by the Liverpool sound and the British Invasion. โI ocused on the how of the lines being spoken,โ he said, focusing on rhythm and โmusically, how they work in the scene. You need to make sure you have your own set of rules when you go to a voice recording.โ
Point 7: Use your ideas whenever and wherever you can.
โWhatโs most important are your ideas,โ he says. You should use all your ideas while you can use them! Even if you feel people may not see everything youโve put into the game, unnoticed ideas explode when they do get noticed, he says. โYou should use your ideas when you can. Donโt hold on to them until a rainy day.โ As an example, he showed the fact that the town of Greenvale where the game takes place, is actually an outline of the Dalmatian in the game.
My notes: Yeah when people realized the map was shaped like Willie it was a big omg moment. ๐ But you know it’s probably because most people never really saw the map because they could never zoom out that far…
In the end, Suehiro closed with the thought that that, โIf I get the chance, Iโd like to make another game that makes larger leaps for a world-wide audience.โ
[update! 03/05/2011]
I found pictures of some of the slides he used during the presentation over on Famitsu ๐ I also found some clearer images on the Access Game site. (Also the guy looking into his coffee for FK is totally me now!)
What a candid guy. I can certainly see his intentions manifested in the final product. Hope he does get another chance, like he said.
Me too! I would snap up the next game he makes. I really want to pick up Spy Fiction now. Have you ever played it?
No, but I played a demo, and the mechanics might actually be WORSE than Deadly Premonition. But reviews have all praised the storytelling, just like DP. But it doesn’t present nearly the amount of quirky charm DP has, and it was too heavily criticized for being a MGS ripoff. ๐ Looks like you can still get a used copy for about $10.
Thanks so much for posting this!
You’re welcome! Though I can’t take all the credit I just reposted Gamasutra’s summary with my own comments. I wish I could have been there myself!