Fulfilling fantasies and building funding: The narrative design of Alan Wake 2
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Fulfilling fantasies and building funding: The narrative design of Alan Wake 2

Final 12 months’s Alan Wake 2 launched to essential acclaim, profitable awards equivalent to the sport Award for finest narrative on the 2023 Sport Awards, and this 12 months’s BAFTA Sport Award for Inventive Achievement.

At GDC 2024, principal narrative designer Molly Maloney and affiliate recreation director Simon Wasselin talked about a couple of narrative design parts that assist make the sport such a cohesive expertise, specializing in gameplay actions gamers can typically take whether or not they’re controlling Alan and Saga.

In an business the place the excellence between author and narrative designer is commonly unclear or the phrases are even used interchangeably, Wasselin and Maloney’s central message is that this Narrative design is about figuring out and designing options and instruments that help a cohesive story. If the narrative design group is correctly empowered, it’s potential to create deep funding purely by means of alternatives for expression.

The central query Wasselin and Maloney requested themselves when starting work on Alan Wake 2 was find out how to construct funding in gamers; in spite of everything, the story itself was strictly linear and did not give gamers the chance to affect it by means of instruments equivalent to branching dialogue, both.


Fulfilling fantasies and building funding: The narrative design of Alan Wake 2
Molly Maloney, Treatment

“It isn’t a very scorching take that that linear, single-player story video games have much less company than a branching recreation or a sandbox recreation that always throws these selection moments on the participant,” Maloney mentioned. “So it is really extra necessary to take benefit of and even create new participant expression alternatives in linear video games.”

Alan Wake 2 has three mounted recreation pillars, that means parts the sport undoubtedly wanted to have: fight, alternatives to play with mild and darkness and the very aptly named ‘make it scary’ pillar. Past that, every bit of content material must help storytelling, so whereas narrative and fight are sometimes seen as separate features of video games, for instance, in Alan Wake 2 even fight actively tells the story or aids it.

“Why make the participant watch one thing once they can do it? If potential, we should not depend on narrative bookending to inform the majority of the narrative,” Wasselin mentioned. “Keep away from exposition cutscenes, and tie narrative to interplay every time potential. Even a small interplay is healthier than none, and when that is not potential discover tips to make the participant nonetheless work for it.”

This narrative design philosophy underpins all of Alan Wake 2, and method of considering Wasselin took from his work as at Quantic Dream. Whereas that studio is understood for making video games that department very strongly, the primary trick of making gamers carry out actions themselves every time potential works largely for each recreation, as Wasselin defined.

“It was most necessary for us to combine the participant fantasy immediately into the mechanic,” he mentioned. “It’s essential consider your gameplay verbs to just remember to have sufficient to inform the story you need to inform.”

Which means that Treatment created gameplay that, whereas maybe not correct to what it’s wish to be a detective – or a author, in Alan’s case – would nonetheless fulfil the participant’s fantasy of it. Saga’s thoughts place and Alan’s author’s room do that in a number of methods.

“These areas comprise what we name modules; the case board for Saga and plot board for Alan are such modules. Additionally they embody parts extra historically present in menus, equivalent to maps and collectibles,” Wasselin mentioned. “They must share sufficient widespread parts that the participant would not must discover ways to play the sport twice. Some parts are current in each areas, whereas some are one another’s counterparts.”

“We constructed a whole house for what may have been a menu, but it surely’s necessary that gamers can affect the house and see their work mirrored again at them”

Molly Maloney, Treatment

The time period for these similarities in design is commonality. Utilizing commonality, Treatment may train the participant a mechanic as soon as and then use it in each elements of the stor; one other instance of that is the objects within the secure rooms, which work the identical method for each characters.

Moreover, the group used a precept from UX design referred to as skeuomorphism to cut back the psychological load on the participant by having some parts operate and really feel the way in which they might in the true world. The vinyl participant performs music from the sport, you will discover maps you collected in-game caught to surfaces within the thoughts place, and you possibly can exit by means of the door.

“We’re conscious we constructed a whole house for what may have been a menu,” Maloney mentioned, “However for participant funding it is necessary that gamers can work together with and affect the house and see their work mirrored again at them.”


The case board initially allowed gamers to position and organise clues freely, however testing confirmed this induced frustration | Picture credit score: Treatment/InterfaceInGame.com

For Saga’s gameplay, Maloney highlighted three parts that every one affect one another and feed into the case board within the thoughts place.

“We wished to present gamers the fantasy of being an FBI agent with an emphasis on exploration and puzzle fixing,” she mentioned. “Mainly, we dissected the fantasy of what an FBI agent is right into a sequence of actions that our gamers may really do: gameplay conversations, exploration and profiling.”

The case board, impressed by HBO present True Detective, initially featured free placement of clues and gated progress till gamers discovered a particular reply, however this led to excessive participant frustration. Treatment shifted to a board that featured extra questions with simpler solutions, resulting in extra dopamine hits with gamers, and lastly scrapped free clue placement to keep away from muddle.

“As an alternative of an lively element, it grew to become reactive to what gamers have been doing in-game and helped them perceive the story higher,” Maloney mentioned. “Briefly, it grew to become a journal.”

Maloney as soon as once more harassed the truth that gamers can interact with clues themselves as a substitute of simply gathering them in a menu, making one thing passive lively, makes the essential distinction.

“Why make gamers watch once they can do? We should not depend on narrative bookending to inform the story”

Simon Wasselin, Treatment

“Low expression puzzle mechanic versus actually excessive expression journal mechanic,” she mentioned. “What’s higher, a journal you possibly can write, or a journal you possibly can learn? By largely letting go of the puzzle element and the free clue placement, we made the board the perfect model of what the sport wanted it to be, as a substitute of a mediocre model of one thing we could not let go of. A easy motion continues to be higher than no motion, and letting the participant place it helps with data retention, too.”

In the meantime, giving gamers the chance to overlook non-crucial clues heightens their motivation to search out all the things and additional reveals that they have an effect on the board.

The profiling mechanic is what Maloney referred to as “a fancier model of common gameplay conversations”. Primarily, Treatment wished to discover a solution to let gamers discuss to NPCs once more with out the necessity to backtrack to get the knowledge they wanted.

“We now have quite a bit of exposition on this recreation and we did not need the participant locked into these more and more repetitive gameplay conversations,” Maloney defined. “We would have liked extra diversified methods to relay exposition; additionally, it is enjoyable to grill and interrogate folks.”

Within the completed model, Saga sits at her profiling desk and receives one thing akin to unsettling visions through which NPCs reply necessary questions. The funding building right here is within the aptitude these profiling conversations have, because of eerie writing and frivolously spooky sound and visible design.

“On this case, a change in presentation can create the wanted affect, and in my view, it is a very good instance of the way it takes a village, when design, artwork audio and writing all work collectively you may make one thing distinctive and cool, even with the issues you have already got,” Maloney mentioned.


Simon Wasselin, Treatment

In the meantime, Alan is metaphorically in two locations without delay – he’s each the author and the star of his personal story. Once more, Treatment broke down the fantasy of being a author, ending up with the weather of discovering inspiration, mapping out the story by utilizing that inspiration, and exploring the outcomes. All these parts wanted to be expressed in his gameplay parts of the sport.

“Discovering inspiration was fairly tough to show right into a gameplay mechanic,” Wasselin mentioned. “We tried issues like actively gathering symbols on the planet to simply passively exploring an space. We additionally considered utilizing Saga’s mechanic of discovering clues on the planet. This was nonetheless too advanced, and we wanted to depart room for different gameplay mechanics just like the puzzles utilizing mild.”

Wasselin and his group settled on the echo scenes, that are cutscenes that you simply set off within the in-game setting. They characterize Alan taking a look at issues from a particular angle to search out inspiration. As a result of they happen within the setting, there’s the chance that the participant would possibly merely transfer on with out watching the scene, so a robust audiovisual presentation was key.

Gamers do not have quite a bit of company over echo scenes – they primarily simply set off and watch a scene – however once more the trick is to have gamers do one thing, relatively than having them passively watch. The undeniable fact that gamers additionally want to unravel the echo scene puzzle, though it is comparatively easy in nature, causes friction by not immediately giving them entry to what they want, and rewards them for the trouble. Wasselin cautioned that the stability between rewarding and irritating sorts of friction might be tough to get proper, however harassed the payoff is price it.

The gameplay mechanic for mapping out the story began as one thing fairly related as Saga’s case board however was rejected by testers. Some similarities nonetheless exist; Alan has a board that he sticks plot parts to, for instance, represented by single sentences or phrases. By combining these plot snippets with photos, gamers can change a scene, transporting Alan to a distinct in-game setting. These scene modifications are spectacular and, as Wasselin admitted, costly to supply.

(*2*)
Alan’s writers room is constructed equally to Saga’s case room however in a method that higher fits the fantasy of being a author | Picture credit score: Treatment/InterfaceInGame.com

“By limiting the place and what you could possibly affect, we may make it work with out overblowing our price range,” he mentioned. “Scenes grew to become particular areas that you could possibly affect, selection can be represented by plot parts that you could possibly affect by means of echo scenes. We would have liked to bend our personal guidelines – wanting the plot board to reflect the case board so badly made it tough to design.”

“A easy motion continues to be higher than no motion, and letting the participant place it helps with data retention, too”

Molly Maloney, Treatment

Identical to with Saga’s case board, the group determined to forego some of the realism they have been so fond of so as to design one thing that will be extra satisfying to make use of. Within the last model, gamers can discover a number of phrases that change particular areas, and even when they do not discover the precise reply by deduction, they’ll attempt all potential scenes out and discover the precise one to progress by trial and error – one thing Wasselin mentioned is by the way similar to the inventive writing course of.

“Flawed solutions might be enjoyable so long as you retain the flawed reply attention-grabbing sufficient that there’s nonetheless some worth for the participant,” Wasselin mentioned. “Letting the participant experiment is an effective way to present company, and permitting the participant to search out the precise reply by themselves offers them a way of possession over the answer. It additionally creates extra alternatives for visuals, sources, enemies, or narrative content material, if the price range permits.”

Whereas there are extra instruments that Wasselin and Maloney could not cowl as half of their discuss, their principal recommendation was to let the participant take actions every time potential and to not be afraid to allow them to work for the answer. Good presentation can elevate even easy mechanics, and if gamers work for data and are offered with methods to lighten their psychological load, they’ll retain that data extra simply.

“Your recreation might have totally different wants than our recreation had,” Maloney concluded. “However if you happen to perceive the story you’re telling you’ll find the issues that be just right for you. It may be very simple to throw your arms up and say ‘it’s what it’s, the story cannot change’, however whereas we will not at all times guarantee participant company, possession and funding might be constructed by means of expression.”

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