july 2010 game deconstruction group - red dead redemption
TRANSCRIPT
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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