Today, I'm Writing Someone Else's DiaryComplications Ensue
Complications Ensue:
The Crafty Screenwriting, TV and Game Writing Blog




Archives

April 2004

May 2004

June 2004

July 2004

August 2004

September 2004

October 2004

November 2004

December 2004

January 2005

February 2005

March 2005

April 2005

May 2005

June 2005

July 2005

August 2005

September 2005

October 2005

November 2005

December 2005

January 2006

February 2006

March 2006

April 2006

May 2006

June 2006

July 2006

August 2006

September 2006

October 2006

November 2006

December 2006

January 2007

February 2007

March 2007

April 2007

May 2007

June 2007

July 2007

August 2007

September 2007

October 2007

November 2007

December 2007

January 2008

February 2008

March 2008

April 2008

May 2008

June 2008

July 2008

August 2008

September 2008

October 2008

November 2008

December 2008

January 2009

February 2009

March 2009

April 2009

May 2009

June 2009

July 2009

August 2009

September 2009

October 2009

November 2009

December 2009

January 2010

February 2010

March 2010

April 2010

May 2010

June 2010

July 2010

August 2010

September 2010

October 2010

November 2010

December 2010

January 2011

February 2011

March 2011

April 2011

May 2011

June 2011

July 2011

August 2011

September 2011

October 2011

November 2011

December 2011

January 2012

February 2012

March 2012

April 2012

May 2012

June 2012

July 2012

August 2012

September 2012

October 2012

November 2012

December 2012

January 2013

February 2013

March 2013

April 2013

May 2013

June 2013

July 2013

August 2013

September 2013

October 2013

November 2013

December 2013

January 2014

February 2014

March 2014

April 2014

May 2014

June 2014

July 2014

August 2014

September 2014

October 2014

November 2014

December 2014

January 2015

February 2015

March 2015

April 2015

May 2015

June 2015

August 2015

September 2015

October 2015

November 2015

December 2015

January 2016

February 2016

March 2016

April 2016

May 2016

June 2016

July 2016

August 2016

September 2016

October 2016

November 2016

December 2016

January 2017

February 2017

March 2017

May 2017

June 2017

July 2017

August 2017

September 2017

October 2017

November 2017

December 2017

January 2018

March 2018

April 2018

June 2018

July 2018

October 2018

November 2018

December 2018

January 2019

February 2019

November 2019

February 2020

March 2020

April 2020

May 2020

August 2020

September 2020

October 2020

December 2020

January 2021

February 2021

March 2021

May 2021

June 2021

November 2021

December 2021

January 2022

February 2022

August 2022

September 2022

November 2022

February 2023

March 2023

April 2023

May 2023

July 2023

September 2023

November 2023

January 2024

February 2024

June 2024

September 2024

October 2024

November 2024

December 2024

 

Wednesday, June 03, 2015

Two people's, actually, both of them playable characters for We Happy Few.

If you're writing non-blockbuster movies, you learn to pay attention to how much a scene is going to cost to produce. A conversation between two people in a room is cheap. A conversation between two people outside, in the day, is also cheap. A three-hander is more expensive, a dinner party is a lot more expensive, because you're going to want to shoot coverage of everyone who's not talking, so your editor can cut to their reaction shots. A conversation at night is more expensive, because the lighting package costs more, and the director is going to insist on wetting down the street, because that just always looks cool.

In video games, you have entirely different production concerns. In We Happy Few, I'm recording voice actors and then editing the audio into scenes. Our art director painted characters, a character modeller built them, and the animators rigged them. Once the audio is ready, the animators can animate the scene.

In a 3D, third person cutscene, the camera is independent of the virtual actors. So you can animate the scene and then change where the camera is without re-animating it. However, We Happy Few is a first person game, so we have made the decision to present all the cut-scenes in first person, so you never see the character you're playing.

Cut scenes take a terribly long time to animate. However, they are not the only way to get across narrative.

At the other end, simplicity itself, are things like journal entries. If I give a character a journal that the player can consult, then adding journal entries is essentially a matter of my writing the journal entries and then the level designer slotting them in. No muss, no fuss, no bother.

However, players don't tend to like to read text in a game. So, for slightly more effort and more money, I can have the actor read the journal entry.

That gets into substantially more money. We're using professional British actors and recording them in London sound studios, while we sit in a Montreal sound studio and I direct them. However, it is nothing compared to a cut-scene. A journal entry does not typically demand the apparently-wild-but-actually-quite-precise swings of emotion that a dramatic scene has. So the actor can get it right in a take or two, just reading a block of text.

Then the player can trigger the audio, and then go around doing his thing (looting, fighting, exploring, whatever) while the audio plays.

I can also make collectibles. These might be an old toy a character treasures, or a photograph of his or her parents. These are not cheap because they have to be physically modeled in the game world. That can get into a lot of world. However, collectibles can be made at the last minute and dropped into the game. Animation requires a whole pipeline. One of the last things I did on Contrast was write up a whole slew of collectibles. We didn't have time to make them all, but some of the players paid very close attention to them, and pulled out the narrative goodness we tried to put into them.

One of the paradoxes of the progress we've made in game design is that, as stories are taken more seriously, and budgets go up, the limits to story telling also go up. To have a branching narrative in a text adventure is just a matter of the writer getting to work. Add a narrator reading it, and it's expensive. Have Elias Toufexis act it in a mo-cap suit, becoming a fully rendered Adam Jensen, and you can only afford one or two branches.

All this stuff takes money, and as usual, more money than we hoped to spend when we started concepting this thing back in January 2014. So we're doing a Kickstarter, starting tomorrow, to supplement our resources. Watch this blog for more musings about We Happy Few, tomorrow at noon!

Labels: , ,

0 Comments:

Post a Comment

Back to Complications Ensue main blog page.



This page is powered by Blogger.