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AIAS Game Deconstruction GroupRed Dead
RedemptionTeddy DiefenbachRyan Watterson
Mike Sennott
Red Dead Redemption Published by Rockstar
Games Developed by Rockstar
San Diego Xbox 360 and Playstation
3 Released May 18th, 2010
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)
A Deconstruction
NOT a review Review: “What was my experience?” Deconstruction: “Why was that my
experience?”
Guided Discussion
Overview
Focus on Single Player Aesthetic & World Gameplay Story Takeaways Questions / Further Discussion
Aesthetic & World
Game DemoOverview
VideoRed Dead Scenery Time Lapse
http://www.eurogamer.net/articles/digitalfoundry-red-dead-redemption-time-lapse
Storytelling Styles
Theater Influencevs
Film Influence
VideoRed Dead Mission Flow
http://www.youtube.com/watch?v=Oq12n_Vrehc&feature=fvwhttp://www.youtube.com/watch?v=ux0rhMxgoe8&feature=fvw
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
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
SacrificesHard Control:- Visual Composition- Focus Points
Detailed Visual Information:- Close-Ups
Comfort:- Techniques are still developing- Film expertise is available
Further OpportunitiesHigh Quality Acting/Animation:- Physicality- Listening and Reacting
Strong Blocking:- Actors making meaningful use of stage space- Interesting and Compelling Props
Cues on Dynamic ViewpointTheater in the Round Proscenium Stage
Thrust Stage Improvised StageStreet PerformanceFlash MobsParadesProtests
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
Components of Successful Scenes
Character Intimacy
Detailed Visual Information- Facial Expression- Small Props
Short Length- Focused Scene Goals
Strong Visual Composition
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
Use of Music
Musical Reflecting Narrative Themes Western Latin Guitar Jazz
Creative use of Soundtrack (versus Score) “Far Away” by Jose Gonzalez
VideoRed Dead “Far Away” Sequence in Mexicohttp://www.youtube.com/watch?v=qGuYQ-VtfFY&feature=related
Why Does This Work?
4 Minute Song! But it’s “loopable” Interruptible, consistent tone Always after HEAVY Action, during passive
action
Game DemoWorld Population
Gameplay
Compelling Control Mechanics
Fiver Finger Fillet
Horseshoes Carriage Horse Capturing
Horse Riding
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
Mini Map Effect Nearly empty HUD Mini Map inherited from GTA IV Radar Dependency
Game DemoMini Map
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
Diversions
Unfinished and Duplicative Features
Unfinished:- Gathering- Honor
Duplicative:- Open World- Weapon and Horse Progression
GLITCH BREAK!
Glitches Video
http://www.youtube.com/watch?v=gnyJRUnC34s
Story
“In Due Time…”
Plot Structure Inherited from Film+
20+ Hour Game=
“In Due Time…” Hook
Film Structure Problem
The Ending(s)
Marston’s New Life: The Hollywood Ending
VideoDutch’s End
http://www.youtube.com/watch?v=qzZjt-2ZwRk
The Ending(s)
A Gutsy Move: The Ending?
VideoJohn Marston’s End
http://www.youtube.com/watch?v=-9832BrE2q4
The Ending(s)
Remember My Family: Epilogue as Ending
VideoJack Marston’s Justice
http://www.youtube.com/watch?v=p0QMik5w1DY
The Ending(s)
Games vs. Film & Literature:
The Comfort of Ending
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
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
Strangers Scripted side
missions 15 (plus one
extra) Some binary
decisions
Takeaways
Takeaways
Balancing Cinematic and Open World Relationship with Film Glitch Happens Theme Versus Player Experience
Questions / DiscussionTeddy Diefenbach
Mike SennottRyan Watterson