Gamasutra: The Art & Business of Making Gamesspacer
View All     RSS
August 19, 2017
arrowPress Releases

If you enjoy reading this site, you might also want to check out these UBM Tech sites:

New School Blues Dev. Diary #3: Initial Design Part 2
by Yoyo Bolo on 01/18/13 11:18:00 am

The following blog post, unless otherwise noted, was written by a member of Gamasutra’s community.
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.


Developer Diary #3: The Plan Part 2

Hey everyone, Mike here again.  For part 2 of my section on design changes for New School Blues I’ll be focusing on changes to script and dialogue.  You may remember from last entry that we originally wanted to have several fully-voiced characters coupled with a dialogue heavy script.  After some discussion, we decided to make all the characters mute.  Why such a massive change?

Because Snake Eyes is awesome?

For starters, we realized hiring a full voice cast wouldn’t be a wise investment of time and resources on such a strict schedule since getting studio time for multiple people in a short period can prove problematic.  Factoring in potential design and script changes causing retakes we decided it would just cause too many issues.  

Finally as puzzle design became more and more settled, we realized that having that much dialogue would take away from player immersion.  It’s often much easier for users to identify with their character if they are silent since dialogue and text can remove players from the action.

You may have heard of a few games that take this approach

We still wanted some kind of vocal element, so we shifted towards making the game more storybook-like and adding a narrator.  Having one not only increases immersion since the user will now feel like part of the story, but it also resolves our resource and scheduling issues while cutting down the script so players spend less time reading and more time solving puzzles.

It’s so amazing to look back at initial documentation for NSB and see all these changes already.  It’s been challenging at times, but every modification has made the game leaner, fitter, and more awesome.  That’s enough out of me, time to hand it off to my teammates!  Jonathan is about to share his initial work on fleshing out NSB’s visual aesthetic.  Stay tuned!

Related Jobs

Level EX
Level EX — Chicago, Illinois, United States

Senior Game Designer
Telltale Games
Telltale Games — San Rafael, California, United States

Creative Director
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

Systems Designer
Sucker Punch Productions
Sucker Punch Productions — Bellevue, Washington, United States

Open World Content Designer

Loading Comments

loader image