|
As The
Simpsons Game wrapped up, creative director Jonathan Knight approached his
boss, Nick Earl -- now general manager of the Visceral Games studio at Electronic
Arts
Redwood
Shores
-- about creating a new franchise. Based on the work of poet Dante Alighieri, the games that would become Dante's Inferno evolved from early prototypes into an adaptation of Inferno, the first
part of his epic poem, the Divine Comedy, originally written in the 1300s.
Of course, as we now know, the adaptation
is rather loose -- recasting the protagonist and historical figure Dante as a
Crusader, and profoundly changing the story of Beatrice, his real-life love
interest, as well. In the end, the poem has been dramatically reworked to fit
the format and tone required of a contemporary action game.
Here, Jonathan Knight discusses the process
behind those changes, and the creative philosophy that guided his reimagining
of both Dante's story and his foundational conception of Hell, which has guided
popular thought for hundreds of years, and also serves as the setting for the
game's action.
How can works of literature be adapted to games, and which ones
will work? To find out more, read on.
You
must be pretty excited because you're finally getting to ship the game. About
how long was the development process?
JK: Um, you know, it was... gosh, good
question. I started working on the concept in about the middle of 2007.
Production was a little over two years.
I
found it really interesting that you guys picked this source material.
Obviously The Divine Comedy is one of the fundamental classics of Western
literature. What made you think to go in that direction?
JK: Well, we were really interested in
doing a game set in Hell, and I think that was really the initial impulse: it
was to craft an experience around that kind of dark fantasy of Hell as a real
place.
And I was interested in, specifically, the
medieval, Christian vision of Hell, you know, as a place of structure, where
sinners go and are punished; and I think that a lot of us had a sense that that
was a really sophisticated mythos. And when you start researching that topic,
one name kind-of always goes to the top, and that's Dante Alighieri.
Like a lot of people, I was familiar with
the title, and you know, probably was supposed to read it in school, and
didn't, so I picked up a copy -- I had it on my bookshelf at home -- and sat
down with it to go through it, just being really interested in this topic, and
was blown away at the amount of detail in the poem, in terms of how he
envisions this place.
Dante Alighieri synthesized hundreds of
years of medieval thought, as well as ancient thought, about the afterlife. And
he just creates such a vivid depiction of it that I thought there was plenty of
material, enough material there to create a whole game. And rather than just
borrowing ideas here and there, we set about to systematically bring his vision
to life in the game.
There's
also been a lot of discussion about the ways in which the game deviates from
the source material. I was wondering if you would be interested in talking
about that as well -- in terms of the character, for one thing: the main
character has gone through quite a change, and some of the other elements have
as well.
JK: The first big challenge was Dante
himself. In the poem, he casts himself as the main character, which is very
unusual for his time. He was a poet and politician and thinker.
When you read
the poem, it's a travelogue of him and Virgil going through the afterlife.
They're on a pilgrimage; there's an objective there, which is to reach Beatrice
-- who is also a biographical figure from Dante's life -- who died when she was
quite young, and he really writes the poem as this way to visit her in the
afterlife.
We knew we were going to make an action
game, a video game, which needed to have a strong conflict, and we needed a guy
who had a background as a warrior, who could fight his way through the nine circles,
instead of just talking his way through them. And so, that's where we took that
bold step to say, "Well, let's reimagine this guy. Let's cast him as this
fallen Crusader who has this morally questionable background."
And rather than Beatrice being waiting for
him on the other side, let's have her being a captive that's been kidnapped and
taken down into Hell, and Dante sets out on a mission to basically rescue her.
And what he finds is that, she's really there because of him, and the things
that he's done, and so it really does become less of a rescue mission, more of
a redemption story, as you move through the game.
So that was really the place where we
needed to make that strong departure, so that there was a story there, of
conflict, and the guy had a reason to fight.
|
How is Dante's going to measure up to an already established franchise like God of War? Personally Dante's appears to be a Christian version of God of War.
What is the next focus for Visceral? Are they working on more Dead Space, a Dante sequel, neither, both?
The Metacritic score is currently at 74 for Xbox and 78 for PS3. Was this average score expected, or are critics being overly harsh for a new IP?
I also heard from Kotaku that the DLC has Co-op and a challenge editor. Both these features are rare in action hack/slash games. What motivated the studio to conquer these challenges, and why not include them with the base game? Were they slipped in last minute? Is this just a marketing device to make DI stand out?---buying the game brand new gets you a DLC code.
http://www.gamespy.com/articles/997/997241p1.html
In summary : "A game idea is born. Guns are added to it."
Result? Dante's Inferno.
Love the title of the article by the way.
What was the rationale with Dante's Inferno? JK admitted to only presenting the surface layers, modifying the main characters and story line, and not even reading the poem until recently. Why make *this*? If he wasn't a fan of the source materially originally, why couldn't he make a hack and slash game around his own IP?
I really hoped this interview would give us a reason to doubt Shay's comments, but they seem like the most plausible explanation.
I realize this is distorting the intention, but I found Merriam Webster's definition of visceral particularly ironic:
2. not intellectual
3. dealing with crude or elemental emotions
He is flat wrong in saying this is what video games have to be.
Still its a shame they couldn't build a brawler without dragging an important work of literature into it. It's not like the name carries any weight with gamers, unless they are going for the Devil May Cry reference.
Also, not sure if the title is an intentional double entendre.
Like others, though, I have a problem with Visceral’s use of IP. I believe the game would have really worked much better if the game had been marketed as “inspired by Dante’s Inferno” rather than “this IS Dante’s Inferno.” I don’t think there would be such a bad taste in my mouth as Visceral skimmed the most superficial components from a beautiful, complex staple of Western literature. If they had gone the “inspired” route, I would have thought, “Yeah, I can see some connections to the poem.”
“And so, we absolutely had to craft a narrative around a very aggressive protagonist with supernatural weapons, and the ability to break into Hell and fight through the nine circles. So, knowing that that's what video games are, and that's what video games are going to be, we definitely had to craft a narrative around that.”
Is that really what video games are and are going to be? That’s a crying shame. I thought the industry was trying to move beyond that (mis)conception, trying to show the world that video games could partake in important cultural dialogues and be just as meaningful and relevant as movies or books.
“The Divine Comedy is a three part piece that's 14,000 lines, and... there's a lot going on there, and I think the game is clearly taking the top couple of layers of that, but it does not go deep into the more theological, or philosophical, or what-have-you elements of the poem.”
This goes back to my marketing comment: if Visceral is just going to take the top layers (the most superficial layers), why try so hard to tie the game to the poem? Why not simply say the game is inspired by the poem? At least this way Visceral would get some points for taking creative license (as things are, creative license actually hurts the product, in my opinion).
“It might be. I think that the list is probably not as long as people might think, you know. I think what works Dante's Inferno, and I think what works about some of these big works of literature that I can imagine as video games, is when they really do more than just tell a story, but they spin a whole world. They create an alternate reality that feels really believable.”
Must a work of literature create an alternate reality for that text to be adaptable for a video game? I don’t think so. In a Gamasutra article, Mona Ibrahim makes up a game about the Russian Revolution as an illustration for her article (link: http://tiny.cc/hp98d). The first person to post commented on how let down he was that she wasn’t taking about a real game. I completely agree, and the first thing that popped into my head was that Boris Pasternak’s Doctor Zhivago would make a great game based on the Russian Revolution. Pasternak didn't create an alternate reality; he just detailed how things were – with some artistic license. The list of books that can be made into games is actually probably quite extensive as long as one is open to different forms of gameplay.
(I understand that Visceral makes certain types of games, which is completely fine. I'm dealing with this statement as a generalization for the industry as a whole, since that is what it seems Knight is saying).
My point is yes its going to happen where people say "Oh, its more of the same plus GoW is way better" stop living in the past lets give new games a chance I remember the time GoW came out "Man DMC clone so hard game is going to fail" Xplay said 5/5 : gamer said " OMG dude game is so winsauce best game ever". its just easy to agree with others.
Personaly I'm interested and once It comes out and I beat it. I'll say why the hell I didn't or did like it. For now observe and see where the director is taking this game : Game heaven or Game Hell aka "Trashbin".
And then people even ask why is it so hard to make videogames to be taken seriously.
That isn't to say that you can't create a compelling story using the description of Hell as outlined by Dante. a middling movie but excellent book, "What Dreams May Come", used much of Dante's imagery to describe Hell, and more importantly, provided a much more grounded and emotional reason why a moral, good man would willingly go to Hell. In fact, in my opinion, using that novel as a starting point would much more closely follow the romantic notions of Dante's poem while also providing the dramatic context needed to ground the game in the realities of the poem.
This is what I am curious about, though, is what was their game narrative premise? It looks like "Redemption through the trials of Hell saves True Love", and I think that is the problem. Dante wrote the poem about a long lost love, his true love Beatrice. Perhaps a more compelling premise to the game narrative might have been: "Nothing can stop true love, not even Hell." Dante doesn't need redeeming, he shouldn't be conflicted, dark or brooding. That is such a modern-concept and is misplaced given the context of the material.
You mean The Prophet Muhammad is not the final boss??? :P
I think its a case of Dante sprinkling a great many references to politicians, prominent figures, etc. that were his contemporaries, or recent contemporaries, that mean very little to those outside of the Literati who spend a great deal of time analyzing the poem.
@ Joshua Sterns
"The Metacritic score is currently at 74 for Xbox and 78 for PS3. Was this average score expected, or are critics being overly harsh for a new IP?"
They're probably not being unfairly harsh. Just over a month ago the new IP Bayonetta was introduced. The game shares the same genre as Dante's Inferno (i.e. you'd play both games for the same reason, to beat tons of enemies epically), yet it has a Metacritic of about 90 (still too low).
Just like a vase, only after 2000 years.