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The Road To Hell: The Creative Direction of Dante's Inferno
 
 
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  The Road To Hell: The Creative Direction of Dante's Inferno
by Christian Nutt [Business/Marketing, Design, Production, Interview]
19 comments Share on Twitter Share on Facebook RSS
 
 
February 5, 2010 Article Start Previous Page 4 of 4
 

The roadmap of Visceral Games is concentrated on action, and is focused on the PS3/360 audience. That offers certain creative constraints, I'd imagine, about the kind of avenues you guys go down. Which is not necessarily a negative thing.

JK: No, sure. For sure it does. I think any time you start to develop an expertise in something, it closes off other things. We're not going to suddenly work on an MMO at Visceral, because we don't have the expertise there. And we're really focused on getting better and better at what we do here, so, yeah. The choices we're making about what we're going to get good at definitely close off other avenues, but that's kind-of the nature of the beast, I think.



At the same time, it helps me think about how you make these creative decisions with your project, when the way you look at something in the source material, like Dante's Inferno, and what you can pull from the original poem.

JK: Yeah, exactly. I mean, we set off in the beginning to do the action game version of Dante's Inferno, and that was, you know, that coincided with the decision to use that source material, so that those were one and the same, and that kind-of set off a series of decisions about how to adapt that.

I think it certainly resulted in a looser adaptation, because there's more of a stretch to make there. I'm not sure there's another genre, frankly, that wouldn't have an equally difficult time -- maybe a sort-of old-school adventure game, where you're not really doing a lot of fighting, but you're mostly doing exploration, and reading, and listening to narrative.

You know, I can imagine that might be a little close to the source material, for sure, but that's just not what we do here, and so, again, as a result it's definitely a bit looser take on it.

Typically, games that are based on existing source material, or based on contemporary licenses that are usually struck as licensing deals. Conversely, a lot of Hollywood creators -- like you said, with Francis Ford Coppola -- will go back and reexamine literature, for the sheer sake of the story. Do you foresee that as a wellspring, as games get more mature, more sophisticated?

JK: 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.

The Lord of the Rings is the ultimate example, where Tolkien just creates this -- he tells a story, but he also creates a universe called Middle Earth that you really believe, with rules, and history, and characters, and structure, and geography. And you open The Lord of the Rings, and you see that map of Middle Earth, and it just so believable.

And, similarly, with Dante's Inferno, there's always that map at the beginning of the book; there's always that schematic of the nine circles of Hell, and the rivers, and the city of Dis, and Lake Cocytus at the bottom; and that map's been drawn over and over throughout the centuries, just because he was so meticulous, and detailed, and specific about his vision of that place.

I think there's not a lot of great works that do that. They may tell a great story, in a sort of average setting, but to tell a great story and to also create a world that's going to live on as a believable alternate reality, that's stuff you want to make a game out of, because you want to recreate that world in 3D, and you want to allow people to go there and explore it. And, you know, that list is not as long, I think, as you might imagine. But I do think there are others out there that could be great starting points for games.

One thing I was really gratified by was your decision to go at 60 frames a second, which I think is pretty essential for a combat action game. Was there trouble getting buy-in on that? Because I find that most developers usually decide to go with 30 for performance reasons. Sixty is a little bit rare, even in this generation.

JK: Yeah. There was a fair amount of angst over that decision. And there was definitely a strong feeling from myself, and my boss, Nick [Earl], the lead engineer, Brad; and the lead designer, Steve. Most of the leads understood why we were doing that... But we, yeah, we had to evangelize that decision.

I think any artist would be lying if they said that they didn't prefer to have more bandwidth. Any milliseconds you give them, they're going to use it on just one more effect, or what-have-you. But what we found is, it's more of a question of willpower than a technology question. And you just have to commit to it, and say, "Here are your budgets. Here's the box we're gonna play in."

Thirty frames is a very challenging box to play in as well, and so once you just get everybody bought into that, then what I've found is that the visual effects artists, and the environment artists, and so forth, they just found ways to make stuff look good at 60, and you just have to hold them to it.

But it's definitely a challenge to stick to that, month in and month out, and I'm really glad we did. I'm totally convinced that it was the right thing to do. And it's not just for gameplay -- in my opinion, it's not as simple as sacrificing visuals for gameplay. I actually think the visuals benefit from the higher framerate.

If you were to take a screenshot, you might be able to point out, like, "okay, here's the compromise you made because of your framerate," but when you sit and play the game, the overall visual experience is enhanced by the fast framerate. So, I can't really decouple graphics from framerate; I don't feel like it's an either/or situation.

I feel like it's great. It's just not that common. I think it's pretty essential for fast-paced games like this, though. Particularly in this genre.

JK: Yeah. I agree. I agree with you, yeah. I don't think it's essential for Dead Space, for instance, which has a different pacing, and it's a different genre. But for Dante's, it was definitely a must.

 
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Comments

Giuseppe Crugliano
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We pitched this game to EA into 2004. Said was not a good idea. Disappointing.

Joshua Sterns
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A good Q&A session, but where are the really tough questions. For example.



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.

E Zachary Knight
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Reading this interview reminds me of the first two frames of this comic:



http://www.gamespy.com/articles/997/997241p1.html



In summary : "A game idea is born. Guns are added to it."

Ted Brown
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I found these questions to be direct and insightful, especially given the... complexities of the game at hand.

Shay Pierce
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Developers: "We want to make a game where you fight demons in Hell using Death's scythe." Publisher: "We want this game to be attached to a recognizable Intellectual Property so it will sell more copies. Are there any IPs we wouldn't have to pay for?"



Result? Dante's Inferno.



Love the title of the article by the way.

Matt Riley
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I really wish this interview had pushed Jonathan Knight more. When a movie adopts a famous work, there are always the hardcore fans that are dismayed by the end product, but we generally can understand the rationale. Peter Jackson, for example, obviously cared about conveying Tolkein's message: "by being faithful to his themes, his characters and the things he clearly cared about, I can at least feel I’m honouring his wonderful imagination in the best way I know how." The Lord of the Rings trilogy brought Tolkien to a much larger audience.



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

Dave Smith
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i wouldnt have a problem with taking liberties with the source if they didnt make Dante into the most generic, immature God of War clone imaginable. the whole thing sounds like a bad joke you would hear about making video games. im suprised it doesn't have a name like "Dante's Mega XXX-Treme Hellfest!!!" or something. i dont expect them to keep him a poet, but at least dont go the lowest common denominator route.



He is flat wrong in saying this is what video games have to be.

Jason Johnson
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@ Dave. Read as: this is what video games have to be when your publisher has lost around 75% of its market value within the span of about a year.



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.

Matthew Bonnitt
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I just watched a video of the game and I have to say that it looks like a decent hack n’ slash game in the vein of, yes, Devil May Cry or God of War. I think the game could be really fun.



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.”

Matthew Bonnitt
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Some comments on Knight's quotations:



“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).

Ismael Escandon
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The issue is all the people saying its a GoW clone or DMC clone everythings a clone of a clone that you can't disagree with even GoW the big thing is : The lil thing that happens when your going to kill something oh you press O thingy : that's how much of an impression GoW did great story yes great gameplay yes still a clone of old gameplay ? Absolutely. I will agree on the fact that they murdered a great poem but hey lets give them a shot the kids are newbs let them figure out stuff.



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".

Leonardo Ferreira
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"Let's cast him as this fallen Crusader who has this morally questionable background."



And then people even ask why is it so hard to make videogames to be taken seriously.

Steve Mallory
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While the poem is filled with imagery that has defined many definitions of Hell since it was written, the poem features very little conflict beyond allegorical internal conflicts about the nature of man and his attempts to bypass sin. Not much in the literal document exists to hang a dramatic story upon - clearly some of this would need to be manufactured.



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.

Roberto Dillon
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turning Dante into a "fallen crusader with a questionable background" is beyond ridiculous.... On the other hand, having a "fallen crusader with a questionable background" going to hell to rescue his beloved while being led by Dante (who will then play Virgil's role and help/mentor the player in his bloody quest) would have been less offensive to the original material while still delivering the same game in the end. IMHO.

Bill Tordonero
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"And, you know, it's very medieval. Like, there's some stuff in there about certain sins that are punished, or certain religious figures. There were things that we stayed away from because it wouldn't serve the game to go deep into that stuff. "



You mean The Prophet Muhammad is not the final boss??? :P

Steve Mallory
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@Bill:



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.

King in Yellow
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What did you expect from EA? Literary Genius?

Carlos Mijares
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I played the demo, which I found entertaining enough, and while it's understandable that it must share many traits of the beat e'm up genre, it felt too much like God of War, moment to moment. From the female narrator, to the art style, to the camera system, background environments, combat, etc. The question becomes, "If I want an experience so closely similar to God of War, why not just wait for GoWIII and then see which one is worth my time?"





@ 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).

Scott Foulk
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I do not think that this depiction of Dante's Inferno is debasing Dante's literary masterpiece. In fact, I question it as a literary masterpiece to begin with. Dante is basically making himself the protagonist in his own poem. He places the bad people, aka those he doesn't like politically or personally, from Popes to clergymen, into Hell. He places the rest into Purgatory or Heaven, especially Beatrice, who is practically a goddess in the Paradiso. So I don't know why it is labeled as a masterpiece. It appears to be very much a self-indulgent work of poetry - Dante is the victim, and Beatrice is the deity. Albeit, it is very lengthy, and very old. So maybe that's the reason it is a masterpiece.

Just like a vase, only after 2000 years.


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