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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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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.