The combat sequences can be frustrating at times -- I've advised everyone I know to play the game on easy. Did you do much playtesting of the controls?
SWERY: As I said previously, the combat part was the last thing we implemented in the game, even though we did a lot of playtesting.
I reckon that the control is a little bit different from what you have in the current TPS or FPS, but for the game, it works as it is I think.
And as you see, York is more an indoor guy, that's why he can't move faster.
I hope this is not too offensive, but the game struck me as having very forward-thinking world design and character/writing, but being a bit regressive in terms of mechanics and UI design. What would you say to that?
SWERY: The game system was considered many years ago, that's why it may feel a little bit archaic, for this, I can't help it I think.
As for the UI design (including its inconvenient aspect), I wanted the users to feel the atmosphere of the countryside, or maybe a metaphor where good old fashioned countryside is where you find good old fashioned game design.
But, if all the users only felt stressed when playing the game, it's something that I will have to rethink next time.
There are a lot of little extra details in Deadly Premonition, like the ability to shave, or change your suit, or fish. These obviously take a lot of time -- how did you manage to find the resources to implement all these small systems? Why do you feel they are important?
SWERY: For this game, there are three "real" elements that I felt were really important. Real time, real scale, and real life.
I can say with confidence that these three points are something that I can't overlook when making a game and have to be fulfilled to some extent.
Actually, I was considering having the hair grow, and the character putting on or losing weight. Meeting these requirements would have your character a perfect avatar and not just Agent York, and that's what I was aiming for with these features.
How did we manage to implement all these small systems? I would say it's our love to this game that allowed us to do it.
I want to also note that these details make the leaderboards hilarious.
SWERY: That's very good to hear. I am grateful that people have played so much Deadly Premonition.
There are so many interesting and silly events you can make happen in this game -- like being on an "important time-sensitive mission" and then going inside a building, taking a nap for several hours, shaving, and eating a raw onion. How and why did you decide to implement this freedom for the player?
SWERY: Do you remember the character Harry in his wheelchair? He said that what's important is not speed but timing.
That's exactly what I tried to recreate. I wanted the player to play according to his own timing and see the results of his actions. So the timing and when to play is really up to the player.
This game doesn't have multiple endings but I still wanted the player to feel that the story is progressing because of the choices he or she made.
Can you talk about your inspiration for Zach?
SWERY: Agent York arrives in Greenvale to solve a murder case. But, the player lives this scene from his living room in front of the TV.
To fill this gap, I needed something to create the illusion, without turning the character into an avatar, that the user was the main character. Actually, it was a really painful process, but eventually it was a simple response to the question "how to transfer a feeling?" When I saw the response, it was when Zach was born.
Lastly, what, to you, makes a good mystery? How do you like to see that mystery unfold?
SWERY: A good mystery is one in which would be fully satisfied with the explanation at the end.
To put it simply, a book or movie can trick you or make it so you can't see what's coming next but it can't be with a deceitful purpose.
For me, deceiving the player or audience on purpose is just like cheating. As entertainment, this honesty is something fundamental that you can't just dismiss.
Then, as to how a good mystery should unfold, I personally think that you need identify with the protagonists.
It's something that is the same whether you are playing a game, watching a movie or reading a book. It's is an important experience in life. And when it's over, I really like when it leaves something in your heart.
Thank you and guys, I love you!!