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Yeah, it is a very convenient framing device, for sure. What made you decide to put the live action portions in? Because live action is notoriously difficult to make not campy, and believable.
MM: Yes, yes. I think the live action that I've enjoyed -- probably like Command & Conquer had great live action; that was just so tongue-in-cheek that it worked. But it's also been done unsuccessfully. But I think for us, the Night Springs TV episodes in the original game were live action, so when you used the TV, you had these live actors there. It just felt natural to continue with that.
And because we have the actor for Alan Wake -- Ilkka Villi -- we just felt that it would be awesome to have him do the acting for [Wake's look-alike and "evil charicature"] Mr. Scratch, as Mr. Scratch is leaving these taunting video messages. I think he's unnervingly likeable, and those are maybe more difficult things to nail down in a different format, and that was a convenient way of doing it. I think the big thing is, "How do you stylize the live action?"
To make it fit in.
MM: Yeah, and how does it not become disconnected from the experience? A lot of that obviously comes with the fact that we're using in-game TVs, and we have the opportunity to use different techniques to make sure that it's filtered properly and flows into into the mood.
I noticed you put fake scan lines on there.
MM: Yeah. We wanted to make it feel like maybe a '50s, '60s TV show kind of filter on top of that, even though he's using a handycam or something like that there. So it felt like a risk, but I think it's one that worked out. We'll see.
The live action stuff is camp. The game has got levity in it, but it's also trying to go for a darker tone, and so there's a little bit of a disconnect for me there. Is that something you want?
MM: Looking at American Nightmare, we wanted a different tone. Even though some of the subject matter is disturbing, scary, and it can feel quite intense, we also wanted not to take ourselves too seriously. I mean, if the tagline is more like "the nail gun is mightier than the sword," then I think that sets the tone for a lot of the things we're doing with American Nightmare. And we wanted to have that kind of vibe for this, and the live action was a great fit with that.

I've never gotten to talk with you about this game, period, before. The decision to make, when you're walking, the flashlight point static -- it's obviously so that it can be a targeting reticle, but it also looks a little weird with his animation, because his hand is moving.
MM: It does. It does. We tried different approaches to that, but we felt that we wanted to have playability and intuitiveness go over realism, and I think that's where we err when we need to make those choices. So, for example, we'll tailor the environments, we'll tailor some of the physics to be more fun to play and more responsive, or we'll tailor, like in this case, how the flashlight behaves to be more gameplay friendly, as opposed to realistic.
So for example, the flashlight is actually wildly exaggerated. When we had the first iteration of the flashlight, it was modeled accurately: how far the beam goes, and how it behaves. And that wasn't really fun in gameplay, so we took this almost like an X-Files flashlight, which is almost like car lights, or something, and it just feels better and plays better, so that's what we went with.
And the same thing, for example, even with the original Max Payne game, when we were showing slow motion for bullets and stuff like that. I think the bullets were traveling at something like 60 miles an hour, but they just looked a lot better in the confined spaces. That actually gave you more gameplay, because if they go at real bullet speeds you don't really see much. [laughs]
So I think that's our design philosophy; we'll go for [gameplay over realism]. On the other hand, we wanted to get rid of, for example, an aiming cursor on the screen, because we felt that would've broken the fiction too much. So we found the flashlight to be a convenient surrogate for that.
And how much did you tweak the animation on the arm to normalize that?
MM: I think there's quite a bit of detail and work that goes into that. I don't even know all the kinds of various iterations, but I know we played around a lot with how the camera and the flashlight behave together, and how you see it. I'd call it almost like a rubber band effect. There is a slight lag in the camera towards the flashlight, so it's not always permanently in sync, because that would've felt too mechanistic.
But on the other hand, we felt that we wanted to have almost like a feeling of a virtual cameraman. So if you do sprint, the camera does fall back slightly and wobbles a little, and then when you stop, the camera catches up. So I think we've become accustomed to that. Ever since, like, NYPD Blue was showing on TV, people have become accustomed to that virtual cameraman, or a handycam effect. But obviously you can't wobble too much, because it hurts the gameplay, and it's also disorienting.
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Huh. Gotta admit, I was kind of angry at LAnoire for letting me pick up cigarette butts and bottles, only to have the character say "this isn't relevent". -> Well, then why did you think it was worth picking it up, Detective?! something strange going on there, with your relationship/trust to the character. I compulsively picked up EVERYTHING. just in case. and then I felt burned.
I'm not sure Remedy "gets this." I dimly remember being frustrated that there wasn't more to do in Wake's apartment flashbacks. And slightly baffled by the placement/point of coffee thermoses. and frustrated I couldn't just zoom in on the tv shows (which I felt compelled to stop and watch, everytime).
But I totally love the game. so. guess I can't complain. maybe they understand this on levels I can't comprehend.
There was definitely something magical about how they designed the dark fights in the forest levels of Wake. Without the fights, I'd snoop around and find the limits of the linear level design. with the fights, I'd run ahead to the next lighted area, and feel like I was lost in a giant endless forest. I think the game played better when you charged through it.
Wish someone would tackle "why didn't Alan Wake sell?" more directly. Maybe RedDead was just a phenomenon no one could stand up against... but maybe not? I think Alan Wake made an obvious HUGE mistake in it's marketing:
No one wants to be a lonely struggling powerless writer (who is mostly tormented in the dark).
It's just a weird archetype to start with. Makes me think of that Johnny Depp Stephen King movie, Secret Window (which wasn't a great movie). I can't think of any other "reclusive writers" in properties I've enjoyed ... Part of the fun of the game is how they pay tribute to Twin Peaks (a cult show that mostly succeeded because of a writer's strike, and an audience who couldn't believe it was allowed to be on tv?). But Twin peaks was clearly about : an FBI agent. (and a cop. and a kid in leather who rode a harley around. and hot young girls who investigate crime. A rich businessman. etc.). Yeah?
... Max Payne seemed to be pitched as being about a hard boiled dude with a gun in New York (I can't remember if he was a cop or a private eye or something else). Death Rally is clearly about cars and death.
I think whoever marketed Alan Wake failed to get people over that first hurdle. We all aspire to be cops or doctors or superheroes or murderers, not washed up writers on vacation with writer's block.
I would have promoted it as "he's a crime novelist working with the police in a small town to get back his wife and fortune." Then let it derail into the surreal meta narrative that the game actually explores. let people say "it starts off being about kidnapping and local police, but it goes off in some really weird directions."
I'm worried they're going to fall on their butts again with this new American Nightmare, because it continues the same vague "you'll just have to play it, to know why you'll enjoy it. here's your flashlight," approach to marketing.
As a fan of the game, I'm thrilled that you'll be playing through an episode of Night Springs. But I worry that most people way say "what's night springs? some kind of cheesy twilight zone? who am I? some loser writer in a flannel shirt? meh."
hope this makes sense. curious if anyone thinks I'm way off base here. or knows of an article that addresses this?
That's a pretty big generalization. Some of us enjoyed Alan Wake quite a bit. Some of us aren't into games solely to fulfill some power fantasy of being a cop or superhero or murderer.
I'm disappointed Alan Wake didn't do better than it did, and I think general game design issues were the primary factor in its lukewarm reception. But I wouldn't point the finger at the character's archetype.
I found Alan Wake a refreshing character and the game had an enjoyable narrative. For once someone had the guts to put money behind a game that WASN'T about some dudebro blowing holes or slashing through people. It broke my heart to see it fail to reach a wider audience.
I never aspired to "be" anything beyond a good player when it comes to games. I'm also to blame for bias against GTA and it's clones just because it's trying to sell me as a "wannabe", that's enough for me not to like the game. Beyond that, survival horror and power fantasy are quite different genres.
Repetitive gameplay and poor writing would be my guesses.
Also, the game sold well for a new IP. It's just that they spent so much time and money developing the game that "good for a new IP" wasn't really good enough.
@Robert: Can you please elaborate on "poor writing" in Alan Wake? I loved the game, and the only reason I ask is to make sure I'm not missing something. I am working on getting into this industry and I'd like to know what it was, as a gamer, that I found acceptable when it might not be acceptable from the perspective of a developer.
I do know that some gamers get hung up on this, and I believe that's unfortunate, but many not-immediately-appealing characters, or those with some notable character flaws, can provide some interesting variation from a narrative or gameplay perspective.
Perhaps it isn't wise to market the game from the perspective of this seemingly weak character, though. So perhaps it's more accurate to say that not many people are immediately attracted to such characters than to say that they wouldn't find any appeal in them.
I tried to make it clear from the start of my post that I was purely talking about the marketing of the game. (but failed, apparently?).
I really really loved the game. Was hoping to talk more about why people didn't pick it up. (my mind drifts off into wondering why people didn't pick up Psychonauts or ShadowsOfTheDamned. And I feel like it's marketing, not the games, that failed.). anywho.
Interesting to read that it sold well for a new IP. where does one look up these numbers?
(this article is interesting, claiming 900k in sales came from digital downloads, and only 300k from physical): http://xbox360.ign.com/articles/121/1213885p1.html
Incorporating more shooter and action elements into Alan Wake seems a little desperate. But I love that they can use Night Springs - even despite the fact that it's an "easy" thing to do. Just hoping he wont wake up in the end and "find it was all a dream/an episode of a TV-show - oh, but look, some token from the other side is left on the fridge. Maybe it was real after all?" Because that is totally what I am expecting right now.
Meh... Maybe me coming to it fresh off the total high that Red dead redemption represented meant linear shooters in pomo dress were never going to do much for me.