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It's interesting that camera is still a wild frontier where you can still try new things. I think what you guys have done is definitely a good way to go, but it's also crazy that after all these years of 3D games, we still don't have something to point to and say, "This is how we should do it for sure."
MM: Yeah, and I think it depends so much on the environments of each individual game. I wish you could just have a "this is the best-in-class camera, let's now implement it." But, for example, when we were doing the original Alan Wake, and you have a lot of pine trees around you, one of the big issues is to make sure that the camera doesn't collide with tons of branches. And that's maybe a very different challenge if you have an urban environment, and very clear geometry, and then your challenges are different from that.
And it's kind of neat that now we're to the point where the games choose what stylistically and artistically fits this game. So you basically have a director of photography for your game, in a way.
MM: Yeah, very true. And I think it's cool that we also have -- because the productions are larger -- dedicated people who a large part of their job is to focus on one particular area. And whether it's lighting, or camera, or directing cinematics, or things like that, I think those are very cool things to have, which we obviously didn't have, even a few years back.
Back to animation, how difficult is it to contextualize the dodges? Because enemies are attacking horizontally or vertically, you've got to make sure that Wake is dodging in an intelligent way.
MM: Those are things that you first build a general idea, and a plan of what you want to implement, and you have it planned out on paper. But, ultimately, it just comes down to tweaking, and testing, and just iterating. I don't know anybody who can really just do that on paper and go, "This is the way we're going to do it."
Games, first and foremost, they're interactive entertainment. Going back to the blindingly obvious -- games are interactive. How they feel, and how they flow, and how they react is at least as important as what you're showing, what you're telling people. And it's about the interaction from the gamer to the game, and then responses back.
And if it doesn't feel good, and if the camera and the character don't behave in the way that you intend them to behave, then it's instantly unfun, no matter how good the story, and how good the looks are.
And I think that's the biggest difference between passive media, where you're just watching and taking it all in. Sometimes you need to make compromises, and decide what you are going to accentuate. But I think it's something that should be seriously considered, because it's not a CG movie.

There's always going to be edge cases that are going to break the immersion a little bit -- "Oh, that guy just dodged in the wrong direction" or "I expect to be able to do this, but I can't do it."
MM: It comes down to a level of simulation as well, and kind of how far you want to take that. But as long as it's consistent, I think that's the big thing. If your level of abstraction is very high, then you can get away with much less. But the closer you are getting to real, and fidelity, then people expect to be able to open drawers, and closets, and everything. Which isn't necessarily fun -- you don't open every drawer in every office. [laughs]
There is the other problem. The first time I played Shenmue on Dreamcast it's like, "Okay, I can open drawers. Why?"
MM: Yeah. [laughs]
"Now I feel like I have to open every drawer!" And game players have a real tendency to be like, "If there's something I can do, I have to do it." Not everyone feels like that, but there's the core that will ruin games for themselves that way.
MM: I think a good game that pulled it off very nicely was L.A. Noire. You had a huge world, and you were clearly interacting with smaller objects and doing things there, but at least the visual language, for me, was very clear on what is interact-able.
Going along those lines, you were talking about the environment being more destructible, and dynamic, and things like that. Actually, it looked like you were really just using planned areas of destruction to keep the player on a linear path.
MM: Yeah, there's a lot of that. And then also where enemies come from, and having that destructible -- whether they break a door with an axe and come through that and so forth. But I think it's more about how the player perceives it, and how it feels, than genuinely having destructibility as a gameplay element, as you would in Battlefield, for example, where it makes perfect sense.
So the PC version is still happening?
MM: Yeah.
Why did it take so long between the 360 version and the PC version?
MM: That's a very good question. What I can say is that we did take it as soon as we could to the PC, and the stars weren't aligned when we were shipping for the 360, but we're happy to be bringing it over to the PC early this year. We've had a ton of feedback from people asking for it, and clearly we have our roots in PC development -- with Death Rally, Max Payne, Max Payne 2 on PC. And then all the fan reactions, all the mail, all the Facebook sites, all the community sites. And we do actually listen to the folks. So we're stoked to be able to bring it out now.
On a similar tangent, a lot of the feedback we got for American Nightmare, feedback that we've implemented, was that folks really liked the original Alan Wake for the story and the setting. But there was a lot of feedback on the combat -- they wanted more combat variety, and that's something that we started to address with these test levels and sandboxes with different enemies. And it kind of all grew from there, for this title.
Why are you now able to release Alan Wake on PC with the same timing as American Nightmare?
MM: Microsoft have been kind enough to give us the freedom to take it to PC, and we're really thankful for their support.
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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.