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  Making Kratos More Human
by Christian Nutt [Design, Interview]
19 comments Share on Twitter Share on Facebook RSS
 
 
October 8, 2012 Article Start Previous Page 3 of 4 Next
 

A few months back I spoke with combat lead Jason McDonald about the fact that part of the promise the God of War series makes to players is that while there can be some depth to the combat, you want people to pretty much be able to play the game without too much complication. What do you think about that?

MS: Okay, so this is what I love about Jason McDonald. Jason McDonald has been with the series the entire time. A true combat designer, the best combat designer I've ever worked with. And he's a hardcore Street Fighter player -- extremely "Don't ever wanna get in a fight with this guy." Even when I play multiplayer with him and Vincent, who's our multiplayer designer, I don't want to fight them because they kill me on a regular basis, and they're really good.



The best part of it is that when we get done having playtests and fights and stuff like that, we'll talk about ways to take balance and tweak it, or ways to make it so that the player who's novice -- in my case, compared to them, I'm a novice -- how I will advance faster so that I can have a more challenging fight with the advanced player.

So for me, the barrier to fighting games is always that. If you run into somebody in a fighting game who knows what they're doing, you're not going to have fun against them, because they're just going to obliterate you, and you're not going to feel challenged, and maybe put the controller down and never play the game again. And the challenge for us, as designers, is to make sure that that person felt like they made enough progress fighting against that guy who was really good.

But the next time around he has a different strategy that will potentially challenge that guy who's very good at it, and continue to develop more and more strategy as well as pick up on the strategies that the advanced player uses, so that the playing field levels out faster.

So for us as designers, we have to level that out faster. So in our iteration right now, and even on the multiplayer end, is that's what we're trying to do. We put the novice in against the veteran and we see how we can get it to balance out, for mode, as well as just straight one-on-one combat or two-versus-one combat, which is even a crazier balance.

How do you help someone learn through play? Because obviously, as we all know, only the dedicated are going to sit down and practice.

MS: Well, there's that, and it's kind of like learning, right? It's not kind of like learning -- it is learning. Everybody learns in different ways. So I remember I had a teacher once who told me that the worst way to learn is the way that you're currently sitting, you're sitting in a classroom and I'm instructing; that is probably the worst way to learn. And I think the best way to learn is to experience.

And the most frustrating thing for a designer is anytime somebody's experiencing something, but they're not learning anything, they keep doing the same thing over and over again. Watching the God of War playtest can be like that sometimes, watching them try to do a puzzle and they do the same thing over and over and you're like, "How do I get them to do something different?"

And I think that's the same thing in combat design -- how do you get them to try something different, instead of trying to do the same thing over and over again?

So here's some of the stuff that we do. You can give them messaging when they die, and it doesn't seem like much to do something like that, but what if it's related to how they die? Then when they die, every time they die, that's a learning experience. You can give them clues based on things that happened while they're playing, in terms of readability, which is huge in fighting games, for sure. Because if you get the feedback that you did something well, then you'll continue to try to do something well. But if you don't get any feedback, then we lost an opportunity to teach you that you did something right.

God of War III, for example, you fought the first boss, and when you were hitting it and hurting it, it wasn't playing hit reactions, and because it wasn't playing hit reactions, you didn't know if you were doing good or not. So as designers, in a way, we made a mistake by not giving you that opportunity to let you know that you were doing well.

So for our novice players, the more that they get the feedback that they're doing well, or the more that they get the feedback that they're not doing well, the faster they will learn, and the faster they will bring themselves up a notch so that they can be a challenge, as well, to the more seasoned players.

As well as exploits. I feel like the seasoned players, or the veteran players, will have found specific exploits that they get really good at executing, and they use it over and over and over again, ad nauseam, when they play. And maybe because it's pushing the dopamine into their head that, like, "Every time I do it, and I get the kill, and I feel great!" And after a while it starts to deaden for them.

But if you recognize the exploits and are able to balance them, then somebody spends more time trying to find the way to get past the challenge, or kill a guy, or complete an objective. And if there's lots of different ways to complete an objective -- whatever that objective is -- then they spend more time exploring ways to complete an objective, and then that's the essence of game.

That is exactly what game's all about. Because then when you do it, and maybe you do it a new way, you get that, "Ahh, that was great, I did it; I completed it this way!" And maybe you're talking to me later and you're like, "Oh, but I did it this way." And when you put that in a challenging environment, where it's me versus you trying to do the same exact thing, that's why I come to work every day.

 
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Comments

Ron Dippold
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He definitely got too powerful, too unpleasant, too inhuman. By the end of GoW3 my feelings about Kratos were 'Christ, what an a@#hole.' You've got the Dragonball power escalation problem and he'd long since run out of people to kill for any good reason. It doesn't sound like Mark Simon actually believes this (Todd Papy does), but at least he realizes it can get kind of boring and has some mechanical ideas that a prequel lets you get away with. I'll definitely be interested in seeing if they can pull it off.

Christian Nutt
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The sense I get more from Mark is that he (rightly, I suppose) doesn't see it as his job to worry about it -- but rather Todd's to make the calls on how the character develops, as it was Stig's call in GoW3.

Ron Dippold
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Fair enough; seems like Mark's got a good grasp on the mechanics, not his problem if the story's bad. The interview makes complete sense in that viewpoint.

Doug Erickson
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"so we thought about it, and blue skied a bit, and finally we agreed as a group that after all the rapey-murdery stuff kratos should feel bad. not too bad, because we don't want the player to feel bad, but, y'know, kinda hangover 'what did i do in vegas' bad."

Juan Fdez. de Simón
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Ah, who are we kidding?

The single player story is still going to be the same old male-fantasy-power-trip that we all know and love, only this time maybe Kratos is a bit less of an asshole at the start and then, rest assured, he will become a much bigger, badder asshole at the end.

What I'm really interested in is the multiplayer. Competitive group based hack'n slash multiplayer is something that no one has gotten right yet (Anarchy Reigns didn't do too well) but I think that if executed properly it has A LOT of potential.

Also, I think it'll be cool to see in which way (if any) tweaking and balancing the combat system and the different strategies for multiplayer has influenced the single player side of the things.

Christian Nutt
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My earlier interview with combat lead Jason McDonald goes more into those multiplayer questions:

http://www.gamasutra.com/view/feature/171970/the_secrets_of_brutal ity_god_of_.ph
p

dario silva
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I thought it was a great interview Christian, well done. Im also relieved you didnt ask any gender related questions that would have been a big face palm.

Michael DeFazio
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Always thought the:
"Gods quarreling and being petty ...treating humans (even their champions) as disposable pawns"
angle (a la "Clash of the Titans") was not emphasized enough (or at all) in the series, which would have allowed me as a player to empathize more with Kratos' plight. by the 3rd installment, Kratos just comes across as a "grade A party pooper".

i (as player) didn't quite empathize with Kratos savagely killing someone like Poseidon/Hercules/Hermes/Hera/Perseus... I mean, yeah, they are in your way but is gouging his eyes out/disemboweling/chopping his legs off...really necessary? :)

As much as I loved the creativity involved with setting up mechanics and gameplay for these (Poseidon/Hercules/Hermes/Hera/Perseus) boss fights... the story setup to those moments could have been stronger... For example:
Imagine if Poseidon/Hercules/Hermes was personally involved in executing a legion of Kratos beloved and loyal Spartan soldiers? That would have at least allow me to savor the moment rather than cringe at the death of a character looking to overt the end of the world. (Motivation is a big part of revenge)

Anyways, seems like they decided to bring him back down to earth a bit... (Hey I'll cross my fingers they do something like have a flashback sequence to Kratos before his downfall to become the Ghost of Spata, think it would be interesting to see more of his rise to a spartan captain, and perhaps we can see some bare-fisted fighting... just a thought)

Dave Smith
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never really got into GoW mostly because the main character is such a douche. In this one, he just sounds like a slightly weaker douche.

Duong Nguyen
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Kratos as a character has traveled his potential story arc, he's become the penultimate power in his universe, killed off all the Gods, etc.. To downgrade him every new iteration so he can fight lowly Minotaurs again while grinding back up to full power, always seems like a narrative step back. They need to create a new character to carry the GOW franchise to tell more interesting stories and in turn leads to more interesting dynamics, imo.

Thom Q
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I got an idea, probably a bit silly, but uhh.. Maybe just retire the God of War series? Or would that counteract rule #1: once you got an IP that did well, suck it dry till the very last penny!


I did smile a bit when I read " a character that got almost too powerful, too unpleasant, too inhuman ".
You mean that he actually became the God of War at the end of the first game? ;)

Dave Smith
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i wish they would try to build studios instead of franchises. then you would be free to make new IPs and rely on the studio's reputation to get sales instead of running old franchises into the ground.

Thom Q
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True. But once big money gets involved, creative businesses always go for the lowest risk -> making their product to please a broadest possible demographic, which explains the current state of the top selling Movies, Music and Games.

Michael Alexander
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I'm glad to hear they're "trying" to do something a little different to develop Kratos on a more human level, but really... a problem with devs over what feels like the last decade is that they're afraid to move on to a new IP. I'm all good and well with the trilogy scheme for movies, games, books... but dragging it past that is when things become blaringly dull and tired.
These people have a lot of talent and passion for this, great. Focus that into a new direction. If they want to stay with the ancient Greek/Roman, et al theme, choose a new hero/anti-hero. There are thousands of years of REAL history to put a spin on, and thousands of years of mythology to adapt as well.
If we can make a game of travelling the Oregon Trail... we can make a game about almost anything based on even a small part of history.

Eric McVinney
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Here's the thing I find really interesting about the series, and that is that they never brought up or went with what was mentioned at the end of GoW 1. If anyone recalls, there's a scene (still art, more like) of Chronos's skeleton being found in modern time and what looked like being investigated by the military. The mention of his brother was already put into the PSP (IIRC) title, but what of this? How about a modern day GoW that still carries on the series, but in a more "spiritual" way (i.e. King's Field -> Demon's Souls).

Roy Rottschafer
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I always thought Kratos was a real dick, I never liked the games.
I tried the first one and was done with it pretty quickly. A good friend of mine tried to get me to play parts 2 and 3 also, but ended up showcasing them to me by playing them himself.
To me there's a lot wrong with the series as a whole and although of course the opposite can (and probably will) be argued by many people here and on other sites, I stand by the following:

First you should know (to at least be able to understand me a little bit) that I'm a European and somewhat of a history buff and a great fan of mythology, especially Greek mythology, which has a very rich and diverse history and also tries to make Gods more human by giving them human traits and faults.

Even with all that, they ARE still Gods, and are supposed to be ridiculously powerful.

Now, from a gamers' point of view I'm always very interested to see how developers and story writers weave that 'reality' into the tapestry of their game, and unfortunately they get it wrong most of the time and to me it actually feels they are insulting the culture and the history of something so rich and ancient all for the sake of 'just entertainment' or trying to create what the blind masses may perceive as a good game. If I actually was from Greece, it would not be strange for me to even see this as a sort of blasphemy..

Especially so with God of War. What I'm about to say may sound racist, but isn't intended as such, so please bear with me and don't rip one remark out of it's context.
To start of with, the only thing that is somewhat Greek about Kratos, is his name, but even that isn't because it's not Greek at all, it's American-Greek, aka made up. The word or name Kratos does not even exist in Greek and has no meaning whatsoever. They probably used it because they thought it 'sounds cool'.

Then his appearance: to me he looks like a black guy with a bad paint job, and he seems to act pretty 'ghetto' or 'gangsta' too. For all I know it's 50 cents' ancestor from the hood and that seems VERY out of place to me.

So, the character to me has no 'feel' at all within these Greek surroundings, he would fit much better in a game that was taking place in an Eastern or African setting, like Egypt, Africa or something more along the likes of a Conan game.

And to me personally the most idiotic and disturbing thing is how a mere mortal (even though I can understand using artefacts and Godly power ups makes one more capable) would be single handedly able to slay the entire pantheon of Ancient Greek Gods, who themselves have powers beyond the comprehension of men, and to get into power had to slay and/or imprison the Titans, creatures almost equally powerful that would probably swat Kratos like a fly without even so much as an afterthought.

Kratos as a character feels empty and meaningless, his plight far too unimportant to have any sympathy for, let alone personify with. 'Almost' too inhuman? He's an ass and a very unlikeable person, period.

From all the games I've played, previewed and reviewed that are somewhat in the same genre and are from about the same period, Dante's Inferno impressed me way more.

The general fault with ALL of these games is that developers try to make them into these big, American Hollywood blockbusters while the stories themselves are already cool enough and need no 'enhancements' in the bigger, better, faster format that's so mainstream in these kind of games nowadays.

The reason why I liked Dante's Inferno way more is that in that story it IS possible to feel sympathy for the character, the combat feels less superficial and I certainly have no problems with slaying nasty demons and hellspawn, so as a player that gives me way more satisfaction because it 'feels' like I'm doing something good, or righteous. (as opposed to slaying Gods revered and respected by millions)
And even though Dante's Inferno is also not strictly following the original story, it at least seems to show it some respect and therefore makes it a better experience when playing it.

Another game that gets my okay for respecting mythology without changing too much is Rise of the Argonauts. Try it if you haven't already. (although it's an entirely different sort of game than GoW or Dante's Inferno)

All in all, like I said in the beginning, this is just my opinion but that does count enough for me to never play another God of War game again. Reading from other comments that the first one was also the best, doesn't help this any further either...

I do like to agree with some of you that a new character/IP is needed to revive this series and I also think that developers/studios in general (somewhat understandably, seeing how things are going with quite a few studios) are playing it safe by sticking with what they have and trying (with mixed results) to 'improve' these character sets and so on instead of moving on and making creative juices flow again instead of making them stagnate by limiting them into working in the confines of an already finished series.

As for other commenters: Michael Alexander: spot on, and Eric McVinney's idea is also rather intriguing...

And finally, Mark Simon: there's only ONE God of War and his name is ARES!

Michael DeFazio
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From a "mythology" perspective
I suppose (having military experience) I would levy similar arguments on practically every military movie ever made (I have to suspend belief when I watch them, because I'm thinking "this is unrealistic, people don't act this way, this is not military tradition/custom/etc.")

Sometimes you cant get too caught up in it, you have to just enjoy yourself without too much critical analysis.

...And just my opinion based on some of your statements

--Kratos as a character feels empty and meaningless, his plight far too unimportant to have any sympathy for, let alone personify with. 'Almost' too inhuman? He's an ass and a very unlikeable person, period.

I think the first GoW had it's moments, (it's your typical "greek tragedy") but there was still something missing from the saga to totally connect the dots, but I thought his plight was well-realized (it's your simple revenge story), 2 & 3 though... I agree with your sentiment

--he looks like a black guy with a paint job
The voice actor for Kratos is a "black guy" fyi

--Dante's Inferno impressed me way more
I own both, and am hard pressed to see any improvements that DI had over GoW, (including story and lore)... I mean Dante's Inferno (the book) narrative wise was not about fighting off hordes of demons, I also thought the combat in Gow (pick any one) was superior, but to each his/her own.

Dave Smith
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@ roy: yeah i dont care about any of that. You're sticking far too close to the source material (and given that they aren't exactly the brightest of gods going by the source material they aren't exactly all powerful, anyway). Are you equally as annoyed by Dante fighting off vastly more powerful demons? or a fat plumber flying through space? Come on, man.

Dante's Inferno the game is anything but respectful to the source. It takes a Michael Bay sized dump on the source material.

Jeremy Reaban
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I think this is a mistake. Part of the reason the Halloween reboot basically failed was it tried to take something that was pure evil, and rationalize that evil by giving him a backstory.

Kratos might not quite be the Greek version of Michael Meyers, but he's not far off.


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