GAME JOBS
Contents
Dean Hall Discusses DayZ's Development Process
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 6, 2013
 
Wargaming.net
Build Engineer
 
Gameloft - New York
Programmer
 
Wargaming.net
Build Engineer
 
Virdyne Technologies
Unity Programmer
 
Wargaming.net
Quality Assurance Analyst
 
Wargaming.net
Python Developer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 6, 2013
 
Free to Play: A Call for Games Lacking Challenge
 
Cracking the Touchscreen Code [1]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
 
Deep Plaid Games, one year later
 
The Competition of Sportsmanship in Online Games
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Dean Hall Discusses DayZ's Development Process
by Christian Nutt [Design, Production, Interview, Console/PC, Indie, Social/Online]
2 comments Share on Twitter Share on Facebook RSS
 
 
May 24, 2013 Article Start Previous Page 2 of 4 Next
 

You talked about the advantageous nature of zombies and the fact that they're easy to work with, for game developers, and we all know why. How did you balance that with what you wanted to achieve in terms of this realistic stuff?

DH: Well, I really just wanted the zombies to represent a threat for looting. And it was kind of a low-level threat. DayZ is all about these subtle tensions. Some of them are very, very subtle, and certainly with the standalone, that's the direction they're going.



So an example being, you have to think about hunger and thirst for your character. They're not a prime consideration; it's something that happens over quite a long period of time. The more you run, the more you'll need food. If it's colder, you'll need more food; if it's warmer, you'll need more water. This is subtle but it's always in the back of your mind.

Because there are these added tensions, it really heightens the player's horror experience. If you look at DayZ, there's really not anything in-your-face scary about it. But because it has all these little tensions... For example, you come across loot. You only have so many slots in your backpack, so you can only take so much of it. So again, these subtle tensions come to mind: "Do I drop the food? Do I drop the water? Do I take the ammo?" And a lot of it's subconscious. I think that's why it resonated with people.

Over the course of this generation, triple-A games tended to make things more and more seamless, and easier and easier for players -- checkpoint every five seconds. And we've seen in the past couple of years, games like Dark Souls and even Spelunky -- aggressively difficult games have sort of come into vogue, at least as a niche.

DH: Well, I think that people have always played them. I know, for me, it's trying to get back to the experiences playing on the Amiga, which is where I really cut my teeth as a kid. And I think back to the first time I played X-Com on the PC. My brother was looking after a computer for a friend of his at university while I was on study leave for my school. I was searching through it and I came across this .exe for X-Com.

I didn't know anything about it. And we didn't have the internet; it was the '90s. So I started playing it, and there was no manual or anything. I was discovering, really discovering it. And it had this huge emotional response for me. When I came across the Sectoids, I actually wanted to autopsy them because I had no idea what they were. It was just this amazing experience of difficulty and things like that, and I guess that I've always wanted to get back to that point in a game.

Even when I play something like Company of Heroes with my friends, we'll add a whole bunch of AI players on expert difficulty. Now, we might lose 99 percent of the time, but the emotion and the passion involved -- yelling at each other to support his area or that area -- that's, to me, gaming.

I go for this very specific experience when I play games. I've been playing a lot of Kerbal Space Program. I play it very crazy and take it very seriously.

Another example is FTL. Everyone tweets about "I'm playing it, but I can't get past X point, Y point, Z point." It does seem that it has come back. I personally feel that without challenge... Don't get me wrong. Ever hear the term "content tourist?" The idea that you play these games to see pretty things and go through them.

DH: Yeah, I'm totally not. It's like, I love Skyrim, but for me I felt like the more time I invested, the further I got on. Which I didn't want that. I wanted -- I really like Morrowind. Morrowind for me is a good Elder Scrolls. Visually, Skryim was amazing. I just loved looking at the rivers and stuff, and going round it.

But for me, what I need is context. I need to feel like there's a value to my game playing and the value in a lot of instances comes from risk. If you know there's a risk of an outcome, then you're gonna think about what your decision is more carefully. And that's gameplay to me -- is making decisions. If those decisions don't have a gameplay value associated to them then, why am I making decisions? I'm just making decisions for the sake of it.

 
Article Start Previous Page 2 of 4 Next
 
Top Stories

image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
Here's the first list of Unreal Engine 4 integrated middleware
image
The demo is dead, revisited
Comments

Alex Covic
profile image
Very good interview.

I would be equally interested in hearing from Bohemia Interactive on THEIR experience with the Alpha-version of Arma3 on Steam. They equally have an "experimental" beta version, they share with the pre-order crowd.

"Transparent" professional(!) development in public. How much value is really in it? How much extra work does it create? Does the 'vocal' minority dominate the discussion? Is the player-feedback really useful, beyond the data, you get to collect? Etc, etc ...

Lihim Sidhe
profile image
I feel that a lot of Day Z's success and Dean Hall's direction comes down to the vulgar statement of - balls. DH had balls to follow his passions in the face of adversity. He worked on what HE thought would be a good training module for the army and they said no. Being in the army myself, one really gets a good feel for what is acceptable and what is not. He knew these values but persisted along his own path.

When the army rejected it, he still possessed that same vulgar attribute to produce a permadeath game in a market absolutely over saturated in hand holding tutorials. He just said F it. And I would have to say - respawning has no place in an experience with anything involving the words survival, horror, or zombie.

The triple A publishes are the ones best suited to catering to the largest demographics. Us as aspiring and indie developers got to do the one thing we are best suited to do - to follow OUR passions, manifest OUR dreams, and have the balls to push through adversity until we see it done. I'm just glad DH's breakout success wasn't called 'DayZ: Balls'. Probably wouldn't have done so good. ;)


none
 
Comment:
 




UBM Tech