Contents
Postmortem: Frozenbyte's Trine
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
August 5, 2010
 
Interview: Runic CEO On Torchlight II, Digital Strengths
 
Namco Bandai Stems Losses In First Quarter
 
Analysis: Smooth Talk - The Evolution Of Dialog Trees
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
August 5, 2010
 
Day 1 Studios
Network Software Engineer
 
Tencent Boston
Art Director
 
Tencent Boston
Tools Application Programmer
 
Tencent Boston
Content Designer
 
Tencent Boston
Senior QA Tester
 
Watercooler, Inc
QA Lead
spacer
Latest Features
spacer View All spacer
 
August 5, 2010
 
arrow The Deaths Of Game Narrative
 
arrow Back To Basics With Mortal Kombat [2]
 
arrow Designing Combat Encounters In Uncharted 2 [6]
 
arrow Taking Back Fallout [17]
 
arrow Demiurge's Road To Creativity [1]
 
arrow Addressing Conflict: Tension and Release in Games [8]
 
arrow Successful Playtesting In Swords & Soldiers [3]
 
arrow Taking Games Beyond Whack and Tilt [7]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
August 5, 2010
 
Five Reasons 3D Display ISN'T Doomed (A Rebuttal) [28]
 
Gamazon: Dead Girls Have More Fun [25]
 
5 Reasons 3D Display is Doomed [17]
 
Standard MMO Character Roles: The Good and the Bad [2]
 
Localizing Exclamations [8]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
  Senior News Editor:
Kris Graft
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Feature Submissions
Sponsor
Features
  Postmortem: Frozenbyte's Trine
by Lauri Hyvärinen, Joel Kinnunen
8 comments
Share RSS
 
 
June 3, 2010 Article Start Previous Page 3 of 6 Next
 

4. Introducing the game early enough with a good trailer, and taking an active role in marketing

The first trailer for Trine was released on the 5th of December 2008. Most gamers and journalists had not heard of Frozenbyte before, and the announcement came out of the blue. We wanted to launch with a trailer because it was possible -- the contract had been signed just a few months prior and the game was already running fine, so we planned to use that to to our advantage.


The trailer itself took many weeks of careful planning and hard work. It was very much a personal mini project for the game's producer and original concept creator. Many passages of the levels were modified to suit the trailer -- obstacles were removed, geometry reworked, enemies added for extra fodder, and so on.

The producer's background in programming and knowledge of the game engine and editor were essential for this work and paid off in the end. Multiple people took part in various parts of the trailer and the whole team offered their thoughts and feedback and as a result the trailer became very good and showed the game in a positive light.

The response to the trailer was totally unexpected and overwhelming. Even communities known for their harsh criticism approved of the trailer. After three years of setbacks and failures, the team was reinvigorated with newfound passion.

The spirit at the office increased rapidly. This cannot be overlooked in the overall quality of the game, and it was probably crucial with the art team's freedom and their ability to succeed. The newfound spirit and confidence was somewhat new to the company, as this time it applied to the team as a whole and not just to a few crazy individuals.

The success of the first trailer brought in plans for more trailers of similar quality (it became much easier towards the end as the game got closer to release) and helped enormously in reinforcing our belief in the game. We did everything we could from materials to press announcements, previews, interviews, websites, reviews and ultimately end-user support . We were keen to get as much press coverage as we could and it paid off.

5. Getting the atmosphere and mood right

"Once upon a time in a land far, far away..." is Trine's opening line. It was one of the first decisions made story-wise and it set the tone for the rest of the story and characters. We knew we did not want the game to be doom and gloom -- rather, we should embrace the then-developing colorful art style to the full and instead of highbrow fantasy, we should aim for a fairytale atmosphere.

Considerable time was spent on making sure the characters fit the game's atmosphere. Originally the game featured a very generic knight, thin and lean with a sword and shield. As the game's art style progressed into a more and more vivid and vibrant direction, the knight started to feel too serious and boring.


Screenshot illustration of the old knight character (left) facing a skeleton enemy and the new knight (right) battling against the 'boss' in the third level of the final game.

His transformation was the driving force for the final mood of the game -- making him fat instantly stroke a chord with the team and spurred further ideas, including great, just-right animations. In a rather stereotypical fashion he also became daft, and then gained his voice. This led to the game's overall vocal tone. With the help of an experienced casting director, Trine got a cast that felt spot-on, including a narrator who we wanted to sound like "a grandfather who tells the story to his grandchildren".

The narrator tells the story of three characters thrust into saving a kingdom. There's no princess in the castle but the story follows a treaded fairytale path and doesn't divert too far off. A simple story, and behind it, a long-winding and complicated process.

There had been a couple of (internal) writers and many of their ideas had been good, but things hadn't moved forward. The art team had been making levels without any regard to the plot, and at some point it was realized that the levels were more or less ready and there was no story connecting them, as there was no story at all other than a few different introductions and dialogue pieces.

A goal was set -- whatever the story, it shouldn't affect existing levels; instead it should focus on simple things and try to convey the desired atmosphere and mood of the game. In essence, it was accepted that the story would not bring the game any awards -- we weren't aiming for the moon and stars -- but at the same time it should not bring it down in any way.

With time running out and effort needed elsewhere too, we cut everything that we could and stuck to the bare minimum. Levels got accompanied by simple loading screens that showed the heroes' journey -- Indiana Jones-esque travel plans were abandoned for a much simpler yet similar presentation.

The narrator's speech accompanied the loading screens, and if the speech lines got a bit too long in order to get the story across, so be it, because we could not include a whole lot of dialogue in the beginning of each level due to fear of combat gameplay getting in the way. These oneliner-like musings of the characters were important in getting the characters' personalities through in a rather small amount of dialogue.

We also decided not to have dialogue in the middle of levels, and this gave clear focus points for writing (although in hindsight we should not have been as strict -- many players would have liked to hear more dialogue during the levels).

In the end, we achieved the atmosphere we wanted, and reviews reflected this. The characters got mostly positive comments, the narrator was praised a lot, the story was mentioned and usually in neutral or positive tone, even though very few really understood what was going on, except the basic premise of undead rising and threatening a kingdom.

But it didn't matter -- the presentation and atmosphere were so strong that people gave the story a free pass. Music played an incredibly important part as well -- the beautiful soundtrack that spans the entire game is one of the most memorable aspects of the game to many gamers.

Embracing our limitations and constraints helped form a better game and enabled us to focus on other, most likely more important, areas of the game.

 
Article Start Previous Page 3 of 6 Next
 
Comments

Chris Remo
profile image
I didn't realize Frozenbyte had so many close calls leading up to and during the production of Trine. Congratulations on getting it all worked out -- I bought the game immediately upon its PC release, enjoyed it immensely, and successfully recommended it to many people. It was one of my favorite games of last year.

Mark Venturelli
profile image
Wonderful article. I loved Trine, and I can totally relate to Frozenbyte's development problems. Here's hoping that their next game is even better and maybe a little easier on the poor devs =).

Matthew Campbell
profile image
Just out of curiosity, you speak of sales being moderate.. did all of the blood, sweat, and tears turn a profit at all for the company? Or more so a break even scenario with the wins coming from getting a ton of experience?

Joel Kinnunen
profile image
Thanks guys. I probably could've deleted the word 'reasonable' from the last paragraph, the sales have been good. We were probably working on some contracts and were too accustomed to adding reasonable everywhere. :) Trine is making profit, it surpassed the break-even point a while ago. This is in many ways thanks to Steam where we self-published Trine. If all goes to plan, we should be able to complete our two current projects without many financial issues (I dare not say 'any', heh - our ever-growing ambition may cause some problems down the line). We'll see, exciting times ahead. :)

Matthew Campbell
profile image
Well congratulations! I'm glad to hear it all ended up in a profit at the end.. that's a whole lot more than most folks can say..

I'm sure it was a hell of a road, but at least you ended up coming out on top with the experience to top it all off. Gravy from here on out right!? ;-)

Maurício Gomes
profile image
Indeed, the last level is crap :P

I finished it yesterday (although not inspired by the article... I was cleaning my PC, and saw the icon, and decided to finish it, since I was on the penultimate level...)

With rising lava, I could not get past a trap part (the "boss" drops a object in a platform that flips, throwing you inside the lava... :/), without rising lava, I died many times in the top of the tower, getting killed by the infinite respawning enemies while I tried (without sucess) cast several objects with the mage (for some reason, even using the mouse, sometimes the game decides to not recognize the objects). Although I love levels of that type, in other games, in Trine I hated it :/

But all the rest of the game, thumbs up ^^

Jake Romigh
profile image
I'm one of the people who bought Trine with an online without realize the Co-Op was offline. That was disappointing to say the least. If you ever make a sequel, and I hope you do, please include online co-op as that would have been amazing!

The game was good nonetheless, IMO.

Brian Connor
profile image
Good article, I enjoyed the read. It's good to see that other companies go through some of the problems we do aswell :)

I have to say I never had a problem with the last level but I think I may not have played it until after it was patched on PC. It was also refreshing to not have to face too many bosses. They have always been a pet hate of mine :)


none
 
Comment:
 


Submit Comment