[Script Info] Title: [Events] Format: Layer, Start, End, Style, Name, MarginL, MarginR, MarginV, Effect, Text Dialogue: 0,0:00:01.45,0:00:07.34,Default,,0000,0000,0000,,Between a masquerade ball, a brilliant bank\Nheist, and a house trapped between two moments Dialogue: 0,0:00:07.34,0:00:14.10,Default,,0000,0000,0000,,in time - the Dishonored series is famous\Nfor its intricate and imaginative level design. Dialogue: 0,0:00:14.10,0:00:19.28,Default,,0000,0000,0000,,But if there's one stage that truly fits that\Ndescription, it's the Clockwork Mansion from Dialogue: 0,0:00:19.28,0:00:25.23,Default,,0000,0000,0000,,Dishonored 2 - a shape-shifting stately home\Nwhere walls rotate on carousels, entire rooms Dialogue: 0,0:00:25.23,0:00:30.50,Default,,0000,0000,0000,,disappear into the floor, and furniture gets\Nrearranged by hidden mechanisms. Dialogue: 0,0:00:30.50,0:00:36.45,Default,,0000,0000,0000,,It's the home of one Kirin Jindosh - an eccentric\Ninventor who is building an army of robotic Dialogue: 0,0:00:36.45,0:00:39.86,Default,,0000,0000,0000,,soldiers, and has also imprisoned your pal\NSokolov in his basement. Dialogue: 0,0:00:39.86,0:00:44.63,Default,,0000,0000,0000,,So you'll need to get in, take control of\Nthe mansion, stop Jindosh from making any Dialogue: 0,0:00:44.63,0:00:48.03,Default,,0000,0000,0000,,more robots, and bust Sokolov out. Dialogue: 0,0:00:48.03,0:00:54.33,Default,,0000,0000,0000,,So welcome to On the Level - a video series\Nin which I play excellent video game stages, Dialogue: 0,0:00:54.33,0:00:57.42,Default,,0000,0000,0000,,alongside the designers who made them. Dialogue: 0,0:00:57.42,0:01:03.09,Default,,0000,0000,0000,,For this episode, I played through the Clockwork\NMansion while talking to level designer Dana Nightingale. Dialogue: 0,0:01:03.09,0:01:07.82,Default,,0000,0000,0000,,She was responsible for planning out the mansion's\Nlayout and its gameplay beats, using flowcharts Dialogue: 0,0:01:07.82,0:01:09.80,Default,,0000,0000,0000,,and prototypes. Dialogue: 0,0:01:09.80,0:01:13.43,Default,,0000,0000,0000,,Also on the call was David Di Giacomo, the\Nlevel's artist. Dialogue: 0,0:01:13.43,0:01:18.39,Default,,0000,0000,0000,,His job was to actually build the mansion,\Ncome up with the mechanisms and movements, Dialogue: 0,0:01:18.39,0:01:20.50,Default,,0000,0000,0000,,and turn Dana's ideas into reality. Dialogue: 0,0:01:20.50,0:01:26.62,Default,,0000,0000,0000,,A quick note that in this video, David's answers\Nwill be in French, with English subtitles. Dialogue: 0,0:01:26.62,0:01:34.09,Default,,0000,0000,0000,,So, before I open the door and enter the mansion,\NI asked Dana how she first came to work on this level. Dialogue: 0,0:01:35.31,0:01:40.76,Default,,0000,0000,0000,,DANA: I had wrapped up my work on the Knife\Nof Dunwall and I was just shown a list - a Dialogue: 0,0:01:40.76,0:01:46.78,Default,,0000,0000,0000,,rather long list - of all of the potential\Nlevel ideas that the team was brainstorming Dialogue: 0,0:01:46.78,0:01:48.23,Default,,0000,0000,0000,,to include in Dishonored 2. Dialogue: 0,0:01:48.23,0:01:51.77,Default,,0000,0000,0000,,And one of them was the mansion of a clockwork\Ninventor. Dialogue: 0,0:01:51.77,0:01:55.88,Default,,0000,0000,0000,,Like, I skimmed the list, and I look at the\Nlist thinking 'this is going to be super hard Dialogue: 0,0:01:55.88,0:01:57.89,Default,,0000,0000,0000,,to decide, how am I going to know which one\Nto pick?'. Dialogue: 0,0:01:57.89,0:02:00.96,Default,,0000,0000,0000,,And I see that one and I'm like 'yeah! That one! \NThat's the one i'm doing!'." Dialogue: 0,0:02:00.96,0:02:03.21,Default,,0000,0000,0000,,MARK: Do you remember any of the other ideas\Non the list? Dialogue: 0,0:02:03.21,0:02:05.43,Default,,0000,0000,0000,,DANA: I only remember the others that I prototyped. Dialogue: 0,0:02:05.43,0:02:12.68,Default,,0000,0000,0000,,But I did do a prototype for a redux of the\Nmasquerade ball concept, which we eventually Dialogue: 0,0:02:12.68,0:02:14.39,Default,,0000,0000,0000,,decided to not do. Dialogue: 0,0:02:14.39,0:02:18.85,Default,,0000,0000,0000,,We didn't want to try to out-Boyle Lady Boyle\Nimmediately. Dialogue: 0,0:02:18.85,0:02:23.79,Default,,0000,0000,0000,,Though we are now revisiting it for Deathloop:\Nthe party with all the wolf masks. Dialogue: 0,0:02:23.79,0:02:27.33,Default,,0000,0000,0000,,And another one that was actually supposed\Nto be part of the Clockwork Mansion Dialogue: 0,0:02:27.33,0:02:29.10,Default,,0000,0000,0000,,was the wind corridor. Dialogue: 0,0:02:29.10,0:02:34.58,Default,,0000,0000,0000,,You were supposed to have to travel through\Nthat in order to get to Jindosh's mansion. Dialogue: 0,0:02:34.58,0:02:39.74,Default,,0000,0000,0000,,So first you go through these crazy factories\Nwith all these mechanics built around the Dialogue: 0,0:02:39.74,0:02:43.60,Default,,0000,0000,0000,,wind being strong enough to actually pick\Nyou up and blow you away. Dialogue: 0,0:02:43.60,0:02:45.97,Default,,0000,0000,0000,,But that really didn't make it very far. Dialogue: 0,0:02:45.97,0:02:50.80,Default,,0000,0000,0000,,The scope of the game was being nailed down\Nand we realised we had too much. Dialogue: 0,0:02:50.80,0:02:55.42,Default,,0000,0000,0000,,So we we had to, like, let go of a few of\Nthe ideas and that was one of them. Dialogue: 0,0:02:55.42,0:02:58.69,Default,,0000,0000,0000,,MARK: So once you have that prompt what did\Nyou do next? Dialogue: 0,0:02:58.69,0:03:02.71,Default,,0000,0000,0000,,DANA: So then I just started prototyping. Dialogue: 0,0:03:02.71,0:03:07.33,Default,,0000,0000,0000,,So no concept at all of what the layout would\Nbe, what what the challenges would be. Dialogue: 0,0:03:07.33,0:03:11.83,Default,,0000,0000,0000,,The only thing we knew for sure was there\Nwas going to be the inventor, Sokolov was Dialogue: 0,0:03:11.83,0:03:15.49,Default,,0000,0000,0000,,going to play a role, and there were these\Nclockwork soldiers. Dialogue: 0,0:03:15.49,0:03:21.27,Default,,0000,0000,0000,,Other than that it was just prototyping different\Nmoving rooms, different layouts. Dialogue: 0,0:03:21.27,0:03:27.64,Default,,0000,0000,0000,,Oh, and a big emphasis from like day zero\Non letting the player be inside the mechanisms. Dialogue: 0,0:03:27.64,0:03:33.32,Default,,0000,0000,0000,,It was always about this divide between the\Nspace for normal people and the space where Dialogue: 0,0:03:33.32,0:03:36.32,Default,,0000,0000,0000,,the player could go in the guts of the building. Dialogue: 0,0:03:36.32,0:03:42.94,Default,,0000,0000,0000,,Which was very in line with the the design\Nphilosophy from Dishonored where there was Dialogue: 0,0:03:42.94,0:03:49.40,Default,,0000,0000,0000,,always this threshold between where normal\Npeople can go and where a supernatural assassin can go. Dialogue: 0,0:03:49.40,0:03:54.01,Default,,0000,0000,0000,,It was always kind of a sense of a behind\Nthe scenes even from the earliest Dishonored map. Dialogue: 0,0:03:54.01,0:03:56.95,Default,,0000,0000,0000,,But now we could take it a step even further. Dialogue: 0,0:03:57.92,0:04:00.63,Default,,0000,0000,0000,,MARK, NARRATION: There were more concepts\Nand prototypes for the level, Dialogue: 0,0:04:00.63,0:04:02.44,Default,,0000,0000,0000,,but we'll come back to them later. Dialogue: 0,0:04:02.44,0:04:05.00,Default,,0000,0000,0000,,For now, I better start the stage itself. Dialogue: 0,0:04:05.00,0:04:07.23,Default,,0000,0000,0000,,*Creaky wooden door opens* Dialogue: 0,0:04:07.23,0:04:11.26,Default,,0000,0000,0000,,So the mansion begins in a small, innocuous\Nentryway. Dialogue: 0,0:04:11.26,0:04:15.41,Default,,0000,0000,0000,,And there's not much for me to do than to\Npull on this strange lever… Dialogue: 0,0:04:18.81,0:04:20.97,Default,,0000,0000,0000,,MARK: So what did you want to achieve with\Nthis first transformation? Dialogue: 0,0:04:20.97,0:04:25.88,Default,,0000,0000,0000,,DANA: This was just to make the player, like,\N[—] themselves, basically. Dialogue: 0,0:04:25.88,0:04:27.06,Default,,0000,0000,0000,,Am I allowed to say that? Dialogue: 0,0:04:27.06,0:04:28.88,Default,,0000,0000,0000,,Should I do another take? Dialogue: 0,0:04:28.88,0:04:32.54,Default,,0000,0000,0000,,The point of this part was to just, you know,\Nwow the player. Dialogue: 0,0:04:32.54,0:04:36.72,Default,,0000,0000,0000,,MARK: David, what do you remember about actually\Nbuilding this part of the map? Dialogue: 0,0:05:19.81,0:05:22.21,Default,,0000,0000,0000,,MARK: It's interesting that the level begins\Nin a neutral state. Dialogue: 0,0:05:22.21,0:05:23.47,Default,,0000,0000,0000,,What was the thought behind that? Dialogue: 0,0:05:23.47,0:05:28.30,Default,,0000,0000,0000,,DANA: The initial idea is the clockwork is\Nimmediately hostile. Dialogue: 0,0:05:28.30,0:05:31.92,Default,,0000,0000,0000,,But that's such an overwhelming thing to do\Nto the player immediately. Dialogue: 0,0:05:31.92,0:05:37.42,Default,,0000,0000,0000,,So what I wanted to do to, like, let the player\Nfocus on the drama of the moment and give Dialogue: 0,0:05:37.42,0:05:42.93,Default,,0000,0000,0000,,them a chance to look at the clockwork soldier\Nwas to to start it off as non-hostile. Dialogue: 0,0:05:42.93,0:05:48.74,Default,,0000,0000,0000,,And of course the trouble was is that 80 percent\Nof the players would just hide already. Dialogue: 0,0:05:48.74,0:05:51.45,Default,,0000,0000,0000,,They would assume that it's hostile. Dialogue: 0,0:05:51.45,0:05:56.48,Default,,0000,0000,0000,,We actually decided to, like, let that work.\NSo if you do hide and the clockwork soldier Dialogue: 0,0:05:56.48,0:05:59.85,Default,,0000,0000,0000,,doesn't see you, Jindosh will start to say\Nlike… Dialogue: 0,0:05:59.85,0:06:03.72,Default,,0000,0000,0000,,JINDOSH: Hello? \NAnyone there? Dialogue: 0,0:06:03.72,0:06:06.57,Default,,0000,0000,0000,,Could there be some misfiring of the mechanism? Dialogue: 0,0:06:06.57,0:06:09.31,Default,,0000,0000,0000,,No one then. \NStrange… Dialogue: 0,0:06:09.31,0:06:13.37,Default,,0000,0000,0000,,DANA: And then you can continue through the\Nmap in that perfect stealth run. Dialogue: 0,0:06:13.37,0:06:18.04,Default,,0000,0000,0000,,You know, sometimes you have to see how players\Nare actually reacting and rather than just Dialogue: 0,0:06:18.04,0:06:22.74,Default,,0000,0000,0000,,fighting against it you, like, have to just\Ngo with it and say 'well, this is their natural Dialogue: 0,0:06:22.74,0:06:23.74,Default,,0000,0000,0000,,reaction. Dialogue: 0,0:06:23.74,0:06:26.77,Default,,0000,0000,0000,,What do we give them to validate this reaction?'. Dialogue: 0,0:06:26.77,0:06:29.48,Default,,0000,0000,0000,,MARK: David, how did you go about building the atrium? Dialogue: 0,0:07:09.04,0:07:12.50,Default,,0000,0000,0000,,MARK: Now we get to meet Jindosh. \NWhat can you tell me about this scene? Dialogue: 0,0:07:12.50,0:07:16.47,Default,,0000,0000,0000,,DANA: Well this scene where you're speaking\Nto him was something we wanted to do more Dialogue: 0,0:07:16.47,0:07:23.85,Default,,0000,0000,0000,,of after Dishonored 1, where the player would\Nsometimes just see the antagonist of the level Dialogue: 0,0:07:23.85,0:07:29.69,Default,,0000,0000,0000,,very briefly, or sometimes they would be dead\Nbefore you even realised that you had met them. Dialogue: 0,0:07:29.69,0:07:36.10,Default,,0000,0000,0000,,So we looked for many opportunities in Dishonored\N2 to let the player meet the antagonists early, Dialogue: 0,0:07:36.10,0:07:40.41,Default,,0000,0000,0000,,in a context where you couldn't necessarily\Nengage with them. Dialogue: 0,0:07:40.41,0:07:44.15,Default,,0000,0000,0000,,So we could do more with presenting their\Ncharacter. Dialogue: 0,0:07:44.15,0:07:49.61,Default,,0000,0000,0000,,JINDOSH: I'd assume my involvement with the\NDuke brought you to my door. Dialogue: 0,0:07:49.61,0:07:55.50,Default,,0000,0000,0000,,Or maybe you're after washed up Anton Sokolov,\Ncomfortably residing in the assessment chamber? Dialogue: 0,0:07:55.50,0:07:59.04,Default,,0000,0000,0000,,MARK: Jindosh also taunts you over the loudspeaker\Nthroughout the level. Dialogue: 0,0:07:59.04,0:08:01.09,Default,,0000,0000,0000,,I'm sensing maybe like a SHODAN influence? Dialogue: 0,0:08:01.09,0:08:03.69,Default,,0000,0000,0000,,DANA: Oh one thousand percent. Dialogue: 0,0:08:03.69,0:08:08.03,Default,,0000,0000,0000,,That's just the way I talked about it the\Nentire time - it was Jindosh's SHODAN lines. Dialogue: 0,0:08:08.03,0:08:11.34,Default,,0000,0000,0000,,MARK: What can you tell me about designing\Nthe clockwork soldiers? Dialogue: 0,0:08:11.34,0:08:17.44,Default,,0000,0000,0000,,DANA: The reason the whole level exists is\Nbecause we want non-human enemies so players Dialogue: 0,0:08:17.44,0:08:24.30,Default,,0000,0000,0000,,have more opportunity to use their tools without\Nhaving to worry about engaging with the chaos system. Dialogue: 0,0:08:24.30,0:08:27.12,Default,,0000,0000,0000,,So now you can let loose on these mechanical\Ncreatures. Dialogue: 0,0:08:27.12,0:08:31.40,Default,,0000,0000,0000,,One of the things that was a result of seeing\Nhow they actually worked in the map was the Dialogue: 0,0:08:31.40,0:08:36.90,Default,,0000,0000,0000,,decision to make there be two types, because\Nthey were just such a difficult enemy there Dialogue: 0,0:08:36.90,0:08:40.58,Default,,0000,0000,0000,,was no difficulty gradient in the map. Dialogue: 0,0:08:40.58,0:08:45.36,Default,,0000,0000,0000,,Immediately you were super overwhelmed by\Nthis insurmountable enemy who could see behind it, Dialogue: 0,0:08:45.36,0:08:47.29,Default,,0000,0000,0000,,it could attack in all directions. Dialogue: 0,0:08:47.29,0:08:53.16,Default,,0000,0000,0000,,I gave a ton of feedback to the teams in charge\Nof that to say I would really like something Dialogue: 0,0:08:53.16,0:08:59.51,Default,,0000,0000,0000,,a bit easier so I can create a few encounters\Nearly on that are a bit less intimidating, Dialogue: 0,0:08:59.51,0:09:01.48,Default,,0000,0000,0000,,get the player used to fighting them. Dialogue: 0,0:09:01.48,0:09:05.28,Default,,0000,0000,0000,,So this one, for example, is the simpler version. Dialogue: 0,0:09:05.28,0:09:09.36,Default,,0000,0000,0000,,MARK: I like how these two characters give\Nyou some clues about dealing with the clockwork Dialogue: 0,0:09:09.36,0:09:10.44,Default,,0000,0000,0000,,soldiers through their dialogue… Dialogue: 0,0:09:10.44,0:09:15.96,Default,,0000,0000,0000,,DANA: We have to consider that some players\Nare going to go very slowly and be very observant Dialogue: 0,0:09:15.96,0:09:18.62,Default,,0000,0000,0000,,and they're going to read every bit of information. Dialogue: 0,0:09:18.62,0:09:23.60,Default,,0000,0000,0000,,And we want them to feel like that caution\Nis rewarded. Dialogue: 0,0:09:23.60,0:09:26.38,Default,,0000,0000,0000,,GUARD: It'll wake up on its own if a fight\Nbreaks out. Dialogue: 0,0:09:26.38,0:09:28.07,Default,,0000,0000,0000,,They're blind but they can still hear. Dialogue: 0,0:09:28.07,0:09:32.27,Default,,0000,0000,0000,,DANA: But the other player who just wants\Nto skip all that and dig right in and just Dialogue: 0,0:09:32.27,0:09:34.76,Default,,0000,0000,0000,,engage immediately… they're going to learn\Nby doing. Dialogue: 0,0:09:34.76,0:09:40.26,Default,,0000,0000,0000,,The clockwork soldiers' animations will give\Nthem different cues and the audio cues from Dialogue: 0,0:09:40.26,0:09:41.26,Default,,0000,0000,0000,,the way it's behaving. Dialogue: 0,0:09:41.26,0:09:46.63,Default,,0000,0000,0000,,So both players wind up with the same information\Nbut they both got it in a way that was more Dialogue: 0,0:09:46.63,0:09:48.50,Default,,0000,0000,0000,,in line with how they want to play. Dialogue: 0,0:09:49.92,0:09:54.66,Default,,0000,0000,0000,,MARK, NARRATION: After escaping from Jindosh's\Ntrap, we find ourselves in the next part of Dialogue: 0,0:09:54.66,0:09:59.08,Default,,0000,0000,0000,,the mansion - the lavish and luxurious visitor's\Narea. Dialogue: 0,0:09:59.08,0:10:05.98,Default,,0000,0000,0000,,The main room is a giant space with a glass\Nfloor, entertainment on demand, and two huge Dialogue: 0,0:10:05.98,0:10:10.71,Default,,0000,0000,0000,,waterfalls that drop into turbines and provide\Npower for the mansion. Dialogue: 0,0:10:10.71,0:10:15.54,Default,,0000,0000,0000,,So far we've been lead through the house by\NJindosh's directions and the game's waypoints Dialogue: 0,0:10:15.54,0:10:18.27,Default,,0000,0000,0000,,- but now the level opens up. Dialogue: 0,0:10:18.27,0:10:23.00,Default,,0000,0000,0000,,There's a way forward but it's blocked by\Nan electrifying arc pylon, and there are rooms Dialogue: 0,0:10:23.00,0:10:25.97,Default,,0000,0000,0000,,to explore on both the left and right. Dialogue: 0,0:10:25.97,0:10:30.58,Default,,0000,0000,0000,,So I asked Dana if this was supposed to be\Nthe moment where the player was left to figure Dialogue: 0,0:10:30.58,0:10:32.37,Default,,0000,0000,0000,,things out for themselves. Dialogue: 0,0:10:32.37,0:10:34.82,Default,,0000,0000,0000,,DANA: Yes that's basically it. Dialogue: 0,0:10:34.82,0:10:40.82,Default,,0000,0000,0000,,This is really the moment where the level\Nnow starts to open up and it's really driven Dialogue: 0,0:10:40.82,0:10:44.50,Default,,0000,0000,0000,,by your own curiosity and your own observation. Dialogue: 0,0:10:44.50,0:10:48.80,Default,,0000,0000,0000,,What you notice completely dictates\Nwhat your goals are now. Dialogue: 0,0:10:48.80,0:10:54.22,Default,,0000,0000,0000,,If you just see the elevator then now it's\Na vignette about getting past the arc pylon. Dialogue: 0,0:10:54.22,0:10:57.72,Default,,0000,0000,0000,,But maybe you notice that one of the gratings…\Nthere's a hole in that. Dialogue: 0,0:10:57.72,0:11:01.57,Default,,0000,0000,0000,,So maybe that's the thing you notice and now\Nyour goal is 'I want to get through there'. Dialogue: 0,0:11:01.57,0:11:05.92,Default,,0000,0000,0000,,Or maybe you've already realised that those\Nwindows are all openable and you can get behind Dialogue: 0,0:11:05.92,0:11:06.92,Default,,0000,0000,0000,,the scenes. Dialogue: 0,0:11:06.92,0:11:12.16,Default,,0000,0000,0000,,It's really just about what you've noticed\Nat this point and the only place where you're Dialogue: 0,0:11:12.16,0:11:15.98,Default,,0000,0000,0000,,fully blocked here is if you're just not taking\Nin anything. Dialogue: 0,0:11:15.98,0:11:20.10,Default,,0000,0000,0000,,So the game really forces you to look around\Nand notice all these different things. Dialogue: 0,0:11:20.10,0:11:21.89,Default,,0000,0000,0000,,MARK: There's these characters here: the buyers. Dialogue: 0,0:11:21.89,0:11:23.10,Default,,0000,0000,0000,,Why did you include them? Dialogue: 0,0:11:23.10,0:11:25.66,Default,,0000,0000,0000,,DANA: That was part of the the world building. Dialogue: 0,0:11:25.66,0:11:29.55,Default,,0000,0000,0000,,Jindosh is very showy and he's kind of a capitalist. Dialogue: 0,0:11:29.55,0:11:32.87,Default,,0000,0000,0000,,You know, he wants to sell his work, he's\Nin it for the money - which we eventually Dialogue: 0,0:11:32.87,0:11:38.01,Default,,0000,0000,0000,,got to revisit in Death of the Outsider where\Nwe actually showed that someone had bought Dialogue: 0,0:11:38.01,0:11:40.51,Default,,0000,0000,0000,,some of the clockwork soldiers and you see\Nthem in the bank. Dialogue: 0,0:11:40.51,0:11:48.75,Default,,0000,0000,0000,,So he has this very opulent place, he wants\Npeople to come to him to be awed by his creations Dialogue: 0,0:11:48.75,0:11:50.06,Default,,0000,0000,0000,,and then buy them. Dialogue: 0,0:11:50.06,0:11:52.25,Default,,0000,0000,0000,,This is an example of two buyers. Dialogue: 0,0:11:52.25,0:11:56.92,Default,,0000,0000,0000,,You know, Jindosh like welcomed them in just\Nlike he had welcomed you in. Dialogue: 0,0:11:56.92,0:11:59.01,Default,,0000,0000,0000,,They're escorted into this room. Dialogue: 0,0:11:59.01,0:12:03.16,Default,,0000,0000,0000,,But then Emily arrives and Jindosh just completely\Nforgets about them! Dialogue: 0,0:12:03.16,0:12:06.08,Default,,0000,0000,0000,,MARK: One of my favourite things about the\Nlevel is being able to slip through the walls Dialogue: 0,0:12:06.08,0:12:07.17,Default,,0000,0000,0000,,during a transformation. Dialogue: 0,0:12:07.17,0:12:12.89,Default,,0000,0000,0000,,DANA: Yeah, like… it was always imagined\Nthat way because all the prototypes were built Dialogue: 0,0:12:12.89,0:12:19.07,Default,,0000,0000,0000,,around the idea that it's not only about the\Ntwo configurations - it's about all the possibilities Dialogue: 0,0:12:19.07,0:12:21.24,Default,,0000,0000,0000,,that happen during the transition. Dialogue: 0,0:12:21.24,0:12:22.95,Default,,0000,0000,0000,,That's why they all happen so slowly. Dialogue: 0,0:12:23.88,0:12:28.27,Default,,0000,0000,0000,,MARK, NARRATION: Beneath the lavish visitor's\Narea, deep within the mansion's underbelly, Dialogue: 0,0:12:28.27,0:12:31.01,Default,,0000,0000,0000,,is a more utilitarian zone. Dialogue: 0,0:12:31.01,0:12:32.89,Default,,0000,0000,0000,,Here you'll find a secret kitchen, Dialogue: 0,0:12:32.89,0:12:37.75,Default,,0000,0000,0000,,a pair of guards to scrap with, and the place\Nwhere Jindosh is keeping Sokolov. Dialogue: 0,0:12:37.75,0:12:44.03,Default,,0000,0000,0000,,But first, I wanted to ask about this familiar\Nlooking head that's being used for target practice. Dialogue: 0,0:12:44.03,0:12:49.10,Default,,0000,0000,0000,,Was it a reference to the earlier version of\Nthe clockwork soldiers, as seen in the game's Dialogue: 0,0:12:49.10,0:12:50.40,Default,,0000,0000,0000,,first trailers? Dialogue: 0,0:12:50.40,0:12:55.00,Default,,0000,0000,0000,,DANA: Yes. Actually, for a long time that's \Nhow they looked in the game. Dialogue: 0,0:12:55.00,0:12:59.38,Default,,0000,0000,0000,,Feedback was that they weren't intimidating\Nenough. Dialogue: 0,0:12:59.38,0:13:04.57,Default,,0000,0000,0000,,But you get feedback from all sorts of sources\Nand when they start to line up you start to Dialogue: 0,0:13:04.57,0:13:07.82,Default,,0000,0000,0000,,see a trend - which is the clockwork soldiers\Nlook goofy. Dialogue: 0,0:13:07.82,0:13:10.58,Default,,0000,0000,0000,,So you change it. Dialogue: 0,0:13:10.58,0:13:15.20,Default,,0000,0000,0000,,But thankfully we got a second chance with\Nthose heads again in Death of the Outsider. Dialogue: 0,0:13:15.20,0:13:17.79,Default,,0000,0000,0000,,MARK: So tell me about the assessment chamber. Dialogue: 0,0:13:17.79,0:13:23.17,Default,,0000,0000,0000,,DANA: When we started I was doing all these\Nprototypes and what was to be the assessment Dialogue: 0,0:13:23.17,0:13:25.99,Default,,0000,0000,0000,,chamber was originally like half of the entire\Nmap. Dialogue: 0,0:13:25.99,0:13:27.41,Default,,0000,0000,0000,,It was originally enormous. Dialogue: 0,0:13:27.41,0:13:34.76,Default,,0000,0000,0000,,And the original concept was that Jindosh\Nwas not just testing their basic locomotion Dialogue: 0,0:13:34.76,0:13:40.43,Default,,0000,0000,0000,,and response to sight and sound, but he was\Nlike trying to see if he had invented ethics. Dialogue: 0,0:13:40.43,0:13:45.39,Default,,0000,0000,0000,,So he would put the clockwork soldiers in\Nall these ethical situations where you have Dialogue: 0,0:13:45.39,0:13:51.11,Default,,0000,0000,0000,,an arbitrary goal, and the easy way to achieve\Nthe goal involved somebody dying. Dialogue: 0,0:13:51.11,0:13:55.24,Default,,0000,0000,0000,,And of course the difficult solution would\Nallow you to spare them. Dialogue: 0,0:13:55.24,0:13:58.25,Default,,0000,0000,0000,,This was very on the nose for the game we\Nwere making. Dialogue: 0,0:13:58.25,0:14:03.80,Default,,0000,0000,0000,,But you had to go through this whole very\Nlong obstacle course to finally reach Sokolov. Dialogue: 0,0:14:03.80,0:14:11.22,Default,,0000,0000,0000,,And in the end we made the most conservative\Nversion of this that still achieves the original Dialogue: 0,0:14:11.22,0:14:16.40,Default,,0000,0000,0000,,goal: which is that: where would Jindosh\Nput Sokolov in his house? Dialogue: 0,0:14:16.40,0:14:19.20,Default,,0000,0000,0000,,Because he doesn't have a jail cell. \NSo where would he go? Dialogue: 0,0:14:19.20,0:14:22.33,Default,,0000,0000,0000,,Well he puts him in the… we called it the\Nrat maze, the new version. Dialogue: 0,0:14:22.33,0:14:25.85,Default,,0000,0000,0000,,Like a little obstacle course for the the\Nclockwork soldier. Dialogue: 0,0:14:25.85,0:14:28.02,Default,,0000,0000,0000,,MARK: How else did the level change during\Ndevelopment? Dialogue: 0,0:14:28.02,0:14:33.11,Default,,0000,0000,0000,,DANA: This iteration of the design, the idea\Nwas that the place was going to be just an Dialogue: 0,0:14:33.11,0:14:34.23,Default,,0000,0000,0000,,impossible maze. Dialogue: 0,0:14:34.23,0:14:40.25,Default,,0000,0000,0000,,There was no way that you could like navigate\Nit without help so there was going to be like Dialogue: 0,0:14:40.25,0:14:44.11,Default,,0000,0000,0000,,these panels that you could tell the house\Nwhere are you trying to go. Dialogue: 0,0:14:44.11,0:14:45.99,Default,,0000,0000,0000,,I'm glad we did not go in this direction. Dialogue: 0,0:14:45.99,0:14:50.32,Default,,0000,0000,0000,,I think what we went with for, like, letting\Nthe player understand it… like this is a Dialogue: 0,0:14:50.32,0:14:52.13,Default,,0000,0000,0000,,space that I can have mastery of. Dialogue: 0,0:14:52.13,0:14:58.80,Default,,0000,0000,0000,,I'm using these transformations deliberately\Nto achieve a goal and it is kind of the opposite Dialogue: 0,0:14:58.80,0:15:03.81,Default,,0000,0000,0000,,of what that early attempt was, which was\Njust maze-like. Dialogue: 0,0:15:03.81,0:15:08.01,Default,,0000,0000,0000,,Achieving mastery there is not possible, because\Nthe level's antagonistic towards you. Dialogue: 0,0:15:08.01,0:15:12.78,Default,,0000,0000,0000,,In the final version the level is part of\Nyour toolset at one point. Dialogue: 0,0:15:12.78,0:15:14.18,Default,,0000,0000,0000,,MARK: Okay, I've got Sokolov. Dialogue: 0,0:15:14.18,0:15:16.11,Default,,0000,0000,0000,,Gonna have to carry him all the way back to\Nthe entrance. Dialogue: 0,0:15:16.11,0:15:23.26,Default,,0000,0000,0000,,DANA: I really wanted there to be a way for\Nyou to get Sokolov out without exiting yourself, Dialogue: 0,0:15:23.26,0:15:30.01,Default,,0000,0000,0000,,because I didn't think it was fun to have\Nto go all the way back out of the map carrying Dialogue: 0,0:15:30.01,0:15:32.00,Default,,0000,0000,0000,,him and keeping him alive. Dialogue: 0,0:15:32.00,0:15:36.92,Default,,0000,0000,0000,,So I created all of these different routes\Nand methods. Dialogue: 0,0:15:36.92,0:15:43.18,Default,,0000,0000,0000,,At one point I imagined there was a clockwork\Nsoldier delivery mechanism and it was basically Dialogue: 0,0:15:43.18,0:15:48.06,Default,,0000,0000,0000,,like a pneumatic tube that Jindosh would load\Nthe clockwork soldiers in and would shoot Dialogue: 0,0:15:48.06,0:15:51.06,Default,,0000,0000,0000,,them down this gigantic pipe into the city. Dialogue: 0,0:15:51.06,0:15:54.36,Default,,0000,0000,0000,,And you could put Sokolov into one of those\Nand just shoot him out. Dialogue: 0,0:15:54.36,0:15:59.92,Default,,0000,0000,0000,,But we had so many budget constraints on this\Nmap and that was just way out of scope. Dialogue: 0,0:15:59.92,0:16:04.17,Default,,0000,0000,0000,,So in the end the solution was just to make\NSokolov really resistant to damage. Dialogue: 0,0:16:04.17,0:16:07.38,Default,,0000,0000,0000,,MARK: But it is nice that the level changes\Nafter you grab Sokolov. Dialogue: 0,0:16:07.38,0:16:11.32,Default,,0000,0000,0000,,DANA: Yeah, like, there's two changes that\Nhappen - if you do Sokolov first. Dialogue: 0,0:16:11.32,0:16:15.36,Default,,0000,0000,0000,,So the guards appear from the elevator, and\Nthere's other clockwork soldiers that are Dialogue: 0,0:16:15.36,0:16:18.50,Default,,0000,0000,0000,,stowed away in the walls and those will have\Nemerged. Dialogue: 0,0:16:18.50,0:16:23.51,Default,,0000,0000,0000,,So we wanted the player's experience to be\Na bit different if you did go after Sokolov Dialogue: 0,0:16:23.51,0:16:27.72,Default,,0000,0000,0000,,first because Jindosh is still alive and observing\Nand reacting. Dialogue: 0,0:16:27.72,0:16:30.72,Default,,0000,0000,0000,,And that's a bit of the SHODAN-ness coming\Ninto play here. Dialogue: 0,0:16:30.72,0:16:33.07,Default,,0000,0000,0000,,MARK: Do you have, like, an intended order\Nfor the level? Dialogue: 0,0:16:33.07,0:16:35.68,Default,,0000,0000,0000,,You know, Sokolov first or Jindosh first? Dialogue: 0,0:16:35.68,0:16:43.76,Default,,0000,0000,0000,,DANA: For 99.9… how many other nines you\Nneed, the layout is designed so that what Dialogue: 0,0:16:43.76,0:16:50.22,Default,,0000,0000,0000,,you do first is purely based on what you want\Nto do first or just like where your curiosity Dialogue: 0,0:16:50.22,0:16:51.63,Default,,0000,0000,0000,,takes you. Dialogue: 0,0:16:51.63,0:16:56.38,Default,,0000,0000,0000,,For speedrunners: definitely Jindosh first,\NSokolov second. Dialogue: 0,0:16:56.38,0:16:59.40,Default,,0000,0000,0000,,That's that's the point zero zero zero one\Npercent. Dialogue: 0,0:16:59.40,0:17:04.59,Default,,0000,0000,0000,,That's just logical for speed running because\Nyou need to take Sokolov to the exit therefore Dialogue: 0,0:17:04.59,0:17:06.09,Default,,0000,0000,0000,,you're going to do Sokolov last. Dialogue: 0,0:17:06.09,0:17:11.99,Default,,0000,0000,0000,,So there were a lot of decisions built around\N'how are speedrunner is going to interact Dialogue: 0,0:17:11.99,0:17:13.32,Default,,0000,0000,0000,,with this map?'. Dialogue: 0,0:17:15.00,0:17:19.30,Default,,0000,0000,0000,,MARK, NARRATION: With Sokolov safe, it’s\Ntime to face down Jindosh himself. Dialogue: 0,0:17:19.30,0:17:22.19,Default,,0000,0000,0000,,And so I made my way to his private chambers. Dialogue: 0,0:17:22.19,0:17:27.67,Default,,0000,0000,0000,,Here, you'll find two of the most complex\Nareas in the level: a rotating bedroom that Dialogue: 0,0:17:27.67,0:17:33.03,Default,,0000,0000,0000,,can be twisted into dozens of different combinations,\Nand a laboratory where different research Dialogue: 0,0:17:33.03,0:17:36.55,Default,,0000,0000,0000,,stations can be dragged up from a storage\Narea down below. Dialogue: 0,0:17:36.55,0:17:41.04,Default,,0000,0000,0000,,But… there are so many routes you\Ncan take to get here, and that's because the Dialogue: 0,0:17:41.04,0:17:44.54,Default,,0000,0000,0000,,stage is so incredibly dense and interconnected. Dialogue: 0,0:17:44.54,0:17:47.55,Default,,0000,0000,0000,,I wanted to know how Arkane managed to make Dialogue: 0,0:17:47.55,0:17:52.90,Default,,0000,0000,0000,,such a complex area feel even \Nremotely understandable for players. Dialogue: 0,0:17:52.90,0:17:58.79,Default,,0000,0000,0000,,DANA: A rule of thumb there is never have\Nmore than three ways in and out of a room. Dialogue: 0,0:17:58.79,0:18:01.13,Default,,0000,0000,0000,,But that's excluding special ways. Dialogue: 0,0:18:01.13,0:18:07.64,Default,,0000,0000,0000,,But the other thing we did with the layout,\Nas far as like keeping it approachable, is Dialogue: 0,0:18:07.64,0:18:12.49,Default,,0000,0000,0000,,the building is divided very cleanly into\Nfour sections Dialogue: 0,0:18:12.49,0:18:15.89,Default,,0000,0000,0000,,(five sections if you count the \Nassessment chamber area), Dialogue: 0,0:18:15.89,0:18:20.44,Default,,0000,0000,0000,,and each of those areas have \Nvery strong thresholds disconnecting them. Dialogue: 0,0:18:20.44,0:18:24.21,Default,,0000,0000,0000,,So you know when you're moving from one zone\Nto the next, so now you can kind of, like, Dialogue: 0,0:18:24.21,0:18:25.21,Default,,0000,0000,0000,,flush your RAM. Dialogue: 0,0:18:25.21,0:18:28.99,Default,,0000,0000,0000,,We actually we call that the door effect:\Nevery time the player goes through a door Dialogue: 0,0:18:28.99,0:18:32.88,Default,,0000,0000,0000,,you can let them forget about what was behind\Nthem and let them process what's in front Dialogue: 0,0:18:32.88,0:18:33.88,Default,,0000,0000,0000,,of them. Dialogue: 0,0:18:33.88,0:18:35.65,Default,,0000,0000,0000,,MARK: So this is Jindosh's bedroom, how was\Nthis built? Dialogue: 0,0:18:35.65,0:18:40.43,Default,,0000,0000,0000,,DANA: It was built around this idea of 'it's\Nthree rooms, there's a rotating part in the Dialogue: 0,0:18:40.43,0:18:44.27,Default,,0000,0000,0000,,centre, each room has two configurations'. Dialogue: 0,0:18:44.27,0:18:50.68,Default,,0000,0000,0000,,So you wind up with this very complex space\Nof multi-usage rooms. Dialogue: 0,0:18:50.68,0:18:56.02,Default,,0000,0000,0000,,For example, there was going to be the bedroom\Nand then he can roll out of bed, pull the Dialogue: 0,0:18:56.02,0:18:59.57,Default,,0000,0000,0000,,lever, wait three seconds, turn around, and\Nhis bathtub would be right there. Dialogue: 0,0:18:59.57,0:19:02.68,Default,,0000,0000,0000,,That was like the seed that grew into this. Dialogue: 0,0:19:02.68,0:19:04.18,Default,,0000,0000,0000,,That was my starting point. Dialogue: 0,0:19:04.18,0:19:11.92,Default,,0000,0000,0000,,What are the whims of this person and what\Nwould he find comfortable or comforting? Dialogue: 0,0:19:11.92,0:19:15.75,Default,,0000,0000,0000,,This room is also where we we started to have\Nfun with hidden rooms. Dialogue: 0,0:19:15.75,0:19:21.62,Default,,0000,0000,0000,,For the most part the mechanisms were either\Nwhat's happening in the space and what's behind Dialogue: 0,0:19:21.62,0:19:26.03,Default,,0000,0000,0000,,the scenes. But in this case we started to\Nhave little hidden closets. Dialogue: 0,0:19:26.03,0:19:32.32,Default,,0000,0000,0000,,So there's two hidden chambers here that are\Nreally tricky to get - you have to be really Dialogue: 0,0:19:32.32,0:19:34.50,Default,,0000,0000,0000,,paying attention to how everything is moving. Dialogue: 0,0:19:34.50,0:19:37.52,Default,,0000,0000,0000,,MARK: This mechanism in the lab is just crazy. Dialogue: 0,0:19:37.52,0:19:42.46,Default,,0000,0000,0000,,Why was it so important to make everything\Nwork so realistically when a lot of players Dialogue: 0,0:19:42.46,0:19:44.01,Default,,0000,0000,0000,,may never even notice it? Dialogue: 0,0:19:44.01,0:19:51.02,Default,,0000,0000,0000,,DANA: Even if a player isn't consciously aware\Nof everything that's happening it all soaks in. Dialogue: 0,0:19:51.02,0:19:55.45,Default,,0000,0000,0000,,I feel like it all like feeds little by little\Nthe overall feeling. Dialogue: 0,0:19:55.45,0:20:00.01,Default,,0000,0000,0000,,And also we, just, were really excited and\Nreally passionate about it. Dialogue: 0,0:20:00.01,0:20:05.54,Default,,0000,0000,0000,,So, like, the whole team, the whole studio\Nis working on Dishonored 2 - but inside that Dialogue: 0,0:20:05.54,0:20:08.57,Default,,0000,0000,0000,,there's two like almost indie teams. Dialogue: 0,0:20:08.57,0:20:13.02,Default,,0000,0000,0000,,One of them is working on Crack in the Slab\Nand then there was team Clockwork Mansion. Dialogue: 0,0:20:13.02,0:20:18.09,Default,,0000,0000,0000,,We constantly were just taking that little\Nextra step to make sure that everything was just right. Dialogue: 0,0:20:18.09,0:20:22.35,Default,,0000,0000,0000,,MARK: I feel like the non-lethal solution\Nfor dealing with Jindosh is pretty dark! Dialogue: 0,0:20:22.35,0:20:24.83,Default,,0000,0000,0000,,DANA: That came from creative direction. Dialogue: 0,0:20:24.83,0:20:30.25,Default,,0000,0000,0000,,The request was the solution to Jindosh is\Nto use this electroshock treatment to make Dialogue: 0,0:20:30.25,0:20:33.30,Default,,0000,0000,0000,,him no longer able to invent things. Dialogue: 0,0:20:33.30,0:20:35.68,Default,,0000,0000,0000,,I wanted a third way. Dialogue: 0,0:20:35.68,0:20:40.34,Default,,0000,0000,0000,,I really wanted you to be able to just leave\Nwith Sokolov and leave Jindosh alone. Dialogue: 0,0:20:40.34,0:20:46.79,Default,,0000,0000,0000,,I felt like that was a choice that made sense\Nfor the players motivation Dialogue: 0,0:20:46.79,0:20:49.18,Default,,0000,0000,0000,,and even Emily's motivation. Dialogue: 0,0:20:49.18,0:20:54.02,Default,,0000,0000,0000,,Like, you're not deciding to not engage with\Nthe content - the content is in front of you Dialogue: 0,0:20:54.02,0:20:57.19,Default,,0000,0000,0000,,and you're making the choice to not do the\Nthing. Dialogue: 0,0:20:57.19,0:21:00.57,Default,,0000,0000,0000,,That's as much of a choice as doing the thing. Dialogue: 0,0:21:00.57,0:21:05.04,Default,,0000,0000,0000,,But the reason why we couldn't do the third\Noption of leaving him alone was every time Dialogue: 0,0:21:05.04,0:21:07.55,Default,,0000,0000,0000,,you have a decision like that, there's budgets\Neverywhere. Dialogue: 0,0:21:07.55,0:21:12.63,Default,,0000,0000,0000,,So in this case it was a voice acting budget:\Nall of the different outcomes have to be supported Dialogue: 0,0:21:12.63,0:21:19.35,Default,,0000,0000,0000,,later on in the game and as soon as we then\Nhad to branch into three the the cost of recording Dialogue: 0,0:21:19.35,0:21:23.67,Default,,0000,0000,0000,,for each of those different outcomes… like\Nbetween The Outsider commenting on what you've Dialogue: 0,0:21:23.67,0:21:29.70,Default,,0000,0000,0000,,done or recordings at the Duke's palace of\NJindosh's fate… it was decided that, no we Dialogue: 0,0:21:29.70,0:21:33.03,Default,,0000,0000,0000,,have to stick to two. You either kill him or\Nyou use the electroshock. Dialogue: 0,0:21:33.03,0:21:36.88,Default,,0000,0000,0000,,MARK: Would you have minded that players would\Ncompletely skip a lot of content? Dialogue: 0,0:21:36.88,0:21:42.32,Default,,0000,0000,0000,,DANA: This is the game where you can skip\Nan entire level if you do a puzzle so I would Dialogue: 0,0:21:42.32,0:21:47.31,Default,,0000,0000,0000,,say we're very firmly in the camp of let the\Nplayer find their own way through the map. Dialogue: 0,0:21:47.31,0:21:52.78,Default,,0000,0000,0000,,And if that means missing half the content\Nthen that's how they chose to engage with Dialogue: 0,0:21:52.78,0:21:53.78,Default,,0000,0000,0000,,the content. Dialogue: 0,0:21:54.59,0:21:56.84,Default,,0000,0000,0000,,MARK, NARRATION: And so there we have it. Dialogue: 0,0:21:56.84,0:22:02.46,Default,,0000,0000,0000,,The Clockwork Mansion was a simple idea, that\Ntruly came to life through careful planning, Dialogue: 0,0:22:02.46,0:22:05.51,Default,,0000,0000,0000,,clever prototypes, and endless iterations. Dialogue: 0,0:22:05.51,0:22:11.58,Default,,0000,0000,0000,,There were many roadblocks along the way - like\Nlimited budgets and technical constraints. Dialogue: 0,0:22:11.58,0:22:15.94,Default,,0000,0000,0000,,Rotating walls, for example, were not going\Nto play nicely with AI pathfinding. Dialogue: 0,0:22:15.94,0:22:22.22,Default,,0000,0000,0000,,But clever workarounds, precision cutting,\Nand the hard work of a huge team of collaborators Dialogue: 0,0:22:22.22,0:22:27.60,Default,,0000,0000,0000,,meant the level never felt compromised - or\Nanything less than one of the most memorable Dialogue: 0,0:22:27.60,0:22:30.81,Default,,0000,0000,0000,,stages from the last few years. Dialogue: 0,0:22:30.81,0:22:33.78,Default,,0000,0000,0000,,My thanks to Dana and David for their time\Nand transparency. Dialogue: 0,0:22:33.78,0:22:36.99,Default,,0000,0000,0000,,A lightly edited version of our entire 2 hour Dialogue: 0,0:22:36.99,0:22:42.74,Default,,0000,0000,0000,,Zoom call is available to everyone who supports\NGMTK over on Patreon. Dialogue: 0,0:22:42.74,0:22:47.21,Default,,0000,0000,0000,,And speaking of supporting the show - if you\Nlike what you just saw and want to show your Dialogue: 0,0:22:47.21,0:22:50.76,Default,,0000,0000,0000,,appreciation, please check out this quick\NYouTube ad break. Dialogue: 0,0:22:50.76,0:22:53.87,Default,,0000,0000,0000,,Stick around afterwards for an indie game\Nrecommendation. Dialogue: 0,0:22:55.00,0:23:02.04,Default,,0000,0000,0000,,My indie game recommendation this time is\NI Am Dead - an adorable afterlife adventure Dialogue: 0,0:23:02.04,0:23:06.71,Default,,0000,0000,0000,,about phasing through objects to find treasured\Nitems and memories. Dialogue: 0,0:23:06.71,0:23:12.19,Default,,0000,0000,0000,,It's a lightweight, noodley puzzle game with\Na winning art style, a heartfelt storyline, Dialogue: 0,0:23:12.19,0:23:17.49,Default,,0000,0000,0000,,and a unique mechanic that eagerly encourages\Npoking and prodding at everything you see. Dialogue: 0,0:23:17.49,0:23:21.02,Default,,0000,0000,0000,,I Am Dead is out now on Switch and Steam.