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Hi, this is Mark Brown with Game Maker's Toolkit,
a series on video game design.
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Sony's new PS4 game Until Dawn is billed as
an interactive horror film, where
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TRAILER DUDE: Only your choices determine who will survive
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And I want to talk about that, but not about how
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much you can effect the story with your choices.
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Because, it's basically identical to the systems
we've seen in games by Telltale and Quantic
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Dream. Yes, your decisions will make a dent
in the plot, but it's also full of false choices,
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characters who can't die until the very end,
branching paths that snap back to a central
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point, and that cute little indicator to tell
you that this choice will definitely have
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an effect on the plot, somewhere down the
line.
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CHRIS: Boom, butterfly effect
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It does have some ideas that I haven't seen
in one of these types of games before, though.
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Sometimes, you'll get a nice sepia-tinged
flashback, to give you a better idea of which
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choices led up to the events onscreen.
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But don't be fooled by these screens which
show how all your choices play out, and the
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incredibly granular meters that show your
current personality traits and relationships
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to the other characters. They're all a bit
smoke and mirrors, to be honest.
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And that's fine. As we talked about in this
video, these games aren't about offering infinite
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story states. And simply making choices is
often more fulfilling than seeing wildly unique
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consequences play out. Plus, games are expensive
to make without considering a billion unique
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paths. Especially when they look like this.
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DR HILL: I believe that in our last session, you were
not completely honest with me.
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So what I want to talk about, is the question
of whether all these choices and their consequences
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- especially the more grisly, blood-soaked
of the consequences - can actually lead to
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good drama.
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Because, while it is true that any story can
become more meaningful and memorable when
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you're having a say on the proceedings. Much
like how almost anything is improved with
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the addition of cooperative play.
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Or chocolate
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Does that actually make the stories dramatically satisfying?
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And this question is especially important
to Until Dawn as it wants to play out like
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a Hollywood horror movie. This isn't a naturalistic
story like The Wire, where characters can
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be snuffed out seemingly at random. This is
a horror movie, man...
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RANDY: There's a formula to it! A very simple formula!
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The game is heavily based on slasher movies.
It's got a bunch of horny teenagers, getting
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together in a isolated cabin in the woods,
on the anniversary of some horrible event.
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And there's a psychopath, who wants to pick
them off - one by one.
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It also has elements of psychological horror
and torture porn and - well, I don't want
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to spoil things. So let's stick to slasher
flicks.
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The thing about these movies is that there
is always a very specific reason why some
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characters live, and others die. And sometimes,
importance is placed on the sequence of the
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kills, too. In early slasher flicks, for example,
it was all about morals. Sniffy, puritanical,
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thou shalt not morals, maybe, but those were
the rules.
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RANDY: There are certain rules that one must abide
by to successfully survive a horror movie.
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RANDY: Number one. You can never have sex. Big no
no! Big no no!
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STU: You're dead Meg. RANDY: Sex equals
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death, okay? Number two. You can never drink,
or do drugs.
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No, it's the sin factor. It's a sin. It's an extension of number one.
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Break those rules and you'll be killed, leaving
one last girl. An innocent, virginal, Final
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Girl. Early slashers were often criticised
for being misogynistic. Which should make
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them the perfect source material for video
games.
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Anyway, the point is that in drama, people
die for a reason. Whether that's a heroic sacrifice or
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in vengeance or to give another character motivation
to do something, or - in horror movies - because
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they smoked pot, or chugged a beer, or were
a total bully.
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But when interactivity comes into play, the
rules can go out of the window. In Until Dawn,
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take Emily, who is a monster bitch.
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MATT: Let me think. EMILY: Don't think you idiot just get me outta here!
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She would be killed in the most gruesome
way possible in any horror movie, but can
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survive the entire night in Until Dawn, while
her put upon boyfriend Matt is, uh, hung out to dry
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Or take Jess and Mike. Horror movie tropes say
these sexpots should die, while innocent characters
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should live. But that's not how things work
in Until Dawn. In fact, any combination of characters
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can make it to the finale.
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And you'll probably end with multiple survivors.
If not all of them making it through the night,
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even though that goes against the horror movie
set up where just one person survives.
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But even if you don't care about horror movie
formulas. Or you revel in the idea of a horror
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flick that ignores them entirely, the interactive
story can sometimes just be... a bit rubbish.
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Take Jess, for example, who gets killed in the game, but
you don't see a body so of course she's going
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to come back. And she does: hours later into
the story she wakes up, alone, in the mines.
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And then, in my game, she walked forward a few paces, and was immediately killed. Oh. I think any script editor
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would put a big red circle around that scene.
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And that's the thing: while interactivity
can lead to more memorable, more surprising,
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and more personal narratives, without the
smart guiding hand of a director or a script
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editor, the story can fall apart. It can be
desperately unsatisfying, or lack important
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elements like character arcs, poetic justice,
and good pacing.
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And that's the way it will always be. Thanks
for watching, please like, comment, and subscribe.
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Throw all your money at my Patreon - and,
wait. Actually. Maybe we can fix this.
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You see, the thing I liked the most about Until Dawn
is that you get to control eight different
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characters. That's much more than games like
Life is Strange, Tales from the Borderlands,
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and Beyond: Two Souls.
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Which meant that while I normally play these
sorts of games as a kind and compassionate
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character, having eight different people to
play with, some of them archetypical arseholes
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and narcissists, I felt much more comfortable
role playing them as jerks. And while I tried
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my best to save my favourite characters, like
Sam, Chris, and Ashley, I was happy for the
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others to make dumb decisions and wouldn't
really mind if they ended up as puddles of
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bones and teeth.
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I realised that I wasn't really playing as
the characters, but the as the director. Influencing
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who lived and who died, based on my own judgmental
preferences. Suddenly, those horror rules
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were falling back into place and the story
was way less disconnected.
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Perhaps you might want to try and subvert
the most problematic tropes of horror movies.
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Have the ditzy, slutty blonde survive
the ordeal, stop the black guy from getting
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killed first, or have the archetypical Final
Girl bite it at the last moment.
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And you do have some ability to influence
events in a specific way, because the deaths
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often follow some internal logic. Characters
can get killed if you screw up quick-time
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events. Messing with those relationship meters
can lead to at least one death. And if you
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ignore the tropes of the genre - like wandering
off from the group to investigate a spooky
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noise - then perhaps that character deserves
to get killed for not watching enough horror movies.
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And then there are these totems, which is
another clever mechanic. Find one of these
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and pick it up, and it will show you a clip
of one of the characters getting killed or
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surviving an attack. They're vague, but you
might be able to use them to help guide later choices.
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But not all deaths are so easy to foresee.
Understandable, of course, as Supermassive
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wanted to surprise you. And the legions of
YouTubers who have made this game famous.
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So, your choice of how to deal with this flare
gun, for example, is an almost entirely opaque
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decision but will have huge consequences for
Emily and Matt.
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And that's only if, like me, you were even
trying to tell a specific story. Until Dawn
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doesn't give players any instructions, and
while the trophies - which reward you for
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finishing the game with certain combinations
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outcome, they're all hidden trophies.
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So how about this for an idea. And, before I go on, I
want to acknowledge that maybe I am trying
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to make the game into something that it's not.
And, for the record, I really enjoyed Until
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Dawn and would recommend it. But, what if
the game was actually about being the director.
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Similar gameplay, but at the outset of the game you would be told who must live and who must die
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and maybe even in what order. And then, you'd have to
force the characters to act in different ways
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to ensure their death or survival. For those
who are fated to die, you must act immorally
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and say nasty things to force the big baddy
to enact poetic justice on their guts, or
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play into obvious horror cliches and get them
split up from the rest of the group.
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The game could be a lot shorter, but designed
to be replayed over and over again with different
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instructions each time. It would also need
some random elements, to keep you on your
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toes and also ensure that those jump scares
and creepy moments don't become blasé.
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Because here's the main issue that nags at
Until Dawn. On the one hand it, it wants to
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be a horror movie where characters get killed
in increasingly gruesome ways. But on the
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other hand, it's a video game, and video games are
there to be won.
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Games teach us to make the smart dialogue
decisions that will give us the best outcomes.
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When buttons flash up on the screen,
we've been taught to hit them as quickly as
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possible. And systems, like the totems that
warn of potential deaths, are supposed to
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be solved, right?
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Until Dawn the movie wants everyone to die.
But Until Dawn the game wants everyone to
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survive. Something's gotta give.
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That conflict is somewhat solved when you
put yourself in the director's chair. And
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try your hand at being Wes Craven or John
Carpenter. But without that push, and reliable
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mechanics, many players could miss out on
Until Dawn's greatest pleasures.
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Thanks for watching. I hope you enjoyed the
episode - if you did, please give it a like
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on YouTube. Plus: how would you make an interactive
horror movie, or did Supermassive get it right?
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Let me know your thoughts in the comments
below.