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How Return of the Obra Dinn Works | GMTK Most Innovative 2018

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    Every year, I like to close things off by
    talking about the most interesting game I
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    played in the last 12 months.
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    It might be not the best game, but it’s
    definitely the most innovative, the most daring,
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    and the game that’s most unlike anything
    I’ve played before.
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    For 2018 I could have picked titles like Into
    the Breach, Florence, and Minit - but who
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    am I kidding?
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    I had to go with Lucas Pope’s incredible
    detective game, Return of the Obra Dinn.
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    So here’s how the game works.
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    You’re an insurance agent in 1807 and you’re
    on a merchant ship where all 60 of its crew
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    members have died or disappeared.
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    Your job is to figure out their fates.
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    To do this, you have a magic pocket watch
    - and if you open it when standing next to
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    a corpse... this happens.
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    You get a bit of dialogue...
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    UNKNOWN VOICE: “Captain! Open the door…”
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    And then you get a static scene from the very
    moment that person died.
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    The game then asks you two questions.
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    Who is this person?
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    And how did they die?
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    How this chap died is pretty obvious.
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    He got shot.
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    And I think we can safely assume that he was
    shot by the captain.
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    In Return of the Obra Dinn, figuring out how
    people died is rarely a huge challenge.
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    The tricky part is figuring out who they are.
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    And right now, we just don’t know.
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    So we move on, and find another skeleton.
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    This time, it’s the captain’s.
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    And before blowing his brains out, he says...
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    CAPTAIN: “Abigail. Your brother. I shot him dead."
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    Well, that’s more like it!
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    We’ve got something to go on now.
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    So, what do we know about Abigail?
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    Well, she was the captain’s wife - hence
    the surname.
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    But she also kept her maiden name, which she
    would share with her brother… who must be
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    William Hoscut!
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    And so if the Captain shot Abigail’s brother,
    this must be William Hoscut.
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    Okay that’s about as much I want to spoil the
    game.
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    If you haven’t played Obra Dinn yet and
    you think it looks cool - please shut this
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    video off and go grab the game.
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    Otherwise, let’s move on.
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    So this is Return of the Obra Dinn in a nutshell.
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    The game has about 50 of these death vignettes,
    and the game is essentially about cross-referencing
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    information, as one person’s identity can
    often only be found by looking for clues in
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    another person’s vignette - turning these
    scenes into a massive matrix of data.
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    But it’s not as easy as that, of course.
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    The information you find is merely a clue
    and you must perform some clever deductive
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    reasoning on it to find the real answer.
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    Take the three midshipsmen, for example.
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    In this vignette, an unknown man says…
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    UNKOWN VOICE: “Tell Pete’s mother, I...
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    I tried my best… to pull him back... to
    save him."
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    In a previous vignette, this same man is seen
    holding the rope when another bloke is blown up.
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    So that unlucky sod is probably the only Pete
    on the crew - Peter Milroy.
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    In another vignette, a man says
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    UNKNOWN VOICE: “Never been on a farm, Charlie?"
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    UNKNOWN VOICE: “Mind your shoes now"
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    referring to this chap, who’s currently puking on his shoes.
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    There are two Charles on the crew - but this
    one’s wearing the same midshipsman’s uniform
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    as Peter, making him most likely to be Charles
    Hershtik.
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    And so with Peter and Charles named, through
    the process of elimination we can name the
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    third and final midshipsman, Thomas Lanke.
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    As you can see, we used a number of different
    factors to deduce their identities - dialogue,
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    uniforms, the timeline of events, and process
    of elimination.
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    But Lucas uses pretty much every possible
    method of concealing information.
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    Including accents, their location on the map,
    relationships, names, these numbers on these
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    hammocks, and props - like Omid Gul’s sword
    or Emily Jackson’s wedding ring.
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    When you think you have sorted out someone’s
    identity and fate, Obra Dinn is very clever about how
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    it asks you for your answer.
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    In my video about detective games, I talked
    about how these titles often give away the
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    solution by giving the player a question and
    some answers to pick from.
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    In a lot of these games, the question and
    answers can prompt the player, or put them
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    onto a line of thinking they weren’t previously
    on, or just let the player guess the answer.
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    Obra Dinn does have multiple choices, but
    sidesteps these issues in three smart ways.
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    One, is that there’s only ever two questions.
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    And they’re the same for everyone on board.
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    Who are they, and what is their fate?
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    You never have to explain your reasoning or
    answer follow-up questions.
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    Two, is that you have a huge number of answers
    to pick from.
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    Who are they has 60 possible answers.
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    And how did they die has a huge list - like
    shot, stabbed, electrocuted, exploded, and
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    so on.
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    Sometimes with additional info like who shot
    them, or what crushed them.
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    That’s way too many to guess, and too many to
    prompt you with a possible answer.
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    And three, is that the game won’t immediately
    tell you if you were right or wrong.
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    It will only do so when you get three answers
    right.
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    This does takes away from that immediate satisfaction
    of getting a correct answer, but it’s there
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    to make it very difficult to brute force your
    way through the game by just guessing fates
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    until you get it right.
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    If you are struggling, Lucas also thought
    carefully about how much the game should help
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    you with figuring things out.
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    So, the crew’s faces are blurred out until
    the game knows you have enough information
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    to figure things out.
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    These triangles tell you the difficulty level
    of any particular fate.
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    There are no road blocks - you can just keep
    playing without identifying anyone.
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    And even finish the game with unfinished answers.
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    Plus, the game accepts multiple answers in
    certain ambiguous situations, and sometimes
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    has multiple sources for a person’s identity
    or fate.
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    So we have a game where 60 people disappeared
    in unique and interesting ways.
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    And they gave cryptic clues about each other’s
    identities at the exact moment of their death.
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    And now you have to use a fantasy pocket watch
    to go back to the moment each person died.
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    To fill in a book that magically knows when
    you get three answers right.
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    I don’t think you would be off the mark
    if you described this whole system as contrived.
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    Which actually reminds me of another game
    I highlighted in my end of year wrap-up: the
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    search engine detective game, Her Story.
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    So in this game, a detective has apparently
    cut up a woman’s testimony into about 800
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    unlabelled video clips.
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    They’ve removed the actual questions that
    the detectives asked her.
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    And when you search for clips, you can only
    see the first five results.
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    This is a bad computer system.
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    Whoever made this should be fired.
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    It’s silly, and like Obra Dinn: it’s contrived.
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    But here’s the thing.
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    Many detective games try to capture reality.
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    Or at least, a fictional version of that reality.
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    Games like LA Noire and the Sherlock games
    aim for realism, and try to make game mechanics
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    out of actual crime fighting processes like
    talking to witnesses and making deductions.
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    But this must always come with limitations.
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    For example, you can’t have a system where
    you can ask a witness any question you like.
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    Artificial intelligence isn’t quite there
    yet.
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    So the game picks a few questions for you.
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    And it picks who you can talk to.
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    And where you can go.
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    And what items you can pick up.
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    And it turns complex logical reasoning into
    a simple multiple choice question.
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    In these games, real world processes naturally
    get automated and made abstract - but in ways
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    that take power away from the player, often
    leading to that feeling, I’ve described,
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    of being more like Watson than Sherlock.
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    On the contrary, the worlds of Obra Dinn and
    Her Story are not trying to be realistic.
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    Instead, they have stories, gameplay systems,
    and means of interaction that exist purely
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    for the purposes of allowing for deductive
    reasoning - without taking power from the
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    player’s hands.
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    So neither game has to worry about letting
    the player ask questions of a witness because
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    either the testimony has already been recorded
    years ago, or everyone’s already dead.
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    And you can’t travel anywhere you like when
    you’re stuck in front of a computer, or
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    trapped on a boat
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    Plus, your interaction with the games is limited
    to typing in search commands or picking identities
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    from a drop-down.
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    And the narratives of the two games are not
    novels or movie scripts that have been turned
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    into games, but ones purely designed to fit
    the systems of the game.
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    Which wasn’t always easy, with Obra Dinn
    designer Lucas Pope telling RPS “people
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    have to be dying left and right, and you need
    a reason for people to be dying constantly.
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    And that's sort of unusual, people don't generally
    die all the time.
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    Getting that working with the story in a way
    that the player can understand took a long time".
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    But it worked. Obra Dinn is an incredible experience.
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    It’s the sort of game that you’ll play
    with a pad full of notes, making timelines
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    and jotting down details, looking for clues
    and hints - until something clicks and you
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    enter your answer.
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    Over and over again it offers those sorts
    of eureka moments that detective games promise
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    - but so often fail to deliver.
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    Making it the best detective game ever made,
    and - despite what I said at the start of
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    the show - it is the best game of 2018.
Title:
How Return of the Obra Dinn Works | GMTK Most Innovative 2018
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Video Language:
English
Duration:
09:41

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