{"id":100231,"date":"2019-09-13T19:45:00","date_gmt":"2019-09-13T19:45:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/350736"},"modified":"2019-09-13T19:45:00","modified_gmt":"2019-09-13T19:45:00","slug":"dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/09\/13\/dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence\/","title":{"rendered":"Don&#8217;t Miss: Designing for horror and hope in A Plague Tale: Innocence"},"content":{"rendered":"<p>In the video game world, rats don&#8217;t get enough respect. While&nbsp;<a href=\"https:\/\/en.wikipedia.org\/wiki\/Ratatouille_(film)\">Ratatouille<\/a>&nbsp;and <a href=\"https:\/\/www.youtube.com\/watch?v=UPXUG8q4jKU\">Pizza Rat<\/a>&nbsp;may wow the public with and reveal the truth of the human condition, video game rats are just background noise and cannon fodder.&nbsp;<\/p>\n<p>But in Asobo Studio&#8217;s&nbsp;<em><a href=\"http:\/\/aplaguetale.com\/en\">A Plague Tale: Innocence<\/a>,&nbsp;<\/em>rats may carry a sickness called &#8220;the Bite,&#8221; but it&#8217;s humanity that&#8217;s the disease, and the rats, the rats my friends, are the cure.&nbsp;<\/p>\n<p>The game is a stealth adventure that shows how studios have been able to follow the success of narrative adventures like&nbsp;<em>Uncharted<\/em>&nbsp;while working on a smaller budget. Earlier this month, Asobo Studio&nbsp;game director Kevin Choteau and narrative director Sebastien&nbsp;Renard <a href=\"https:\/\/www.twitch.tv\/videos\/425234134\">dropped by the GDC Twitch channel<\/a> for a conversation about <em>A Plague Tale&#8217;<\/em>s&nbsp;design and development.&nbsp;<\/p>\n<p>We&#8217;ve sliced out some key bits of Choteau and Renard&#8217;s discussion about the making of the game, including some insight into the game&#8217;s rat-swarm system, and making meaningful narrative moments that can live outside of cutscenes.&nbsp;<\/p>\n<p><em>This conversation has been edited for context and <\/em><em>clarity<\/em><\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/09\/dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence.jpg\"><\/p>\n<p><strong>Choteau<\/strong>: It was a <strong>huge technical challenge. <\/strong>The difficult part is at some point in the game you have two rats on the screen and some others you need to have a huge number of rats. They need to be believable when they are alone or in halls.<\/p>\n<p>So we decided to go the [behavioral] way, and not through a simulation. So they are really AI, their own behavior, with a bit of pathfinding. We share that between many entities so it doesn\u2019t cost too much.<\/p>\n<p><strong>We\u2019ve done a lot of video analysis of farmers hunting rats at night. <\/strong>There are strange videos you are looking for when developing a game.&nbsp;<\/p>\n<p><strong>Renard<\/strong>: We needed to see how they move as a swarm, you know. What they look like, especially in the dark. It\u2019s all about creating this sensation of all these thousands of creatures. Basically, <strong>we have 5,000 rats on screen in real time.&nbsp;<\/strong><\/p>\n<p>So how to create this impression of a swarm, and like Kevin said, each of these rats is independent from the others, so you could actually, if you were able to follow it, you would see each rat it has its own path.&nbsp;<\/p>\n<p><strong>Choteau<\/strong>: You can isolate each rat from the others and see where it goes, this is why we went with behavioral and AI methods, and not a particle effect or something.&nbsp;<\/p>\n<p><strong>Renard<\/strong>: As the game was progressing we kind of drew up this relationship little by little. We knew that we needed to have these beautiful moments, especially because the game is pretty dark.&nbsp;<\/p>\n<p><strong>We\u2019re realizing this today as [reviewers] are saying we are almost sadistic with our characters. <\/strong>So because it was all about the contrast between their relationship and the world in which they live, we knew it would [emerge] through dialogue and scripted events.<\/p>\n<p>But the main challenge was to make them fluid you know, and integrate them in the game flow as organically as possible. We start with the writing because you\u2019re going to say \u2018what are they going to talk about&nbsp;in which step of their relationship?&#8217;&nbsp;and then you have to of course you have to make it real.&nbsp;<\/p>\n<p>Which includes\u2026a lot of people. Animators, programmers, etc. to make the transitions, the camera, the actual physical link between the two characters who have all these really fluid\u2026<\/p>\n<p><strong>Choteau<\/strong>: At some point we had very few of these moments in the game. It wasn\u2019t something we were diving too much into. But then we realized that nothing was really building up in terms of their relationship. Everything was going through cinematics. It\u2019s not as good as doing true-to-gameplay, you know?<\/p>\n<p><strong>It&#8217;s better to convey emotion when you\u2019re playing it than when you cannot control it fully, because to take control of the character, it was impossible to add more of these moments. <\/strong>Sometimes it was a bit scary because \u2018oh, maybe it\u2019s starting to be a bit too cheesy\u2019 or \u2018oh we are going too far\u2019 and \u2018the contrast is too much\u2019<\/p>\n<p>But it\u2019s the only way to make some progress, you know? For example, the flowers you can pick up in the game, we were looking for a collectible to real word exploration and we wanted to create something that [felt right].<\/p>\n<p>At some point, one designer on the team said \u201cwhat about flowers, you know? Hugo loves flowers and it&#8217;s something that he can share with Amicia&nbsp;[even though] it\u2019s not her thing.\u201d It would be a touching moment where they are together, very close, touching in a very different way.&nbsp;<\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/09\/dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence-1.jpg\"><\/p>\n<p>Hugo [puts] the flower in Amicia\u2019s hair and she will [repeat that] for the whole rest of the game. At first, we laughed, to be honest. <strong>We thought it\u2019s a bit too much, too cheesy. But when we thought about it for a week, we said \u201cbut it\u2019s a brilliant idea.\u201d something that Hugo can do and you\u2014it\u2019s something children can do.<\/strong><\/p>\n<p>When you go in the forest with a child, they often collect flowers and give it back to you. [They give them] to their mother, the father, it&#8217;s something like that. It\u2019s life, it\u2019s not cheesy. It\u2019s life.&nbsp;<\/p>\n<p><strong>Renard<\/strong>: And&#8230;it brings emotion to something that\u2019s basically part of the gameplay. So yeah, it was just perfect. And then the challenge like with all the dialogue in the game was to make it sound real, which was another long term workshop.&nbsp;<\/p>\n<p>But we managed to find the balance. It took time, but we\u2019re quite happy with the way it eventually ended up.&nbsp;<\/p>\n<p><strong>Choteau<\/strong>: Working on that was all about playtesting. We\u2019ve playtested all the puzzles many many times because we took time to realize we were [making] an adventure game and people don\u2019t expect that much challenge in this kind of game.&nbsp;<\/p>\n<p>It\u2019s funny because now players are finding it a bit too easy. <strong>At some point, the game was really, really, really too hard. Every puzzle was a nightmare. And then you just completely destroyed the pacing of the story. If you struggle too much on the [simple puzzles], the story is destroyed.&nbsp;<\/strong><\/p>\n<p>You have to go back and invest yourself into the story because you spent too much time struggling on something.<\/p>\n<p><strong>Renard<\/strong>: Basically as we were working on the game and failing etc., at the same time the vision of the game was getting refined. [It was] getting more and more precise, and at some point we\u2019re like, &#8220;yeah this appears to be a really story-driven adventure,&#8221;&nbsp;so we need to tune the game in order to preserve the story and make it a fluid experience.<\/p>\n<p><strong>So the game is not as difficult as it could have been but it\u2019s for the best. <\/strong>We tried it, it wasn\u2019t good for the whole experience.&nbsp;<\/p>\n<p><strong>Choteau<\/strong>: We were not sure we could write a story that was moving so we invested into our gameplay. If we cannot tell a story efficiently, at least we would have a challenge. It\u2019s stupid but it&#8217;s like that!&nbsp;<\/p>\n<p>And we realize that we are doing something with our story and the gameplay was not fitting it anymore. Because yeah we were destroying the pacing and the whole thing of this road trip, I would say.&nbsp;<\/p>\n<p><img decoding=\"async\" alt src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/09\/dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence-2.jpg\"><\/p>\n<p><strong>Renard<\/strong>: <strong>Work on your characters. <\/strong>I think it&#8217;s the main thing. And we know that when you build a story, it starts with your characters because there are obstacles, fears, etc. that are going to [bring them to life]&nbsp;and give you enough material to create and nourish the bones.&nbsp;<\/p>\n<p><strong>It really starts with the characters, and then it&#8217;s a matter of respecting them enough to never break their character. <\/strong>We knew from the beginning that Amicia wasn\u2019t a warrior, she\u2019s not a trained warrior. So it was all about the way she was going to evolve.<\/p>\n<p>For example, her connection to violence. So we put a lot of effort for example into the details of how she\u2019s going to experience her first kill for example. Which was very [traumatizing] and several reviewers noted it that yeah, it brought a lot of realism to the game and it helps the empathy.<\/p>\n<p>So I think it really truly starts with this. <strong>You have to respect and love your characters in order for others to love them. <\/strong>And you have to do that throughout the entire story, which can be a challenge because of course, we know games development can be complex.&nbsp;<\/p>\n<p>It can be really complicated. So you have to stick with it, so it&#8217;s your responsibility as a narrative designer of course, but then it&#8217;s also the way the whole team is going to keep conveying these. So you have to onboard everybody.&nbsp;<\/p>\n<p><strong>Choteau<\/strong>: <strong>It&#8217;s very easy to betray your character for a bad reason. <\/strong>At the beginning of chapter five, you know how they\u2019re walking on the shore? When you wrote the first lines for that Hugo was talking about the meta-story, he would say, \u201cWhy am I here, Why does he do that? We need to go to the chateau with this guy.\u201d&nbsp;<\/p>\n<p>That&#8217;s not a five-year-old boy. It\u2019s too mature for a boy like that. A five-year-old would talk about what he\u2019s seeing. Like you notice on the shore, in the morning, there\u2019s frogs, there&#8217;s birds. And now he\u2019s running away and playing with the frogs and they\u2019re not talking about the story at all because it\u2019s not something that he would do.&nbsp;<\/p>\n<p><img loading=\"lazy\" decoding=\"async\" alt height=\"363\" src=\"https:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/09\/dont-miss-designing-for-horror-and-hope-in-a-plague-tale-innocence-3.jpg\" width=\"646\"><\/p>\n<p><strong>Renard<\/strong>: It&#8217;s so true. And it&#8217;s interesting because <strong>it&#8217;s basically the moment to moment experience of the player versus my desire to tell something about the meta-story<\/strong>, and I wanted to make sure they would understand what was going on.&nbsp;<\/p>\n<p><strong>But in this case, it was not a good idea <\/strong>because it was basically breaking this young character. He\u2019s five years old so it would be too far. Which doesn\u2019t mean that we didn\u2019t do it later in the game but you must do it at the right moment.&nbsp;<\/p>\n<p>It was an overall challenge for me, to tell the story through the eyes of children. And it\u2019s not something I\u2019m used to doing, it\u2019s not something I\u2019m used to writing. I needed time to get used to it, to find the proper tone and little by little it came\u2026I would say naturally.&nbsp;<\/p>\n<p><strong>But you must not be afraid to fail. I think that\u2019s one of the big parts of being a narrative designer. <\/strong>You will get feedback from your teams and the leads and sometimes it can\u2014 it touches you deeply, but its just part of the work.<\/p>\n<p>Like we said, failing is OK. Because that\u2019s basically the way all the games are being made. We could say iterating. Ok, you do it, you test. If it doesn\u2019t work you go back to your copy and do it again until it works.&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>In the video game world, rats don&#8217;t get enough respect. While&nbsp;Ratatouille&nbsp;and Pizza Rat&nbsp;may wow the public with and reveal the truth of the human condition, video game rats are just background noise and cannon fodder.&nbsp; But in Asobo Studio&#8217;s&nbsp;A Plague Tale: Innocence,&nbsp;rats may carry a sickness called &#8220;the Bite,&#8221; but it&#8217;s humanity that&#8217;s the disease, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":100232,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-100231","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/100231","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=100231"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/100231\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/100232"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=100231"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=100231"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=100231"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}