{"id":109173,"date":"2020-02-13T22:16:00","date_gmt":"2020-02-13T22:16:00","guid":{"rendered":"http:\/\/www.gamasutra.com\/view\/news\/358140"},"modified":"2020-02-13T22:16:00","modified_gmt":"2020-02-13T22:16:00","slug":"how-supergiant-weaves-narrative-rewards-into-hades-cycle-of-perpetual-death","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2020\/02\/13\/how-supergiant-weaves-narrative-rewards-into-hades-cycle-of-perpetual-death\/","title":{"rendered":"How Supergiant weaves narrative rewards into Hades&#8217; cycle of perpetual death"},"content":{"rendered":"<p><big><em><strong>\u201c<\/strong><\/em><strong>Hades<\/strong><em><strong> is completely different [from <\/strong><\/em><strong>Bastion<\/strong><em><strong> and <\/strong><\/em><strong>Transistor<\/strong><em><strong>]. We have no idea, apart from a couple of moments, how things are going to be sequenced and how they unfold for a player.\u201d<\/strong><\/em><\/big><\/p>\n<p><em>&#8211; Supergiant Games&#8217; Greg Kasavin walks through the development of the studio&#8217;s non-linear, early access game <\/em>Hades<em>.&nbsp;<\/em><\/p>\n<p><em>Hades<\/em> is Supergiant Games\u2019 first foray into creating a roguelike, much like the in-development game is the studio\u2019s <a href=\"https:\/\/gamasutra.com\/view\/news\/333495\/Supergiants_fourth_outing_Hades_introduces_a_more_mature_organized_dev_process.php\">first stab at community driven, early access development<\/a>. Those new elements bring their own share of challenges and solutions, some of which Supergiant\u2019s Greg Kasavin took a moment to share in a <a href=\"https:\/\/www.rockpapershotgun.com\/2020\/02\/12\/how-hades-plays-with-greek-myths\/\">recent interview with Rock Paper Shotgun<\/a>.<\/p>\n<p>There\u2019s a ton of interesting moments to be found in that piece, but Kasavin\u2019s discussion on how the narrative structure of <em>Hades<\/em> differed from the team\u2019s past games, and how it fits into the death-and-rebirth loop of the roguelike genre, deserves particular attention.<\/p>\n<p>\u201cIt was an explicit goal of our early development, to take the pain out of dying and having to restart,\u201d explains Kasavin. \u201cIf the whole game is structured around dying and restarting, then we had to make sure the moment of death isn\u2019t about rage-quitting. You have to be compelled to explore further and feel the time you spent wasn\u2019t a waste of your time.\u201d<\/p>\n<p>The overarching story of <em>Hades<\/em> has protagonist Zagreus rubbing elbows with several beings from the Greek pantheon, though the order in which those encounters play out\u2014and if they do at all\u2014is one of the variables that can change from player to player.<\/p>\n<p>So while roguelikes typically let gear and skill upgrades persist after death, <em>Hades<\/em> also builds its narrative hooks around a similar structure. Kasavin explains that the game peeks at the moments players encounter mid run, like encountering a character while&nbsp;Zagreus&#8217; health is below a certain threshold, and feeds one of several possible pre-written events to players based on that situation.<\/p>\n<p>So while the development team can weight certain events in a way that gives them more of a chance to pop up, the narratives that\u2019ll play out for each player throughout their time with the game remain a bit of an unknown.<\/p>\n<p>\u201cReactivity has always been a goal of our narrative design, to have those moments where you feel the game is paying attention,\u201d he tells Rock Paper Shotgun \u201cThose moments in games are so good, so we try to create as many as possible in the hope players can experience them.\u201d<\/p>\n<p>The rest of <a href=\"https:\/\/www.rockpapershotgun.com\/2020\/02\/12\/how-hades-plays-with-greek-myths\/\">Kasavin\u2019s chat with Rock Paper Shotgun<\/a> offers a more indepth look at this system, as well as a discussion of the process for introducing new characters throughout the early access period and other lessons learned throughout <em>Hades<\/em>\u2019 yet-ongoing development.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>\u201cHades is completely different [from Bastion and Transistor]. We have no idea, apart from a couple of moments, how things are going to be sequenced and how they unfold for a player.\u201d &#8211; Supergiant Games&#8217; Greg Kasavin walks through the development of the studio&#8217;s non-linear, early access game Hades.&nbsp; Hades is Supergiant Games\u2019 first foray [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":109174,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[20],"tags":[],"class_list":["post-109173","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\/109173","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=109173"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/109173\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/109174"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=109173"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=109173"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=109173"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}