9/09/2010

Where is your self in a game?

Introduction
When you are playing a videogame, an external observer will probably say that you are sitting in a sofa or at the computer desk. But is this really where you are? When immersed in the virtual world of a videogame, do you still feel that you are sitting on a chair or in a sofa, staring at the screen?


An experiment
Before moving on, I would like you to consider a simple experiment. You can easily do it with the help of a friend if you got the right prop: a rubber hand. Put your own hand next to the rubber one on a table, and place a screen between them, shielding your own hand from view. Now ask your friend to stroke the fake and real hand at the same time, at the same place. Something strange will now happen. Your body image will change, and the rubber hand will become part of you. As your friend touch both hands, you will feel as if the feeling arise in the rubber one. All of a sudden, you will have made an external object, become part of your self!

With this experiment in mind. The question of where you are becomes more interesting. When playing a game, where do you transport your self to? Does it depend on what the game is about and from what perspective it is played from?

I think this is not only an interesting curiosity, but a very important part of the experience. Identifying where the player is when playing, can be very useful. And even more crucial, being able to "place" the player correctly is a very useful skill.


Spectator or something else?
Let's start simple and explore movies first. In movies there is no interaction, so surely you must be a spectator to every scene in a movie. A clear example of this, is when you see a horror movie and have one of those "don't go in there!"-moments. This clearly puts you in a spectator seat, treating the actor as a separate entity.

However, things does not get so polarized in other situations. Consider a gruesome torture scene or similar. These can get almost unbearable to watch and blurs the line between yourself and the actor. The reason why this is so is because of something called mirror neurons (here is a good video on the subject). What these do is to make you copy emotions from other people, replicating some of their sensations. One could even argue that they expand yourself, no longer limiting it to your own body.


Interaction added
Let's go back to games now. As we can see there are two forces at work: we can trick our brain into extending the body image and we have specialized neurons that copy other people's emotions. How these will affect us will depend on what type of videogame we are playing.

One of the major differences between games today is the viewpoint, ie first or third person. Does this matter? First person places you inside a character, putting your viewpoint where it usually is. This increases the feeling of being the character. In third person, you are removed from reality, and look upon yourself as if in some kind of OBE. This might make one think first person is superior, however, this only applies to the sense of sight. Another important sense is the proprioceptic one, which keeps track of your different body parts. When in first person, you see at most a hand or two, while in third-person gives you a full body image to copy. Third person can also give your mirror-neurons more to work with, like facial expressions. So depending on the kind of actions you perform, first or third will have a different feeling of being.

Also worth noting is how easily we shift between different states. For example, in Silent Hill 2, I feel very much connected to James when I run around town. Then when entering a cut-scene, I sort of float out of him and become distanced. I am no longer in control of the character and no longer part of him. Then when controls comes back I once more float inside him and the virtual characters becomes an extension of my own body again. This kind of movement happen in just about all games.


The roles we play
Now that we have explored how the self can shift position as we play a videogame, an interesting question arise: What is the player's role in these different positions? As videogames contain interaction; not only do you fee,l to various degrees, part of the on-screen character, you also control her/him/it. What does this make the player? Some kind of puppet master? An devil/angel on the shoulder? And more importantly, can the role assumed, change how the game is played?

In most games, you do not control all actions in a game, but mostly give general commands. You tell your character to jump, but not how much force to use and so on. You command a character to pick up an item, but have no control over any finer movements. This is not that far off from real life though, as most of your day-to-day movements are made without any conscious thought besides the thought of initiating them. This means that making a character jump by pressing a button gives you a very close connection. In these instances, you might feel like you are the character.

However, not all games have this close connection. Consider an adventure game where you just pick a destination for the character or choose between prefabricated lines of dialog. What role does this give the player? Some kind of guardian angle - a guiding voice inside the protagonist's head? Does this change the way that the player think of the character and how to interact with the game? Perhaps this role-assignment distances the player emotionally from the game's protagonist?

It is interesting that some games actually explicitly give the player a role. This is quite common in adventure games, where the protagonist might look at the player and directly address her. Do developers really consider how this can affect the placement of the player's self? I must confess I have not thought about this until very recently and have not heard of many discussing it.

I think it is very important to decide where the player is and what her role is. If this is not coherent than it might have a negative effect on how the player choose to interact with the game's world. If you know your role in the game, it gets easier to be immersed in it and know how to behave. This does not mean that the assigned role and placement of self needs to be the same throughout, but that it must be consistent with what needs to be done. A simple example of when this goes wrong is quick-time-events during cut-scenes. This can be very confusing at first, as you have just gone from being the character (in normal play mode) and gone to spectator mode (when cut-scene is playing). All of sudden you are required to control the character, something that is not coherent with your current role.

This shift in placement also explains why emotional moments can be hard to get right in cut-scenes. As you enter a cut scene you move over to "spectator mode" and all of a sudden you are no longer as connected to the character as before and do not care as much. JPRG:s like Final Fantasy 7 have it easier here, as the normal gameplay is more close to a "spectator mode" and thus the difference is smaller when entering a cut-scene. Same goes for a game like Heavy Rain. An important thing to note here is that contrast in position seem to play a huge role. When there is a violent shift in the location of self, it is very noticeable and the emotional connections are lost.

Finally, I also want to add that the same game, can have players assume very different roles to themselves. A good, although a bit extreme, example of this, is a recent Gamasutra article, where the writer let his mother-in-law play the new Sam and Max. The interesting part is that she did not release she could or should control the characters. She just assumed (probably from lessons learned from experiencing other media) that she should be in spectator mode. One should have this in mind when designing a game and tutorials for it, and not just assume that a player knows what role they play.


Our take on this
Location of self and the role of the player is something that I have not really thought about until we where developing Amnesia. I would therefore like to discuss how Penumbra and Amnesia: The Dark Descent differ in this aspect. As a lot of thought have gone into making the player become the protagonist in Amnesia, it has had a different focus compared to Penumbra.

In Penumbra, Philip narrated all the scenes, yet in normal gameplay the player very much was part of the character. As these narrations are very subtle, it gives a bit of schizophrenic impression. For example, at one point Philip comments that he does not like spiders upon seeing one scuttle by. What happens here is that we are forcing very specific emotions on the player who will either accept or reject them. If rejecting them, it means a large shift in the position of the self and Philip stops becoming a part of you. From being part of the world yourself, you are reduced to being a passenger inside Philip's head. As mentioned before, this contrast can be very bad for the immersion and the emotional connection.

In Amnesia, our goal is for the player to become the protagonist. This is vital for the story and experience as a whole. Because of this, there are never any words spoken, and there are no Daniel-subjective comments. We hope that this will place the player's self inside the body of the protagonist, and to think about what "I am doing" and not what "Daniel is doing". Our hope is that when you encounter facts about Daniel's past, it feels like your own forgotten memories. I know this is not an easy thing, and I am not sure many players feel this way. There is also the issues of adding smaller cues like breathing and heartbeats. Since these are actions that are not totally under our control, it is not incoherent to force them onto the player, but only if the player accepts it. Judging from player comments so far, there are people on both sides and having it in is a bit risky (we are actually thinking of having them optional in the future because of this).


End notes
There is a lot more to explore, but did not want to make an already long post longer. So consider this as just a discussion starter and a brief introduction on the subject.


Now I am really interested in hearing how you feel about this! What role do you feel that you play in different games? Please share your experiences!

9/08/2010

Amnesia: The Dark Descent is Released!

Not too long ago, I actually wondered if there ever would be a release. However, today I am proud to say that Amnesia: The Dark Descent is finally released!

If that is all you need to know, go and get the game at one of the following places:
Our own store (windows, linux & mac)
Steam (windows & mac)
GamersGate (windows & mac)
Direct2Drive (windows)
ImpulseDriven (windows)

The game has been in the making for exactly 3 years now (first document is dated 8th sept 07) and it has been quite the journey. The design has been changed countless times and we have been very close running out of money a few times. Somehow, due to successful sales and salary cut we have managed to get through it though. This makes it extra rewarding to have the game finally out.

Even more rewarding is the extremely nice press response! Some example:
“Few games are able to conjure up an atmosphere this genuinely frightening.”
- IGN

“Despite its title, Amnesia remembers what the blockbusters of survival horror seem to have forgotten: how to horrify.”
- PC Gamer UK

“I think it is safe to say that Amnesia is the most successfully frightening game to have been made.”
- Rock Paper Shotgun

“I must say Amnesia is a masterpiece of horror, something surely all other horror games could take from and in some senses, strive to be.”
- NeoSeeker

Player reactions have also seemed quite positive and we now eagerly await your thoughts on the full game!

Big thanks to everybody have supported us over the years. We hope you all will enjoy Amnesia and have a really dark descent!

And as always, please help spread the word! Reddit, Digg, Facebook and whatnot!

9/03/2010

Let's not forget about Physics

Today we released a little video that show of the physics in Amnesia: The Dark Descent. You can find the clip right below and below that I will go through the various parts a bit more detailed.



As you can see, this is pretty much the same things that we used in Penumbra. But I also hope you noticed that it is more streamlined and intuitive. Allow me to explain.

Grabbing stuff
The grab mode is what is used when interacting with objects like books, chairs and pots. In the first versions of the game, we actually had something more like in Crysis, where the object travels to a certain position when interacted with. This did not feel right though, so we want back to more like in Penumbra. We then added a lot polish to this and especially the rotating mode (when holding down a button, moving mouse rotates object). Even though the object is still moved 100% by a physics simulation, it is very smooth and you can be very exact when placing. In Penumbra there was lots of lag, but that is all gone now!

Opening doors
I think I spent a week or so tweaking how the door opening physics works. In Penumbra, you had to make sure to interact with the door at the right place to open it properly, which made it hard to close / open doors in stressful situations. Not so in Amnesia. Here you can click anywhere on the door and it will easy to control it. The way this is done is by estimating how to convert 2D mouse input into 3D forces. As you will never be able to get perfect correlation between mouse and object (you will always loose a dimension), this took some time to get right. The end results feel very nice though and the things learnt for other interaction types such as levers.

A further improvement is that doors will now stay closed / opened. In Penumbra they sometimes bounced back at you, but in Amnesia that is all fixed saving the player from many virtual/real headaches.

Desktop simulator 2000
Opening drawers is a common interaction and another area where improvements have been made. Drawers will now react faster to player movements and it is possible to have more control (in Penumbra drawers could continue sliding after you stopped moving). And just like doors, the drawers will get stay open / closed, without any annoying bouncing.

Spin round, round...
The one interaction that we got most negative feedback on in Penumbra was the wheels (valves, etc). There was the problem of where to interact as interacting at center zero leverage and made it impossible to turn. Also the actual turning movement could be hard to get right. For Amnesia, we have remade the whole system. Now it is possible to interact wherever you like and the movement required is far more intuitive. There is a special system that analyzes your mouse movements and can quickly and correctly determine which way you want to rotate. It can even approximate the speed and there is as good as no lag involved.

Closing notes
We are very proud of the physics interact we use in our games, and it is something we have worked with for almost 5 years now. It is also a very unique method, and as far as we know we are alone at using it. We will not stop at where we are now though, and hope to take physical interaction even further in the future.

Also, I'd like to mention the fantastic Newton Game Dynamics, the physics engine that makes all of this possible in the first place!

Amnesia Demo Is Out!

Finally, you can get a small taste of the Amnesia: The Dark Descent! We have just put up a demo of the game, that will guide you through a few of the earlier levels in the game. To get it simply go here:
http://AmnesiaGame.com/#demo

The demo is available for Windows, Mac and Linux. Check the site for system requirements and other helpful data.

Please help us spread the news, twittering, facebooking, etc!
Make sure to up the following links:
Reddit
Digg
These sites are usually really simple to register at and if enough people vote up, our exposure increase enormously! All help is really appreciated!

Thanks for all support so far!


Now while you are downloading I would like to discuss some of the thoughts that when into this demo. Creating demos for adventure games is hard, and more so for horror ones, where build-up and foreshadowing is so crucial. In a more action oriented game, the purpose is simply to show of the game's main mechanics (shooting, matching blocks, etc). However, in an adventure game, there is no such mechanic and it is the more holistic parts, like story, mood, etc, that shapes the experience.

There are other problems besides showing off the game in the best possible way. It is also important to not have too many spoilers, so when starting the full game the player should not know too much. There is of course also the sale angle, you want people to be eager to buy after playing the demo.

It was clear at once that we needed to start from the beginning of the game. The opening is crucial for understanding the game's story and putting the player in the right mood. The problem is that our opening is quite long. Amnesia is not very action filled from the start and slowly builds up the mood. We felt that it needed to be shorter in the demo, so player could get a grasp of the game quicker. To fix this, we remade the first level a bit, so crucial items and information are found a bit earlier. This shortens the experience, but contains the essence.

Then it was the problem of what to show next. We wanted the demo to contain creature encounters, but as these are too slowly built up in the full game, they did not fit the demo. So after completing the first level, the player is transported about 2 hours into the game, where more stuff happens. It was then possible to let the demo go on from there and then end with a little cliffhanger. This also worked well from a spoiler viewpoint as the maps are more about atmosphere and most events have already been shown in videos.

To further give the demo a good feel of the full game, we made the sanity mechanic be a bit more aggressive. This means that if will be easier to reach an insane state of mind than during normal play. The fear of going insane is a crucial element, so we felt we had to show it off somehow.

I think the demo represent the full game fairly well and contains most of its major features. However, it is still in some sense a hacked-up version of the "real thing" and misses a lot of the atmospheric build-up. There is also no time to show of up any of the story either (except for the initial setup), and we only focused on atmosphere for the demo. I guess this is just the way it is with demos and the same really goes for trailers and any sort of promotional material. The good thing is that if you enjoyed the demo you should like the full game even more!

Hope you all enjoy this vertical slice of nightmare! Only a few days left until the real beast is unleashed!

9/02/2010

What could possibly go wrong?

Now that we are so close to the release of Amnesia, I would like to talk a little about all that stuff that didn't go so well during the development. I cannot talk much on behalf of my mates here at FG, so this is gonna be a pretty personal post (but can surely apply to others out there as well).

What can keep a project from getting done? Well, there sure are tons of different causes for this to happen, but I think we can classify these in some simple categories, which I am gonna list right away:


Bad (or not so good) design
This is a big source for issues, issues and more issues. Think about it, if you are just patching your stuff up for your current needs, you are really gonna need a big amount of luck to be able to keep that if further additions need to be made. Also, that is bound to fall apart at some point in the future. All these generally lead to rewriting stuff from scratch, which means time in which the project is stalled.
For example, at the start of the project I made an object management design that worked perfectly with the 3 types of objects that we had. A few months later 2 more types needed to be added and guess what, the old design did not work! Scrap the old one and make a new fitting the old ones. Then suddenly another type is needed and of course is totally unsupported... and so on. Fortunately I got to do something that nicely fixes this now, but guess what... it's asking for a rewrite now!
Not to mention how transforms are handled, which works for now, but I really want to get it done some other way.

Rule #24923 from the Gamedev code: Learn to facepalm you will have to

So what to learn from this? Summing up, lazy design is something to avoid at all costs, and you have full control over it, so just don't let it happen! You have been warned. Also, if you fall into this one too much, it can actually lead to...


Lack of motivation
This is a dangerous one. You know, it is reaaally non rewarding to wake up right next to your workplace, being all alone there, with temperatures over 35ÂșC (lovely summertime in southern Spain) and having to hunt down a random bug through over 1000 lines of code. You eat, sit back, hours go by and then you go to sleep again. I had these like everyday in the last month and a half. I looong so much for a vacation now, just in case you are wondering.

I see no inspiration in this painting. You can get melting watches everyday in august here in Seville.

Anything that can be listed here is no good on its own, but it can also lead to issues in the above category. When you work while being in this state, you are very likely to make mistakes, often minimal, but horrible-bug-creating ones too. In addition, when working like this, even the simplest of tasks will become time consuming. Trust me, it is not good at all.


Force Majeure
Fancy frenchy name for the funniest one. Think Murphy's Law: anything that can go wrong, will go wrong. These are generally external interferences, as in stuff happening around you over which you have little to no control at all. This includes:
  • Power cuts for a couple of hours.
  • Electrical failures with firework-like sparks and lightning and risk of fire.
  • Having water from a neighbor above flood your apartment.
  • Network screwups.
  • Laptop breaking down (twice).
  • Buying a replacement computer for the dead laptop that turns to be faulty itself too.
  • Being pointlessly called to court, senselessly accused of swindling.
These are fine examples in this category that happen to summarize the last 5 months in my life. While it might sound like a joke or exaggerating, all of the above are true stories that are actually too long to describe here (I might give details on demand). I lovingly coined it "the Frictional Curse", and it seems to affect FG core team members living outside Sweden only. At least I didn't lose any of my work. What can I say...

Wait, is that my apartment over there?

Sadly, all the above is nothing but just a glimpse of the many forms mayhem can adopt. At this point, I got no real advice other than learn to live with the fact that there is chance things can go bad, and in the worst possible moment. Once you accept it, that won't make it less likely to happen, but at least it won't take you by surprise!

9/01/2010

Puzzle Tweaking - Tale of a Wooden Stick

Once upon a time there was a wooden stick, a stick so firm, a stick so stuck it could not be seen upon without the touch of many small, busy hands.

And so this tale beings.



Today we released a new gameplay video. Keeping to the Amnesia tradition it is one single clip, showing a sequence from the game. This time it's about exploration and puzzle solving. It is the puzzle part that this blog post will discuss, as it took quite some time for us to get that puzzle right.

The puzzle is that the hatch is too heavy to lift by hand, but by using a crank and pulley contraption the player can open it. Unfortunately something is wrong with the crank/pulley and the player has to figure out what it is. It turns out that a small piece of wood has been jammed into one of the pulleys, making it impossible for the crank to pull the rope going through the pulley.

This particular piece of wood took quite a lot of tweaking in order to make it noticeable. For each test session we found that there was always one or more testers that got stuck on this puzzle. They simply could not find what was wrong, most important, they did not notice the wooden piece at all. Over and over we tweaked the puzzle, we added descriptions and interaction messages, we changed the texture of the wooden piece, we added some faint light to show it clearer in the dark, there are some particles coming down from the wooden piece when you pull the crank, we made the model larger and we changed the angle it is stuck in. We even added an alternative solution to the original solution (not saying what the solutions are, in-case you like to solve the puzzle in another way than what is shown in the video).

Finally, we hope, for the love of all puzzles, that this puzzle has been tweaked to perfection and that none of you will get stuck on it*.


*If you watch this video, it would be very strange if you did. :)