Designing Modern Adventure Games - Ace Attorney, Danganronpa, and More ~ Design Doc

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Just barely too early for that Wolf Among Us announcement last night. I don’t know if it’ll actually be the same people making it though.

👍︎︎ 2 👤︎︎ u/shmigheghi 📅︎︎ Dec 14 2019 🗫︎ replies
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The turn of the new millennium was a rough time for adventure games. Sales were collapsing, and so were the developers. Sierra’s adventure games division had gone through rounds of layoffs in 1999, and would never recover. LucasArts released Escape from Monkey Island in 2000, but it wouldn’t take, and their other planned point-and-click adventure sequels were cancelled outright. The fall of the two major pillars of the American adventure game ecosystem had marked the end of an era, but not the end of the story. Another chapter was brewing, overseas… But before we take a trip, a quick word from today’s sponsor, Skillshare! Skillshare is great. I’ve been a subscriber for a long time, and thanks to their courses I’ve learned tons of skills I use in every episode of Design Doc. Skillshare is an online learning community with thousands of classes on tons of topics. Lately I’ve been revisiting a class by Jake Bartlett called ‘The Ultimate Guide to Kinetic Type in After Effects.’ It’s all about how to get your kinetic typography to look super slick, and it helped me fix my workflow and save a LOT of time. The subscription paid for itself in just that one class, and Skillshare has dozens more to choose from. Typography and animation. Video editing. Motion graphics. Photography. Web Development. Creative writing. Music. You could become a whole new you. And right now you can get access to all of it with Premium Membership, for just $10 a month. But even better, you can get a free 2-month trial through our link below. Go get some Skillshare in your life, and learn something new! In Europe, the public hadn’t soured on traditional point-and-click adventure games as much as the American market had. Norwegian developer Funcom made The Longest Journey with a small development team lead by Ragnar Tørnquist, released it locally in 1999 and globally the following year. It was similar to the later LucasArts games, with a contemporary point-and-click interface design, but with a more atmospheric feel. Full voice acting, 3D character models, pre-rendered backgrounds, but they didn’t break the bank making it, like their American competition. It was received as an instant classic and sold half a million copies, which was enough to greenlight its sequel. “Dreamfall: The Longest Journey”, released in 2006. France had a couple of stand out adventure game developers, too. Syberia, from Microids, was another atmospheric, traditional point-and-click adventure game set in a mysterious town. Quantic Dream, led by David Cage, put out Omikron: The Nomad’s Soul in 1999 - an especially bold take on the genre. In addition to exploration and inventory-based puzzle-solving, the player could possess over 40 different NPCs and reincarnate as any of them if they die in one of the game’s… AWFUL… combat sequences. Very ambitious, but very messy. And David Bowie composed the music! Omikron was not great, but it did well enough. And it would be a sign of things to come. We’ll check back in on Quantic Dream in a bit. Japan, too, had a thriving adventure game market at the turn of the century, and the path that Japanese-style adventure game developers had taken looked a little different. Wind the clock back. Japan’s unique adventure game style is rooted in a game from another time: 1983’s ‘The Portopia Serial Murder Case’. Yuji Horii, father of Dragon Quest, created a more streamlined adventure game about investigating crime scenes. It feels more like a branch off of Sierra’s first game, Mystery House, sharing a first-person perspective, the mystery focus, and yes, that text parser. The Famicom port of Portopia would streamline this into a simplified menu interface. Good work, uh… huh. Chunsoft. Hmm… we’ll catch up with you in a minute, too. Over the next decade, just as lots of American adventure game developers were iterating on King’s Quest, other Japanese developers were iterating on Portopia like Square with Suisho no Dragon. Many games stuck to the mystery and crime-solving genre, like Hideo Kojima’s ‘Snatcher’ in 1988, and ‘Policenauts’ in 1994. You do see some cross-pollination of the Western point-and-click style into Japan, like in 1995’s Clock Tower for the Super Famicom, but the Japanese style still felt distinct. Instead of the American style visual puzzles, Japanese style adventure games started to emphasize long stretches of dialogue and more in-depth characterization. It tended to be a much more linear design, and interactivity generally took a backseat. In Japan, the genre was starting to split into two distinctive flavors - adventure games with more interactivity and puzzles, labeled ADVs, and the adventure games with almost no interaction, called NVLs. Both styles were lumped together under another new name: ‘Visual Novels’. And while the American market was collapsing in the late 90’s under the strain of scope creep, exploding budgets, and mechanics that were quickly becoming old-fashioned, the Japanese style’s focus on characterization was aging much better. In the year 2000, Capcom gave Shu Takumi free rein to take half a year to make any kind of game he wanted. Takumi had a passion for mystery novels, so he took the opportunity to make his dream mystery game. He centered the game around a lawyer, which immediately got pushback from his bosses, who feared the concept would be tough to sell. But since he had a mandate to make whatever game he wanted, he pressed on. With a team of 7 relatively inexperienced developers, including himself, they finished the first Ace Attorney game for the Gameboy Advance in 2001. The game is split into two phases: investigation and trial. It’s largely an ADV-style visual novel with some light interaction during the investigation phase. You go around static environments in a first-person perspective, talking to characters and investigating crime scenes to uncover evidence to reveal the true nature of the crime. The interactive elements do suffer from the typical adventure game problems of pixel hunting and bits of moon logic, especially in the earlier games in the series, but the plot’s linear design and streamlined structure helps mitigate the problem a little. The trial segments are where the game shines. During trials, you have to not only prove your client’s innocence but also reveal the true culprit who 95% of the time ends up being one of the witnesses because apparently you're the luckiest lawyer in the world. You perform cross-examinations of witnesses and uncover contradictions using the evidence you either found in the investigation segment or obtained during the trial. It’s a much more integrated puzzle design than the usual point-and-click adventure game puzzles. Using inventory items to contradict testimony feels way more intertwined into the story than, say, Gabriel Knight’s cat hair mustache disguise. Or the part in King’s Quest V where you murder a yeti with a pie in the face, even if the basic mechanics of the puzzles aren’t all that different from each other. The first Phoenix Wright game wasn’t a rousing success, but it did well enough for Capcom to task Takumi to write two more sequels and make the series a trilogy. The sequels would be brought over on the Nintendo DS starting in 2005. The tension building courtroom segments and cross examinations made the game stand out in the genre, and Phoenix Wright became one of the first visual novel adventure games to really catch on in the West. While still niche, the series sold over 7 million copies worldwide with 6 mainline entries, 5 spinoffs, an anime adaptation, a live action movie, and even a few crossover cameos. And it wouldn’t be the last visual novel to find an audience outside of Japan. Level-5 would also create a very successful visual novel. Professor Layton and the Curious Village was released in 2007 for the Nintendo DS and was another ADV style game where you investigated a large scale mystery with an emphasis on isolated puzzles between story segments. The game had a charming cast, and a wonderfully quirky art style, and caught on in the West as well. They made a buuuunch of them, too. They even made a spinoff game in the Ace Attorney series! Chunsoft, the little company that developed the Famicom port of Portopia, was chugging along as well. They found success with the first five Dragon Quest games, they created the Mystery Dungeon series, but also here and there they developed and published more visual novels. Most of them were geared for the Japanese marketplace, but in 2009 Chunsoft made ‘9 Hours, 9 Persons, and 9 Doors’ (everyone just calls it 999). 999 stars Junpei, a young man trapped with 8 other people on a cruise ship, fighting against an enigmatic mastermind named Zero. The game is filled with elaborate puzzle sequences placed in between lengthy story segments. It’s part of the ‘escape the room’ adventure game subgenre, with a heavier emphasis on puzzle-solving and investigating isolated rooms for items and clues to help you escape. 999’s story featured a branching path structure that lead you to multiple endings, including some dead ends. It was designed for you to go back in time and explore these narrative branches to get a more complete picture of the story. The game was a commercial failure in Japan, but in the US it was a shocking hit. The game sold well enough for Chunsoft to make two more, making 999 the first part of the Zero Escape trilogy. Besides Chunsoft, Level 5 and Capcom, there was another new studio finding success in the west: Spike. Spike was largely made up of developers laid off in the year 2000 from Human Entertainment, the makers of Clock Tower. A year after 999, Spike released their twisted and stylish take on the visual novel: Danganronpa. In it, you play as Makoto, a high school student trapped along with a group of other very talented students in your new school for the gifted. The cast is pitted against each other in a vicious battle royale set up by Monokuma, an evil robotic bear. To escape the school, one of the classmates must get away with murder, and not get caught by the others. The majority of the game isn’t too far off from Ace Attorney. You investigate a series of crime scenes to find clues and use logic to find holes in heated group debates as you work to determine who the killers are, all while the cast slowly whittles down. Trials are a little different from Ace Attorney, with a light rail shooter twist where you literally shoot through the arguments of your fellow classmates. There are also dating sim elements in between the investigations and trials where you can learn more about the cast. Just don’t get too attached, ‘cause they drop like flies. Both Spike and Chunsoft were bought by Dwango, and the two companies merged to form... Spike Chunsoft. The combined company went on to release a bunch of sequels for both Zero Escape and Danganronpa. Around the same time that Ace Attorney was making waves in the States, Europe was experimenting with the genre, too. Back in France, Quantic Dream’s next major game was 2005’s Fahrenheit, or Indigo Prophecy in the US. It was an adventure game with a much more cinematic angle, closer to an interactive film with a ‘choose your own adventure’ structure built-in. It featured multiple branching narrative paths and an abundance of quick-time events, elaborate setpieces, and motion-captured animation. It paved the way not only for Quantic Dream’s future titles like Heavy Rain and Detroit, but other cinematic games. So in the mid-2000s, Europe had a stable adventure game pipeline and some studios were experimenting with a more cinematic angle. Japanese publishers had found success with visual novels, focusing on deeper characterization and more integrated puzzle design. Time to check back in on the US. The American adventure game scene was trying to restart itself. Right after the fall of Sierra and LucasArts, there were still other small American studios creating point-and-click style adventure games. Her Interactive had been putting out a couple of Nancy Drew games each year. Each was much smaller in scale than the late Sierra and LucasArts games, but they were for a fanbase that wasn’t often catered to in the US. The lower costs of production and dedication of its fans meant the company wasn’t going to go bankrupt with a niche style of game. Elsewhere, after LucasArts cancelled a planned Sam and Max sequel and stopped developing adventure games, three former employees ventured out to keep the genre alive. In 2004, Kevin Bruner, Troy Molander and Dan Connors started Telltale, an indie studio dedicated to making classic style, shorter adventure games. They chose smaller licensed properties to focus on, and created adventure games for Bone, Wallace and Gromit, and my personal favorite: Strong Bad’s Cool Game 4 Attractive People. They even picked up the rights to make another ‘Sam and Max’ game themselves. They were building their games on an in-house engine, and it let them crank out small-scale releases fairly rapidly. They were one of the pioneers to the episodic game release schedule, which made it less financially risky to develop a big game on a long timeline. Early Telltale games were firmly in the old point-and-click style, with maybe a smidge more puzzle-focus in games like Puzzle Agent, but nothing revolutionary. None of the early Telltale games were huge hits, but their writing, the dedication of the fanbases of their licensed properties and, really, the lack of other options for point-and-click adventure fans at the time led them to rack up lots of modest successes. In the late 2000s, Telltale started signing bigger licenses left and right, like Back to the Future and Jurassic Park. They were also beginning to play around with the traditional point-and-click adventure formula. Jurassic Park was poorly received, but it did hint towards how their design was changing. It was starting to mix in things that the international developers were doing, implementing branching narratives and quicktime events to add some tension to their dialogue trees, and focusing on characterization more than puzzle solving. But the design would click into place in their next big licensed game: The Walking Dead. The Walking Dead focused on quick, narrative-driven decision making, with lots of branching dialogue paths that affected story events immediately and through later episodes. Whatever you did, characters would remember that. Branching dialogue trees and deeper characterization had been successful in Japanese-style adventure games and visual novels, and in Quantic Dream’s later games like Heavy Rain. It made the games feel much more cinematic, but still interactive, and by tying it to a pop culture juggernaut like The Walking Dead circa 2012, it was explosive for sales. The Walking Dead took home lots of Game of the Year awards, sold millions of copies, and led to a major expansion of Telltale’s ambitions. The American adventure game landscape had regained some momentum, and there were a lot of veteran developers that were taking notice. After the crash of the adventure game market in the 90s, publishers were very reluctant to give a second thought to a pitch for a new adventure game. In 2005, Ron Gilbert wrote “From first-hand experience, I can tell you that if you even utter the words "adventure game" in a meeting with a publisher you can just pack up your spiffy concept art and leave. You'd get a better reaction by announcing that you have the plague.“ The audience was too small, the budgets needed were too large. But by early 2012, it had been more than a decade since the collapse. Was that all still true? This was a couple months before The Walking Dead would be released, so it was still an open question. Maybe there would be an audience again, but how could you get a new adventure game off the ground? Hmm, maybe there was a way to… kickstart… development. In 2012, Kickstarter was a niche, but promising platform for directly funding projects. Tim Schafer thought to use Kickstarter to get around the publisher reluctance to fund the classic style adventure game. He made a compelling pitch. For just $400k, Tim Schafer and the developers at Double Fine, a company created by people caught in a wave of LucasArts layoffs, would make another classic point-and-click adventure game and create a documentary of the entire development process. For Tim Schafer, it was a really low-risk way to fund development - get the money and prove interest up front. For the gamers funding the project, it seemed low-risk, too. Double Fine had the track record, it felt a lot like pre-ordering the game, and it seemed like the best way to get another point-and-click adventure made. The Kickstarter was a MASSIVE success. It met the funding goal in nine hours, and wound up raising $3.3 million. With that increase in funds came an opportunity for Tim Schafer to broaden the scope of the game, whose development time increased substantially. The game, now named Broken Age, had originally been estimated at less than a year of development. After the Kickstarter ended, it expanded to one that would take 3 years to complete. Their documentary, which is fantastic by the way, explained in great detail how that scope creep happened. However, the scope had increased to something that would cost more than what the Kickstarter campaign brought in. To help finish the game, it was then split into two acts, with the first releasing in early 2014, and the sales for the first act funding the development of the second. The entire game was finished and released by mid-2015 to decent, but not spectacular reviews. They had successfully made an old-style point-and-click adventure, but Broken Age was striking in how much its design, development and release mirrored the 90’s adventure games it was emulating. Much of the design problems that plagued the last wave of American adventure games were still there in Broken Age. Nonsense, obtuse, trial-and-error puzzles. Repetitive VO. Dull, very slow gameplay. The split into two acts dragged out the experience for the original backers, and there was a lot of repetition from the first act. But the writing was solid if nothing spectacular. The game was totally serviceable but other than the novel way it was funded, it just wasn’t groundbreaking anymore. The success of the Double Fine Kickstarter led the creators of Gabriel Knight, Leisure Suit Larry, Space Quest, Broken Sword, and Tex Murphy to each make their own successful Kickstarter pitches. Some wanted to reboot their franchises directly, and some chose to make spiritual successors, like Ron Gilbert’s Thimbleweed Park. The games that made it to release were all perfectly fine as games, but that wave did not lead to a sustained revival of the style. It just confirmed that the design issues of the 90’s games were still issues, and even though the games could do alright as comfy nostalgic throwbacks, that design wasn’t a recipe for a new breakout hit. Though, Telltale wasn’t faring much better. After The Walking Dead, the studio released The Wolf Among Us, which also came out to very solid reviews. The studio expanded dramatically, quadrupling their employee count over the next few years. They acquired even more major licenses, like Game of Thrones, Borderlands, Minecraft, Batman, and Guardians of the Galaxy. But quickly, developmental and creative problems appeared. The company had signed up to make a ton of games, and was struggling to develop them on tight deadlines. The Telltale Tool, their in-house engine, was not helping either. They used it to make almost every one of their games since the very beginning and by the mid-2010s it was positively ancient. Game after game, episode after episode, the same bugs were popping up again and again. Their games could look really rough at times. It couldn’t do dynamic lighting. It didn’t have a physics engine yet. Any scene with physics had to be animated manually. Telltale simply did not have enough time or resources to spare to modernize the engine. But the biggest problem was with Telltale’s hallmark - the branching dialogue trees. The system was lauded at first because it felt like the branching paths impacted the story. But as all of their series continued on, it became more clear that the choices didn’t matter as much as they advertised. Lots of dialogue options would resolve with minute differences and quickly rejoin the same point. At best your choices would change the tone of the narrative, but too often the way the paths were handled felt like they were hand-waved away, or written out of the story. Making dialogue trees matter is inherently a very tough problem, but by the end, it was becoming clear that the major selling point of the Telltale style of games was mostly smoke and mirrors. Developers were under extreme pressure to crank out game after game, with perpetual crunch killing studio morale. But the games were coming out buggy, underwhelming, and similar to a fault to Telltale’s previous work. Sales suffered. Nothing was living up to the first Walking Dead game, and the company was hurting financially. They signed a deal to adapt their Minecraft game for Netflix, and make a Stranger Things one too, and chose to build it on Unity instead of the Telltale Tool. But by this point it was too late. The Minecraft game came out, but the stream of mediocre to bad sales had taken their toll. After having announced a second season of Game of Thrones and The Wolf Among Us, and before Stranger Things could be released, Telltale suddenly laid off 90% of their employees and soon after filed for bankruptcy. Telltale’s story is strikingly similar to the fall of Sierra and LucasArts two decades earlier. They caught fire with a new spin on an old genre, found massive success, started making bigger and more expensive games, became trapped by their toolset, saw their sales decline dramatically after a few too many underwhelming and same-y releases, and closed up shop. But this time, the adventure game market isn’t collapsing alongside Telltale. This time, there’s a much healthier indie scene pumping out new and interesting spins on the adventure game. Games like Gone Home, Firewatch, Oxenfree, The Stanley Parable, Dear Esther, Tacoma, Edith Finch, basically the entire Walking Sim genre are takes on the adventure game as a vehicle for story-driven exploration, just without the contrived gameplay that bogged down the point-and-click style adventures. Steins Gate, Hatoful Boyfriend, all of these ones, and Doki Doki Literature Club tilt the balance even further to the narrative side, which is all of what some wanted from their adventure games. Botanicula, Deponia, Gemini Rue, and Resonance put modern design sensibilities onto the old-style point-and-click formula. And other games like Detective Grimroir, Ghost Trick, The Witness, Her Story, and The Room are all takes on the adventure game as a vehicle for comprehensive puzzles, with a little more narrative to keep it all more coherent than the basic puzzle game. The genre has split and splintered, but it’s as popular as it has ever been, and much more stable, without the chance of disappearing by the failure of a few companies. Adventure games may not be exactly what they used to be, but that’s a change for the better. Adventure games are alive and well. *chill vibes outro from Professor Layton and the Unwound Future*
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Channel: Design Doc
Views: 125,765
Rating: 4.9602671 out of 5
Keywords: Danganronpa, Phoenix Wright, Ace Attorney, Spike, Chunsoft, Zero Escape, 999, Quantic Dream, Telltale, Omikron, The Nomad Soul, Fahrenheit, Indigo Prophecy, Kickstarter, Broken Age, Professor Layton, Trigger Happy Havoc, Heavy Rain, Thimbleweed Park, Ron Gilbert, Tim Schafer, Walking Dead, SBCG4AP, Nancy Drew, Capcom, Adventure game, Visual Novel, Double Fine, Syberia, Longest Journey, Hideo Kojima, Game Design, Gaming History, Game Genre, Modern games
Id: bSbikcGyQC0
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Length: 22min 59sec (1379 seconds)
Published: Thu Dec 12 2019
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