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AIAS Game Deconstruction GroupRed Dead Redemption Teddy Diefenbach Ryan Watterson Mike Sennott
Red Dead Redemption ,[object Object]
Developed by Rockstar San Diego
Xbox 360 and Playstation 3
Released May 18th, 2010,[object Object]
Open world third-person shooter
Metacritic score: 95
2.47 million copies sold in US (NPD Group),[object Object]
Overview Focus on Single Player Aesthetic & World Gameplay Story Takeaways Questions / Further Discussion
Aesthetic & World
Game Demo Overview
Video Red Dead Scenery Time Lapse http://www.eurogamer.net/articles/digitalfoundry-red-dead-redemption-time-lapse
Storytelling Styles Theater Influence vs Film Influence
Video Red Dead Mission Flow http://www.youtube.com/watch?v=Oq12n_Vrehc&feature=fvw http://www.youtube.com/watch?v=ux0rhMxgoe8&feature=fvw
Theater Influence Components: Dynamic Viewpoint Acting Blocking Props Compelling Execution: Mid-Action Scenes, Corralling Cattle, En Route to Event  Non-compelling Execution: Long Rides in Mexico, Rides Connecting Locations
Components of Successful Scenes Short Length Compelling Tasks: - Corralling Cattle - Saving Farmers Good Gameplay Pacing: - Rising Action, adding suspense to    upcoming heavy action - Breathing Room Meaningful Content
Sacrifices Hard Control: - Visual Composition - Focus Points Detailed Visual Information: - Close-Ups Comfort: - Techniques are still developing - Film expertise is available
Further Opportunities High Quality Acting/Animation: - Physicality - Listening and Reacting Strong Blocking: - Actors making meaningful use of stage space - Interesting and Compelling Props
Cues on Dynamic Viewpoint Proscenium Stage Theater in the Round Thrust Stage Improvised Stage Street Performance Flash Mobs Parades Protests
Film Influence Components: Cinematography Acting Lighting Compelling Execution: John Marston's Ending, Dutch's Escape from the Blackwater Bank, First Snake Oil Sale – big, interesting and important scenes Non-compelling Execution: Brief, piece-meal scenes; lengthy cinematics for minor events
Components of Successful Scenes Character Intimacy Detailed Visual Information - Facial Expression - Small Props Short Length - Focused Scene Goals Strong Visual Composition
Sacrifices Point of View - (Literary) Limited First Person in Game - (Literary) Limited Third Person as Camera Agency Kinetic Energy The Scenes Themselves - Scenes that can be skipped will be skipped Investment in New Techniques: - Game Style Cinematography 	- Isometric, over the shoulder, side-view, etc. - Theater Techniques
Use of Music Musical Reflecting Narrative Themes Western Latin Guitar Jazz Creative use of Soundtrack (versus Score) “Far Away” by Jose Gonzalez
Video Red Dead “Far Away” Sequence in Mexico http://www.youtube.com/watch?v=qGuYQ-VtfFY&feature=related
Why Does This Work? 4 Minute Song! But it’s “loopable” Interruptible, consistent tone Always after HEAVY Action, during passive action
Game Demo World Population
Gameplay
Compelling Control Mechanics Horseshoes Carriage Horse Capturing Fiver Finger Fillet Horse Riding
Auto-Aim Well Executed Easy to Learn, High Depth - Usable in Single Player 	- Works well along side cover & recover gameplay - Usable by players of any skill level - Balanced as a mechanic in multiplayer 	- Less useful at longer ranges against moving opponents 	- Manually putting lead time in front of the shot is necessary Serves as both a crutch for new and unskilled players Adds to gameplay depth, rather than compromising it
Mini Map Effect Nearly empty HUD Mini Map inherited from GTA IV Radar Dependency
Game Demo Mini Map
Non-Diegetic UI Constantly Accessing the Menu - Map - Costume Information - Journal - Entering Multiplayer - Stats Breaks Immersion Solutions: - Stylize the menu to work within the fiction - Find a diegetic solution that integrates the data with the game world
Diversions
Unfinished and Duplicative Features Duplicative: - Open World - Weapon and Horse Progression Unfinished: - Gathering - Honor
GLITCH BREAK!
Glitches Video http://www.youtube.com/watch?v=gnyJRUnC34s
Story
“In Due Time…” Plot Structure Inherited from Film + 20+ Hour Game = “In Due Time…” Hook Film Structure Problem
The Ending(s) Marston’s New Life:  The Hollywood Ending
Video Dutch’s End http://www.youtube.com/watch?v=qzZjt-2ZwRk
The Ending(s) A Gutsy Move:  The Ending?
Video John Marston’s End http://www.youtube.com/watch?v=-9832BrE2q4
The Ending(s) Remember My Family:  Epilogue as Ending
Video Jack Marston’s Justice http://www.youtube.com/watch?v=p0QMik5w1DY
The Ending(s) Games vs. Film & Literature:  The Comfort of Ending
Linearity as Theme "My side ain't chosen.  My side was given."  -John Marston "Actions have consequences, Mr. Marston!  You can't just buy a few chickens and expect it to go away. You can't erase the past, John!  But we can." -Edgar Ross
Weak Characters Based on Stereotypes: - Historical (Wes Dickens) - Ethnic (Irish, Indian) - Class (Colonel Allende, Bonnie) - Some exceptions (Dutch, Edgar Ross, MacDougal)  No Character Arcs: - Characters' only purpose is to reveal information 	- Their backstory 	- The world and their opinions on it - No characters face difficult decisions, grow or change

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July 2010 Game Deconstruction Group - Red Dead Redemption

  • 1.
  • 2. AIAS Game Deconstruction GroupRed Dead Redemption Teddy Diefenbach Ryan Watterson Mike Sennott
  • 3.
  • 5. Xbox 360 and Playstation 3
  • 6.
  • 9.
  • 10. Overview Focus on Single Player Aesthetic & World Gameplay Story Takeaways Questions / Further Discussion
  • 13. Video Red Dead Scenery Time Lapse http://www.eurogamer.net/articles/digitalfoundry-red-dead-redemption-time-lapse
  • 14. Storytelling Styles Theater Influence vs Film Influence
  • 15. Video Red Dead Mission Flow http://www.youtube.com/watch?v=Oq12n_Vrehc&feature=fvw http://www.youtube.com/watch?v=ux0rhMxgoe8&feature=fvw
  • 16. Theater Influence Components: Dynamic Viewpoint Acting Blocking Props Compelling Execution: Mid-Action Scenes, Corralling Cattle, En Route to Event Non-compelling Execution: Long Rides in Mexico, Rides Connecting Locations
  • 17. Components of Successful Scenes Short Length Compelling Tasks: - Corralling Cattle - Saving Farmers Good Gameplay Pacing: - Rising Action, adding suspense to upcoming heavy action - Breathing Room Meaningful Content
  • 18. Sacrifices Hard Control: - Visual Composition - Focus Points Detailed Visual Information: - Close-Ups Comfort: - Techniques are still developing - Film expertise is available
  • 19. Further Opportunities High Quality Acting/Animation: - Physicality - Listening and Reacting Strong Blocking: - Actors making meaningful use of stage space - Interesting and Compelling Props
  • 20. Cues on Dynamic Viewpoint Proscenium Stage Theater in the Round Thrust Stage Improvised Stage Street Performance Flash Mobs Parades Protests
  • 21. Film Influence Components: Cinematography Acting Lighting Compelling Execution: John Marston's Ending, Dutch's Escape from the Blackwater Bank, First Snake Oil Sale – big, interesting and important scenes Non-compelling Execution: Brief, piece-meal scenes; lengthy cinematics for minor events
  • 22. Components of Successful Scenes Character Intimacy Detailed Visual Information - Facial Expression - Small Props Short Length - Focused Scene Goals Strong Visual Composition
  • 23. Sacrifices Point of View - (Literary) Limited First Person in Game - (Literary) Limited Third Person as Camera Agency Kinetic Energy The Scenes Themselves - Scenes that can be skipped will be skipped Investment in New Techniques: - Game Style Cinematography - Isometric, over the shoulder, side-view, etc. - Theater Techniques
  • 24. Use of Music Musical Reflecting Narrative Themes Western Latin Guitar Jazz Creative use of Soundtrack (versus Score) “Far Away” by Jose Gonzalez
  • 25. Video Red Dead “Far Away” Sequence in Mexico http://www.youtube.com/watch?v=qGuYQ-VtfFY&feature=related
  • 26. Why Does This Work? 4 Minute Song! But it’s “loopable” Interruptible, consistent tone Always after HEAVY Action, during passive action
  • 27. Game Demo World Population
  • 29. Compelling Control Mechanics Horseshoes Carriage Horse Capturing Fiver Finger Fillet Horse Riding
  • 30. Auto-Aim Well Executed Easy to Learn, High Depth - Usable in Single Player - Works well along side cover & recover gameplay - Usable by players of any skill level - Balanced as a mechanic in multiplayer - Less useful at longer ranges against moving opponents - Manually putting lead time in front of the shot is necessary Serves as both a crutch for new and unskilled players Adds to gameplay depth, rather than compromising it
  • 31. Mini Map Effect Nearly empty HUD Mini Map inherited from GTA IV Radar Dependency
  • 33. Non-Diegetic UI Constantly Accessing the Menu - Map - Costume Information - Journal - Entering Multiplayer - Stats Breaks Immersion Solutions: - Stylize the menu to work within the fiction - Find a diegetic solution that integrates the data with the game world
  • 35. Unfinished and Duplicative Features Duplicative: - Open World - Weapon and Horse Progression Unfinished: - Gathering - Honor
  • 38. Story
  • 39. “In Due Time…” Plot Structure Inherited from Film + 20+ Hour Game = “In Due Time…” Hook Film Structure Problem
  • 40. The Ending(s) Marston’s New Life: The Hollywood Ending
  • 41. Video Dutch’s End http://www.youtube.com/watch?v=qzZjt-2ZwRk
  • 42. The Ending(s) A Gutsy Move: The Ending?
  • 43. Video John Marston’s End http://www.youtube.com/watch?v=-9832BrE2q4
  • 44. The Ending(s) Remember My Family: Epilogue as Ending
  • 45. Video Jack Marston’s Justice http://www.youtube.com/watch?v=p0QMik5w1DY
  • 46. The Ending(s) Games vs. Film & Literature: The Comfort of Ending
  • 47. Linearity as Theme "My side ain't chosen. My side was given." -John Marston "Actions have consequences, Mr. Marston! You can't just buy a few chickens and expect it to go away. You can't erase the past, John! But we can." -Edgar Ross
  • 48. Weak Characters Based on Stereotypes: - Historical (Wes Dickens) - Ethnic (Irish, Indian) - Class (Colonel Allende, Bonnie) - Some exceptions (Dutch, Edgar Ross, MacDougal) No Character Arcs: - Characters' only purpose is to reveal information - Their backstory - The world and their opinions on it - No characters face difficult decisions, grow or change
  • 49.
  • 50. 15 (plus one extra)
  • 51.
  • 52. Takeaways Balancing Cinematic and Open World Relationship with Film Glitch Happens Theme Versus Player Experience
  • 53. Questions / Discussion Teddy Diefenbach Mike Sennott Ryan Watterson

Notes de l'éditeur

  1. “Far Away” by Jose Gonzalez“Compass” by Jamie Lidell“Bury Me Not on the Lone Prairie” by William Elliot Whitmore“Deadman’s Gun” by Ashtar Command (closing credits)
  2. Glitches Video