The Secret Lives of NPCs: 'Wayward Strand'
Introduction and Acknowledgements
The speakers introduce themselves as Georgia Simmons and Jason Becker, the Narrative co-directors of Ghost Pattern studio. They acknowledge the indigenous lands on which their game was made and pay respects to the elders.
Introducing Ghost Pattern Studio
- Georgia Simmons and Jason Becker are the Narrative co-directors of Ghost Pattern studio.
- The studio is based in Nam or Melbourne, Australia.
- They acknowledge that their game, Wayward Strand, was made on the lands of the Wurundjeri and Boonwurrung people.
- They pay respect to the elders past and present.
Acknowledging Indigenous Lands
- The speakers acknowledge that they are meeting on unseated lands of the remote alone people.
- They encourage viewers to visit remoteish.org to learn more about this community and donate if possible.
- Building relationships with First Nation groups in one's own community is also encouraged.
Overview of Wayward Strand
The speakers provide an overview of their debut title, Wayward Strand, a narrative game set in Regional Australia in 1978. Players assume the role of Casey, a 14-year-old girl who spends time with patients in an aged care ward while her mother works as head nurse on an airship hospital.
Setting and Protagonist
- Wayward Strand is set in Regional Australia in 1978.
- Players control Casey, a 14-year-old girl whose mother is the head nurse at a hospital on an airship suspended above a small town.
- During summer holidays, Casey accompanies her mother to work and spends time with patients in the aged care ward.
Real-Time Narrative Structure
- NPCs (non-player characters) have their own narratives that unfold simultaneously regardless of player location.
- The abundance of characters and stories creates a rich world for players to explore.
- The game aims to transport players into an alternative world through the design and development of NPCs and their journeys.
Talk Structure and Topics
The speakers outline the structure of their talk, which will cover various aspects of developing Wayward Strand's real-time narrative structure. They mention providing context about the game, discussing studio values, character consultation, technical details, bringing the narrative to life, and sharing lessons learned.
Talk Structure
- The talk will provide more context about Wayward Strand and the team behind it.
- Studio values that shaped the game will be discussed.
- Character consultation process will be explained.
- Technical and design details of plotting simultaneous stories will be explored.
- Implementation aspects of bringing the narrative to life will be covered.
- Lessons learned throughout the development process will be shared.
Going Through Challenges in Real-Time Narrative Development
The speakers emphasize that developing a real-time narrative game like Wayward Strand was challenging. They had to look outside games for inspiration, draw from music and literature, incorporate immersive theater show elements in dialogue writing, and use unconventional processes with limited resources.
Challenging Development Process
- Developing a real-time narrative game presented significant challenges.
- Inspiration was drawn from sources beyond games such as music and literature.
- Dialogue was written like an immersive theater show and recorded like a film.
- Unconventional processes were used due to limited resources but with determination to go through challenges.
Encouragement for Dev Journey
The speakers encourage aspiring developers with narrative game ideas to start their journey without waiting until they know everything. They highlight the importance of going through the process and learning along the way.
Starting the Dev Journey
- Aspiring developers with narrative game ideas should not wait until they know everything.
- The speakers encourage starting the journey and going through challenges.
- Learning from experiences and adapting along the way is crucial.
Gameplay Dialogue Example
A gameplay dialogue example from Wayward Strand is shown, featuring Casey interacting with a patient named Esther. The dialogue showcases the game's narrative elements.
Gameplay Dialogue Example
- Casey interacts with a patient named Esther.
- Esther asks for Casey's name, and they engage in conversation.
- The dialogue demonstrates the narrative elements of Wayward Strand.
Overview of Wayward Strand
The speakers provide another overview of Wayward Strand, reiterating that it is their debut title. They mention that players assume the role of Casey, a 14-year-old girl who spends time with patients in an aged care ward on an airship hospital suspended above a small town in Regional Australia in 1978.
Reiteration of Game Overview
- Wayward Strand is Ghost Pattern studio's debut title.
- Players control Casey, a 14-year-old girl whose mother works as head nurse on an airship hospital.
- The game is set in Regional Australia in 1978.
- Casey spends time with patients in an aged care ward during her summer holidays.
The Team and Their Backgrounds
This section introduces the team behind the game "Wayward Strand" and highlights their diverse backgrounds and experiences.
Team Composition
- The core team consists of 33 individuals with diverse backgrounds.
- They come from non-binary, women, people of color, neurodiverse, new parents, and working-class backgrounds.
- Their professional backgrounds include theater, music, comics, v-tubing, and more.
Representation in Games
- The team acknowledges that video games often lack representation for people like them.
- They aim to create games that go beyond stereotypical portrayals of marginalized groups.
- "Wayward Strand" focuses on giving agency to NPCs rather than solely catering to player desires.
Narrative Team
- The narrative team is responsible for the storytelling aspects of the game.
- Their focus includes narrative writing, voice-over direction, casting, and other related tasks.
- Despite different professional backgrounds (writing/theater vs. programming), they complemented each other well.
Inspirations for Wayward Strand
This section discusses the initial inspirations behind the game "Wayward Strand" and its unique approach to storytelling.
Personal Relationships with Older People
- The team drew inspiration from personal relationships with older individuals in their lives.
- They wanted to explore the richness of older people's lives beyond typical mentor or knowledge-giver roles portrayed in media.
Real-Time Storytelling
- "Wayward Strand" takes place over three in-game days where characters live out their daily routines within view of the player.
- This allows for a more realistic representation of how stories unfold in real life with messy moments and mundane activities included.
Embracing Reality
- The game incorporates elements like character bathroom schedules without significant narrative consequences.
- By including these everyday moments, it aims to reflect the reality of life that often goes unnoticed in traditional linear storytelling.
Consultation and Honoring Relationships
This section highlights the team's commitment to consultation and honoring diverse lived experiences in the game development process.
Broad Range of Lived Experiences
- The game features characters with various lived experiences, including different ages, chronic illnesses, queer identities, First Nations representation, and healthcare workers.
- It was crucial for the team to engage in consultation from the beginning to ensure authentic portrayals.
Importance of Consultation
- Consulting with individuals who share similar backgrounds or experiences as the characters helped shape their narratives.
- The team aimed to show the richness of these characters' lives through meaningful representation.
Commitment Throughout Development
- The team maintained their commitment to consultation throughout the entire development journey.
- They prioritized honoring relationships and ensuring accurate portrayals until the end.
Timestamps are provided at relevant points in each section.
Consultation with Traditional Owners and Land Council
The development team of the game "Wayward Strand" consulted with the Bonnarong Land Council, the traditional owner group representing the First Peoples of the area where the game is set. They discussed locations, landmarks, and Aboriginal characters to ensure cultural sensitivity and representation.
Engaging with Bonnarong Land Council
- The development team had an initial meeting with the Bonnarong Land Council to discuss potential locations and cultural landmarks for the game.
- Questions were raised about appropriate Aboriginal characters to be represented in the game.
- These early conversations led to the creation of Ted, a beloved character who is a cable car operator with a secret ambition to write comic books.
Ongoing Consultation
- The development team continued consulting with various members of the land council, including Bonnarong Elders.
- Principles of consultation included engaging from the start and ensuring that nothing was included in the game without proper approval.
- Collaboration allowed for both correction of ideas and contribution to creative development by land council representatives.
Agency and Input from Land Council
- The land council had agency in determining how their culture would be displayed on screen and communicated to players.
- The relationship between the development team and land council remained ongoing throughout voice-over casting and direction.
- Input from land council members influenced decisions such as character voices, leading to authentic representation.
Responsive Consultation during Game Development
The unique storytelling structure of "Wayward Strand" allowed for responsive consultation throughout its development. Changes could be made without disrupting critical elements of a linear storyline. Various consultants, including Dementia Australia CEO Kate Swaffer, contributed their expertise.
Simultaneous Stories Approach
- In "Wayward Strand," non-playable characters (NPCs) were designed not just to wait for players but rather engage with them.
- The game aimed to create an experience where players had to keep up with NPCs, listen to them, and play in service of their stories.
- This approach was inspired by immersive theater and aimed to provide a more interactive and engaging gameplay experience.
Consultation with Experts
- Dementia Australia CEO Kate Swaffer, who lives with dementia herself, provided valuable insights as a consultant for the game.
- Goldie, the art director's mother who worked as a nurse in hospitals in the 70s, shared her knowledge of that experience.
- Team members with lived experiences related to single parenthood, gender identity, race, class, and chronic illness also contributed to the game's development.
Script Changes during Recording
- Actors brought cultural knowledge and personal experiences into their performances.
- Critical script changes were made during the recording process based on actor input.
- An example is changing a character's wife's name from "Alter" (which had negative connotations in German) to "Anna" for cultural sensitivity.
Player Experience and Immersive Theater Inspiration
The unique storytelling structure of "Wayward Strand" allowed for an immersive player experience where no one waits for the player. The concept was inspired by immersive theater and brought theatrical knowledge into game development.
Non-Waiting NPCs
- In most games, NPCs have looped animations while waiting for players. In "Wayward Strand," NPCs were designed not to wait but rather engage actively with players.
- Players had to keep up with NPCs' stories, listen attentively, and play in service of their narratives.
Immersive Theater Influence
- The idea of non-waiting NPCs was inspired by immersive theater techniques.
- The background of one team member in theater contributed to bringing this knowledge into game development.
Timestamps are approximate and may vary slightly depending on the source video.
New Section
In this section, the speaker discusses the goal of creating a satisfying narrative journey in a game. They explain that satisfaction may not always be the desired emotion and that they aimed to create an experience that allows for boredom, frustration, and uncertainty. The speaker also mentions feedback from reviews that supported this approach.
Focusing on Experience Rather Than Satisfaction
- The goal is not just to provide satisfaction in the game.
- The game is about a teenage girl spending time with elderly people during her summer holidays.
- The aim is to create an experience that includes emotions like boredom, frustration, and uncertainty.
- Reviews have mentioned similar sentiments about moments of uncertainty adding to the overall feeling of being in the protagonist's shoes.
New Section
In this section, the speaker discusses how they wanted to break away from traditional narrative shapes and structures. They mention a book on architecture as inspiration for thinking about different narrative shapes. The speaker emphasizes the freedom and creativity in exploring various story structures.
Breaking Away from Traditional Narrative Shapes
- Traditional narrative shapes can be limiting and predictable.
- Inspired by an architecture book that shows different geometric diagrams as organizing principles for buildings.
- Creative writing courses often teach only one story shape: rising action leading to climax and resolution.
- This traditional structure is considered played out and tired.
- Wayward Strand aims to have a more fun and diverse narrative shape resembling a star with parallel strands coming together at gather points.
- The player has moments of deep connection as well as moments of boredom or uncertainty.
New Section
In this section, the speaker explains their process of structuring and plotting the game. They show a visual representation of their plotting document which includes different events happening throughout the game. They discuss scheduled scenes and incidental scenes, highlighting the importance of situating the player within the game world.
Structuring and Plotting the Game
- The plotting document is a visual representation of events happening throughout the game.
- Linear time runs from left to right, and each row represents a character.
- Different events are happening simultaneously on different days.
- Scheduled scenes occur at specific times regardless of the player's actions.
- Incidental scenes allow players to interact with characters in a less time-bound or plot-oriented way.
- Incidental scenes were created to bridge the gap between player and game world, mimicking real-life interactions.
New Section
In this section, the speaker discusses how different stories run throughout the game. They explain that each story focuses on specific characters and their experiences. The speaker also mentions that some scenes are called incidental, which provide opportunities for non-linear interactions with characters.
Stories Within the Game
- Different stories run throughout the game, focusing on specific characters' experiences.
- Each story involves multiple characters and explores various aspects of their lives.
- Examples include "Esther Forgotten" centered around Esther's chronic pain experience and involving nursing staff and medical staff.
- Some scenes are called incidental, allowing players to have non-linear interactions with characters during downtime.
New Section
In this section, the speaker provides an overview of their process in structuring and plotting Wayward Strand. They show a wall covered with strands representing different elements of the game. The speaker explains how these strands come together to create a cohesive narrative experience.
Structuring Wayward Strand
- The Melbourne Studio had a wall covered with strands representing different elements of Wayward Strand.
- These strands represent various aspects such as character arcs, events, conversations, etc.
- Each strand contributes to creating a cohesive narrative experience.
- The plotting document provides a detailed overview of the game's structure and events.
New Section
In this section, the speaker discusses the importance of creating incidental scenes in Wayward Strand. They explain that these scenes allow players to catch characters in moments of their own activities, enhancing immersion and connection with the game world.
Creating Incidental Scenes
- Incidental scenes were created to bridge the gap between player and game world.
- These scenes mimic real-life situations where people have their own activities and moments.
- Catching characters in these incidental moments enhances immersion and connection with the game world.
- It adds depth to the overall experience beyond just listening to conversations or occasional interjections.
The Importance of Narrative in Interactive Theater
This section discusses the significance of narrative in interactive theater experiences, such as the play "Sleep No More." The focus is on how the story revolves around the hero and their discoveries.
The Hero's Role and Uncovering Secrets
- Interactive theater, like "Sleep No More," involves wandering through a hotel where various scenes are happening.
- The story primarily revolves around the hero and what they can uncover during their exploration.
- Scenes can be entered midway, allowing for a unique experience each time.
Poetic and Abstract Storytelling in Character Development
This section explores the poetic and abstract nature of storytelling in character development. It also discusses a tool called the Character Relationship Matrix used to define character interactions.
Developing Characters with Poetic Storylines
- The goal was to represent the mundanity of everyday life through poetic and abstract storytelling.
- Initial storylines were created for characters, but interactions between them were encouraged regardless of storyline reasons.
- A Character Relationship Matrix was developed to map out how characters respond to and feel about each other.
Character Relationship Matrix for Defining Narrative
This section explains how a Character Relationship Matrix was used to define narrative elements. It helped identify missing relationships or interactions between characters.
Using a Character Relationship Matrix
- A matrix was created with characters listed on columns and rows.
- Each cell represented how one character responds to or feels about another character.
- This process helped identify missing relationships or interactions within the game's world.
Filling Out Narrative Space: Identifying Missing Elements
This section highlights the process of filling out narrative space by identifying missing elements in the game's world.
Defining Narrative Elements
- The process involved finding ways to identify what was missing in the game's world.
- This included considering relationships and interactions between characters that hadn't been thought of yet.
- The goal was to fill out all possible spaces where narrative elements could exist.
Specific Character Relationships and Perspectives
This section discusses how mapping character relationships helped define specific perspectives and feelings towards each other.
Defining Character Relationships
- Mapping character relationships allowed for specific definitions of how each character feels about another.
- An example is given with Mr. Avery Neil, a self-help book writer who thinks highly of himself, and Ida, his neighbor who finds him bothersome.
- This relationship matrix helped summarize how characters see themselves and their feelings towards others.
Evaluating Plot Summaries: Are They Boring?
This section explores the evaluation of plot summaries and the realization that they may be boring when presented linearly.
Assessing Plot Summaries
- After developing initial character plots and timelines, plot summaries were written to secure funding from publishers.
- Upon reviewing these summaries, it became apparent that they were not interesting when presented linearly.
- The plots were designed for discovery through random bits and pieces rather than a start-to-finish reading experience.
Non-linear Narrative Design: Braiding Bits and Pieces
This section explains the non-linear narrative design approach used in the game to allow players to discover random bits and pieces.
Non-linear Narrative Design
- Plots were designed to allow players to discover random bits and pieces throughout multiple playthroughs.
- Linearly writing out plots felt reductive and didn't capture the experience of discovering elements out of sequence.
- The goal was to braid together different strands of narrative, creating a unique experience for each player.
The Importance of Nuance in Narrative Writing
This section emphasizes the significance of nuance in narrative writing during the game's development process.
Maintaining Nuance in Narrative Writing
- While high-level summaries lack nuance, they served as prompts during the character writing process.
- The team realized that experiencing the game firsthand showcased how well the plots and narratives worked together.
- Building demos and prototypes helped boost confidence in the effectiveness of non-linear storytelling.
Workshop Insights: Dramatic Narrative Structures
This section discusses insights gained from a workshop that led to the creation of dramatic narrative structures.
Workshop Inspiration
- A workshop attended in early 2019 introduced an additional lens for the game's narrative structure.
- The idea emerged to create dramatic narrative structures resembling schedules but focused on character actions throughout three days.
- Each character had their own diagram, simplifying time columns into morning, lunch, and afternoon segments.
Collaborative Development Process
This section highlights the collaborative nature of developing ideas and building upon them as a team.
Collaborative Approach
- The image shows the team working together on creating dramatic narrative structures.
- Collaboration played a significant role not only in generating ideas but also building upon them collectively.
- Each row on these diagrams represented specific actions or events for characters like Esther.
Conclusion: Team Confidence and Iterative Development
This section concludes by highlighting growing confidence within the team due to successful demos and iterative development.
Growing Confidence
- As the team built demos and prototypes, they gained more confidence in the effectiveness of their narrative structures.
- Experiencing the game firsthand showcased how well the non-linear plots worked.
- The collaborative approach and iterative development process contributed to the overall success of the project.
The Structure of the Game
This section discusses the structure of the game and how it was designed to make the world feel bigger than what the player can see within the game.
Designing NPC Columns
- NPCs had columns for morning, lunch, afternoon, and overnight.
- Overnight columns described what happens between days for each character.
- Players could discover these events by chatting with NPCs or overhearing conversations.
Player Character's Narrative Structure
- The player character, Casey, had a different version of the narrative structure.
- Most of the game allowed freedom to explore and interact with others.
- A diagram was created to outline Casey's plot and specific scenes that always happen.
- Bookend scenes were included at the start and end of each day.
Casey's Attitude and Goals
- Considerations were made for Casey's attitude during different periods in the game.
- Notes were made on specific scenes that would always happen for Casey.
- The focus was on what other characters are doing during this time.
Player Motivations and Goals
- Efforts were made to guess what goals players might have during their first playthrough.
- The aim was to ensure encounters in the game aligned with those goals.
Limits and Script Building
- Consideration was given to limits on player actions during certain times.
- Structural elements like recommending characters to talk to were built into scripts.
Colors and Lighting
- Colors and lighting were used to create atmosphere but not directly related to player storylines.
Collaborative Process
This section highlights how collaboration among team members helped define meaningful arcs for each character in the game.
Collaborative Approach
- Team members gathered around physical prints or butcher's papers to collaborate on ideas.
- Sharing ideas, solving problems, and defining character storylines became easier through this process.
Identifying Empty Windows of Time
- The process helped identify empty time periods for characters where their attitude didn't change much.
- This allowed for expansion of the player's experience within a playthrough.
Example: Ted's Storyline
- Ted, a well-defined character, had limited involvement in existing storylines.
- Through collaboration, additional scenes were added to Ted's storyline involving helping his community.
Example: Tomy and Dementia Representation
- Concerns were raised about relying on cliches about dementia instead of lived experiences.
- Consultation with Kate Swaffer, who has lived with dementia, helped provide a more authentic perspective.
Conclusion and Insights
This section concludes the discussion on collaborative processes and insights gained through consultation and teamwork.
Unpacking Cliches About Dementia
- Consultation with Kate Swaffer provided valuable insights into living with dementia.
- The team was able to incorporate these insights into Tomy's storyline.
Expanding Character Storylines
- Collaboration allowed for the inclusion of ideas that may have been initially overlooked.
- Additional scenes were added to various character storylines based on feedback and discussions.
Importance of Collaboration
- Collaborative processes helped define meaningful arcs for each character in the game.
- It facilitated problem-solving, idea sharing, and ensured inclusion of diverse perspectives.
Communication Challenges in Dementia
The speaker discusses how individuals with dementia may have difficulty communicating, leading others to perceive them as non-verbal. They emphasize the importance of taking individuals with dementia seriously and understanding how to effectively communicate with them.
Challenges in Communication
- Individuals with dementia may not talk much or appear non-verbal due to frustration with ineffective communication.
- It is crucial to treat individuals with dementia seriously and learn how to communicate effectively with them.
Empowering the Character "Tommy"
The speaker explains how they incorporated a character named Tommy who eventually speaks to another character in their first language. This decision was made to ensure that the character "Tommy" is an active agent in her own life.
Empowering "Tommy"
- In the game, the character "Tommy" eventually speaks to another character in her first language.
- This choice was made so that "Tommy" is not seen as a puzzle for the player to solve but rather an active agent in her own life.
Enriching Collaboration Process
The speaker describes the enriching process of collaborating and having conversations about various aspects of the game. They express gratitude towards their collaborators for their generosity and contribution.
Collaborative Process
- Engaging in conversations during the development process was incredibly enriching.
- Collaborators were generous, making it a positive experience.
- The collaboration improved the game significantly.
Writing Process and Scene Development
The speaker discusses the writing process involved in creating scenes for the game. They mention that writing scenes required testing out narrative theories and making significant changes to ensure feasibility.
Writing and Scene Development
- Writing scenes involved testing narrative theories and making changes as needed.
- Some assumptions about scene execution did not work when written out or were not feasible from an animation perspective.
- Significant changes were made to certain scenes, such as creating a broken intercom subplot.
Challenges in Script Writing
The speaker highlights the challenges faced during script writing, including the realization of having created numerous complex scenes. They also mention advice received about avoiding creating unnecessary work during game development.
Challenges in Script Writing
- Script printing revealed that there were 1500 pages of content, causing a moment of panic.
- Creating numerous complex scenes unintentionally led to additional workload.
- Advice was received to avoid creating unnecessary work during game development.
Ensuring Consistency and Feasibility
The speaker discusses the importance of ensuring consistency in character voices and making adjustments based on feasibility. They mention using real actors' habits initially but had to adapt for game development.
Consistency and Feasibility
- Ensuring consistent character voices required collaboration between two writers.
- Adjustments were made based on feasibility, considering animation limitations.
- Specific scenes required significant changes from initial plans for better execution.
Incorporating Casey-Specific Content
The speaker explains the process of incorporating Casey-specific content within each character's availability window. This ensured that players always had something to interact with and avoided instances where Casey had nothing to do.
Casey-Specific Content
- Each character's availability window included Casey-specific content.
- Characters who didn't want to interact with Casey were intentional instances rather than oversights.
- Dramatic narrative structure diagrams helped determine focus in dynamic incidental scenes.
Collaboration in Voiceover Recording
The speaker discusses the collaboration involved in voiceover recording and the challenges faced during the scene writing process. They mention the need to keep character voices consistent despite having two writers.
Collaboration in Voiceover Recording
- Voiceover script printing revealed 1500 pages, causing a moment of panic.
- Writing scenes allowed testing of narrative theories and adjustments based on feasibility.
- Keeping character voices consistent required collaboration between two writers.
Adjustments for Feasibility
The speaker explains how adjustments were made to certain scenes to ensure feasibility, such as changing the location of an intercom. They also discuss the importance of maintaining consistency across the game.
Adjustments for Feasibility
- Adjustments were made to scenes to ensure feasibility, such as changing the location of an intercom.
- Consistency across the game was maintained by balancing major and minor stakeholder roles for each writer.
- Each writer had a majority stake in some characters while being a minority stakeholder for others.
Highlighting Character Attitudes
The speaker discusses using dramatic narrative structure diagrams to highlight character attitudes in dynamic incidental scenes. They emphasize that each scene should relate to scheduled scenes and contribute to character development.
Highlighting Character Attitudes
- Dramatic narrative structure diagrams helped determine focus in dynamic incidental scenes.
- Scenes highlighted character attitudes at specific times and related to scheduled scenes.
- Each scene contributed to character development and overall narrative coherence.
Consistency in Character Voices
The speaker explains how they ensured consistency in character voices despite having two writers working on the scripts. They describe three key ways they achieved this.
Consistency in Character Voices
- Consistency in character voices was maintained despite having two writers.
- Major and minor stakeholder roles were assigned to each writer for different characters.
- This approach allowed one writer to set the tone, while the other followed and maintained consistency.
Using Familiar People as Inspiration
The speaker discusses how they used people they knew as inspiration for characters in the game, ensuring a sense of familiarity and authenticity.
Using Familiar People as Inspiration
- Characters in the game were based on people known to the writers.
- Drawing inspiration from familiar individuals added authenticity to character portrayal.
The Importance of Consistency in Character Voices
In this section, the speaker discusses the importance of consistency in character voices and how it was achieved during the game development process.
Consistency in Character Voices
- Having consistent character voices adds depth and flavor to the game.
- Two writers and one editor worked on the game to ensure consistency.
- Jason and the speaker both wrote on the game, but only Jason edited the scenes.
- This allowed for a consistent use of language and portrayal of characters.
- During recording sessions, an actor had a question about their character's line.
- The speaker turned to Jason for an explanation but realized they had forgotten that they had written that scene.
- The script was revised throughout the recording process based on input from actors.
Discoveries through Voiceover Process
This section highlights how the voiceover process led to discoveries about the characters and enhanced the depth of feeling in the game.
Voiceover Process Discoveries
- The voiceover process served as a time of discovery for both actors and developers.
- Actors often brought new insights into their characters during performances.
- Trusting and collaborating with actors resulted in a deeper emotional experience for players.
Revising Scenes Based on Playtesting
This section discusses how playtesting influenced scene revisions, including breaking scenes apart or changing player interactions.
Scene Revisions Based on Playtesting
- Scenes were implemented into Unity with animations after voice recording was completed.
- Playtesting helped identify scenes that felt too long or could benefit from changes in player interactions.
- Some scenes were broken apart or modified based on feedback from playtesters.
Feedback on Wayward Strand
This section reflects on feedback received after releasing Wayward Strand and how the game's narrative form resonated with players.
Feedback on Wayward Strand
- The game received positive feedback overall, indicating that the narrative form was successful.
- The storytelling style allowed for a fresh and realistic portrayal of characters compared to other games.
- Wayward Strand aimed to reflect values of subtlety, complex narratives, and underrepresented character representation in games.
Takeaways from the Game Development Process
This section provides key takeaways from the game development process, emphasizing the importance of staying true to values and embracing experimentation.
Key Takeaways
- Building relationships with traditional owners or relevant stakeholders is recommended.
- Stripping back player agency can lead to more dynamic NPCs and encourage listening and reflection.
- Staying true to strong values throughout development is crucial.
- The hypothesis that simultaneous stories create a unique experience was proven correct.
- Embracing experimentation is essential for innovation in game development.
Conclusion and Future Partnerships
In this final section, the speaker expresses gratitude for the response to Wayward Strand and seeks long-term partnerships for future projects.
Conclusion and Future Partnerships
- The speaker expresses pride in Wayward Strand and appreciation for its reception.
- They are seeking long-term partnerships with like-minded individuals or studios who share their vision for games.
- Attendees are encouraged to provide feedback, ask questions, or connect after the session.
New Section
This section discusses how the game handles time and narrative progression, including characters' activities and player engagement.
Time Management and Narrative Progression
- Characters may have tasks or activities that require the player to leave the room, such as a nurse assisting them into a wheelchair for lunch.
- Characters may ask the player to leave for various reasons, like taking a nap or suggesting they talk to someone else who has relevant information.
- The narrative quickly moves from one character to another, both explicitly through character requests and implicitly through their own lives and interests.
- The game avoids allowing players to linger with one character for too long by shuffling them between different narratives.
New Section
This section explores how time moves in the game and its interaction with the narrative. It also addresses edge cases related to time-based mechanics.
Time Mechanics and Narrative Interaction
- The game utilizes a timer that moves forward at an accelerated speed (initially 16 times, then 6 times, finally settling on 8 times).
- Scenes play out according to their designated timing, while incidental scenes have flexible windows for playing or not playing.
- A delaying system was implemented to allow players to finish ongoing conversations before triggering additional scenes.
- Initially, interruptions during conversations were frustrating for players, leading to the inclusion of delays in scene triggers.
New Section
This section focuses on addressing concerns about players who dabble in multiple storylines without delving deep into any particular one.
Addressing Dabbling Players
- Certain characters, such as Ruth and Casey's mom (the head nurse), have evolving relationships that progress throughout the game's bookend scenes.
- These bookend scenes provide a sense of plot resolution even within a single playthrough.
- The game embraces the chaos of players exploring various storylines without fully completing any, and surprisingly, this approach seems to work well.
The transcript ends abruptly, so there may be additional content not covered in these notes.