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Showing posts with label soma. Show all posts
Showing posts with label soma. Show all posts

The Five Foundational Design Pillars Of SOMA

First, here is a new video from SOMA showing off an environment captured directly from within the game:



Now moving on to the main topic of this post: The foundational design pillars of SOMA. When creating a game I think it is crucial to have a few basic rules that underlie all other decisions. That way it is much easier to keep everything on track and get the final game to play out as intended. For SOMA our intention is to craft an experience where players become deeply connected and affected by the game's world and themes.

Here are the five cornerstones that we hope will let us achieve this:


1) Everything is story
First up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.

A good example is how we design puzzles. Instead of having the puzzle by itself, as a separate activity, it always springs from and is connected to some aspect of the story. For instance, if the player encounters a locked door, there are more reasons for getting it open than simply to progress. There are always short term narrative reasons and rewards for getting it unlocked. On top of this, the very act of solving it results in the player taking part of a narrative scene.

Encounters with hostile beings are handled in the same way. A creature will never attack you without good reason; they never do it out of pure gameplay necessity. We want every encounter to feel like a bit of storytelling is happening. To get this working properly, almost every single creature has unique AI.


2) Take the world seriously
This leads us to the next point: that every detail in an environment is connected to the story somehow. Nothing should be written off as simply a requirement for gameplay or exposition. For instance, if you find an audio log you will be able to learn more about the story by pondering its placement alone. There should be no need to "double-think"; the game's world should be possible to evaluate on its own terms.

We constantly think about what each character would have done in a situation, and shape the environment accordingly. For instance, in one level, we started out with scratches on the walls but later realized the character had access to a whiteboard pen and changed the graphics accordingly.

It's so easy to justify design "because the game needs it" even if it doesn't make sense to the story. But for each such thing you do, the less seriously the player will approach the environment. In SOMA a big part of the game is to ponder the situation you are in.Therefore it's crucial that players consider the world from a story view, and in order for that to happen we must provide them the opportunity to do so.


3) The player is in charge
When you invest this much in a setting, it's important to make sure that players feel connected to it. In order to this we need to put a bigger responsibility on the player. An environment quickly loses its sense of realism if it is extremely streamlined and does not allow you to make choices. The player must be the one that drives the narrative forward.

The game never tells the player exactly how to progress. There may be hints and other implicit guidance, but in the end it must be the player that figures out what to do next. If a game is constantly flashing up cues with objectives or showing arrows pointing where to go, the player will never take on the world at a deeper level. If it takes some effort to progress, players are forced to understand and mentally map the surroundings in a way they would not do otherwise.


4) Trust the player
This brings us to the next point: that we trust players to act according to the story. We do not force players to notice events by use of cutscenes and similar, but assume they will properly explore the environment and act in a rational fashion. We simply set up situations and then let the player have full control over their actions.

This means that we will let players do stupid things even if they might break the experience a bit. For instance, if they skip talking to a character with important information then they are on their own after that. And if they get hints that a dangerous creature is approaching, they need to figure out that hiding is the best course of action by themselves.

While we do our utmost to make the narrative unfold in a fluent and intuitive way, we will not cater to players that make irrational decisions. The environment is set up to be taken seriously and we expect the players to do so too.


5) Thematics emerge through play
Now for our last foundational design rule: that the game's thematics will emerge through play. SOMA is meant to explore deep subjects such as consciousness and the nature of existence. We could have done this with cutscenes and long conversations, but we chose not to. We want players to become immersed in these thematics, and the discussions to emerge from within themselves.

It feels wrong to just shove information down the player's throat. What I find so exciting about having these thematics in a game is that the player is an active participant. There are plenty of books and movies that cover these sort of subjects, but videogames provide a personal involvement that other mediums lack. We want to explore this to the fullest degree

Just like all of the other design goals, there is a bit of risk in this. It requires the player to approach the game in a certain way and it will be impossible to make it work for everyone. But for those people where it succeeds, it will be a much more profound experience. I also find that it is when you are dealing with uncertainties that you are doing the most with the medium, and am extremely excited to see how far it will take us.

SOMA Officially Revealed



Intro

After more than two weeks of teasing, we are happy to properly announce our new game: SOMA. It is a sci-fi horror game played from a first person perspective with the goal to deliver a truly disturbing experience. Having worked on this project for over three years now, it is really nice to finally reveal it to the world!

The game will be released for PS4 and PC, and it will be out some time in 2015.

Here is the official reveal trailer featuring some gameplay:



Making The Trailer
While the footage above is unedited gameplay footage (I played through and recorded it myself), it is not from an actual game level. Just like with our Amnesia teaser video, it is a custom made map that is meant to show off the general feel and tone of the game over a four minute long trailer. This means that it is not an exact representation of how the game is actually played. It gives a pretty good idea of how the gameplay works though.

Coming up with the idea for this trailer was quite hard. We knew from the start that we wanted to have it as recorded gameplay. It was crucial that it showed that SOMA will allow you to play through its central themes. The subject matters of the game are not some kind of wrapper, they are an integral part of the gameplay. So having a trailer entirely made out of uncut gameplay felt like the best way to show this.

With Amnesia doing this sort of thing was fairly simple as the core ingredient was the player running and hiding from monsters. In SOMA it is much more complex. While the game also has its share of monsters, hiding and stuff like that, it is not what makes the game special. What sets SOMA apart is that it gives a first person account of some deep and really disturbing ideas regarding the self, mind and consciousness. These are things that we take a lot of time to build up in the actual game, so showing it off in a few minutes is quite difficult.

Our first idea was to use a lot of dialog to get this across, but that did not feel right. The player will be be an active participant, and do not sit by passively listening to characters having discussions. So instead we approached the themes in a very direct and visceral manner.

A final aspect of making the trailer was not to have too many spoilers. Because of this, the video does not star the protagonist from the actual game, but a totally different (and minor) character. The events that occur in the trailer are not taken directly from the game either. They just showcase the kind of happenings one can expect from the final game. This means that we can give a good overview of what the game is about, without spoiling the actual game experience. But don't worry, the things in the video are very much related to the game's story. Everything you see are hints of things to come.



Live Action Videos
Another big part of the reveal for our game was the release some creepy and mysterious teaser material. You can see texts and films here:
http://somagame.com/item-2656.html
and here:
http://somagame.com/item-4017.html

First I guess I have to settle the big debate: Are these inspired by SCP? And, yes they are! That was actually the pitch for the whole thing: "Let's have some SCP-like texts on the website to give out spooky and fragmented info before the final trailer is released.". The game itself is however not very close to the SCP-style at all. There are some SCP inspiration in SOMA for sure, but it is a lot more subtle and has to do with how we think about monsters and artifacts. They play a larger role now, the foreboding is much deeper and there is a bigger connection with them and the central themes in the game. Actually, a lot of the SOMA's themes are directly expressed through interactions with enemies, an idea that stems from SCP.

Enough SCP, let's move on to the actual teaser texts and films. At first the teasers had a much weaker production values. The idea was just to use plain text and perhaps a few images. As Mikael wrote these he suggested that we might add sounds to them, e.g. a recorded interview, and that felt like a good idea. But that was as far as we thought about going.

When discussing a release trailer for Amnesia: A Machine For Pigs, we came upon Imagos Films and decided to give them a go. Jens contacted them about making a trailer, and they were really excited about it. They even agreed to having a meeting in the middle of the night in order to fit our schedule. Some quick drafts were made for a trailer, but because of various issues, it all fell through in the end. We felt bad about this and promised they would be our first choice when needing some other video material.

A few days after Mikael suggested having voices for the texts, it hit me that we could perhaps use Imagos Films to do some simple clips instead. We mailed them and they said they were up for it, so Mikael converted the transcribed audio from the documents to film scripts and then we set the ball rolling. I did not really expect much from the films, but after seeing the first few WIP shots and production designs, I knew that it could actually turn out really cool. But the end result turned out even better, and it blew my (and everyone else's at FG) mind.

It has to be mentioned how quickly these films were put together. The first script drafts + instructions were sent on the 2nd of september. This meant they had a less than a month to produce the first movie. Then another movie needed to be done a week after that. Given the amount steps needed to go from script to final film, this is insanely fast.

Will there be more movies? We would really like that to happen, but nothing is set yet. Stay tuned for more news regarding that!


End Notes
This reveal has been quite a lot of hard work and there have been way more things to deal with than I first thought. Worst must have been the major server failures that we had on the days before the first teaser would go live. This turned out to be because of a DDoS attack and took quite a while to fix (Jens had to come out of a parental leave to work on it). We had to put off the whole first reveal for a day because of this. It was quite embarrassing, as people wondered what the hell happened and we had to reschedule a bunch of other stuff connected to the reveal (like the PlayStation Europe twitter).

And then of course the final trailer reveal had to be problematic too. Early on the day before reveal (as of writing, yesterday) Tapio, external sound person, had finished editing the trailer, all of David's, external art person, animations were in and all sound was synced and nice. However, as he exported the final version the quality was crap. I had hoped to have a calm day and just code stuff but instead I had to help Tapio search for the error, trying to convert files better, etc. Nothing worked. On top of this, our ftp servers were really slow and sending files took a long time and was a general pain. Eventually, I had to re-edit the entire trailer (adding animations, fades and syncing sound)  using Windows Movie Maker as quick tests showed the final quality was much better there. At the same time we became aware that we also needed an ESRB logo and had to scavenge the net for a proper one. We were now much later than planned and stress was taking its toll. After many grueling hours we finally got it working though. Only to find out the next morning (day of the reveal) that the damn ESRB logo was not shown long enough, so more editing, exporting and uploaded were needed.

In the end it worked out fine though and the whole reveal has been very successful. (As I am writing this we have not seen any reactions to the final video, so I am hoping those are good .. :) )

Now it is time to go back full time on work for the actual game. We are all incredibly excited about SOMA and hope that these 2+ weeks  of teasing and reveal have gotten you all interested aswell.

And do not worry, between now and the 2015 release there will be a lot more unsettling stuff revealed!


Want to end with some links to the non-Frictional people that helped this reveal happen:

http://www.imagosfilms.com/
The makers of the two live action teaser films.

http://www.kohijin.org/
The coder of our teaser site.

http://davidsatzinger.carbonmade.com/
Made gameplay trailer animations, SOMA and FG logo, website graphics and some teasing images.

http://www.kaamossound.com/
Made all the sound work for the gameplay teaser.

http://www.evolve-pr.com/
Who sent out PR and nagged various publications. Jens, who normally does this, has been on parental leave and I would have gone mad if I were to do all that too....

http://www.mikaelpersson.se/
Made trailer-specific animations for the corpse and monster encounter.