Latest DP News and Site updates!

The Ask Swery Interview is Up!

March 15th, 2013 | 2:06 pm   By: Whitney

Hey looks what’s popped up! It’s Swery’s answers to the fan submitted questions Rising Star games collected back in January…it looks like I got two of my own questions answered (I submitted a video and asked a question on facebook) :)


Added SWERY’s Full GDC 2011 Lecture to the Site

December 13th, 2011 | 5:27 pm   By: Whitney

I’ve added SWERY’s full GDC 2011 lecture, Game Design in the Coffee, transcript to the site along with any relevant slides and photos I could find around the web.

http://shshatteredmemories.com/greenvale/gdc-2011-lecture-game-design-in-the-coffee


Deadly Premonition Special Edition, prequel and sequel? Awesome!

August 23rd, 2011 | 2:00 pm   By: Whitney

During Gamescom 2011 Deadly Premonition director, SWERY mentioned that he and Access Games have plans for not only a special edition of Deadly Premonition with improved graphics but also are planing for both a prequel and a sequel to the game as well!

SWERY also said that none of these plans are set in stone but that fact that they are being considered has me very excited! :D

[UPDATE] Thanks again Edward!

You can read the full SWERY interview here: http://www.metro.co.uk/tech/games/873112-deadly-premonition-the-interview-cooking-with-swery

Source (Metro.co.uk) Thanks to Edward Duff for the link!


New Swery Interview by gen16!

April 2nd, 2011 | 2:42 pm   By: Whitney

Check out the new Spanish/English SWERY65 interview by gen16:

http://gen16.com/archives/8640/gen16-entrevista-a-swery-65


Access Games Posted An English Version of SWERY’S GDC Lecture

March 23rd, 2011 | 8:35 pm   By: Whitney

Very cool! Access Games has posted an English transcript of SWERY’s lecture at GDC!

http://www.accessgames.co.jp/en/report/nws_gdc2011ss1_e.html


The HotSpot – 03/07/11 – Deadly Premonition Spoilercast

March 7th, 2011 | 3:30 pm   By: Whitney

Check out a new Gamespot podcast with SWERY!
http://www.gamespot.com/pages/features/hotspot/index.php?id=2101

Deadly Premonition director Swery and localization head Tad Horie pay a visit to the HotSpot studios to talk at length about last year’s survival horror standout. What was left on the cutting room floor due to ratings concerns? What does he think of the state of Japanese game development? Will Deadly Premonition be ported to 3DS and NGP? What does he want to experiment with next?

SWERY at GDC 2011

March 3rd, 2011 | 10:01 pm   By: Whitney

Couldn’t go to GDC 2011 to see SWERY talk….neither could I, luckily Gamasutra has provided a nice summary of his talk!

In 2010, Deadly Premonition was a surprise hit among players searching for a deep narrative single player game, and went on to win over a dozen end of the year awards from a variety of media outlets (including Gamasutra). At GDC 2011, Deadly Premonition director Hidetaka “Swery” Suehiro, revealed his seven tactics for creating a memorably story that will inspire a strong fan reaction.

Point 1: Make gamers think about your game when they aren’t playing it.
Relate actions in the game to actions players take in real life. “Gamers who smoke have said this a lot – when they see York smoke in the game, they want to light up in their living room,” said Suehiro. “Sleeping, Hunger, and Shaving, wanting to stay clean. Though these things seem unnecessary at first glance, they help with the cause and effect.” The goal is to link memories of Deadly Premonition with the player’s actions real world.

Suehiro says he likes to put daily human needs in the game, because they help affect the player outside the screen. “Playful elements” like predictions in the coffee, discussing movies lead to players identifying with the characters. “They’ve also told us they’ve rented one of the movies York talked about in the car,” he said. These things linger in your mind.

(My Notes: I have to say even after a year I still try and find FK in my coffee and I even checked out Xanadu :) )

Point 2: Make gamers actively “want” to play through your meticulously scripted story.
Being forced to play through a tightly-bound storyline is a chore. “Those rails make the player feel like they’re being forced to do something. How do we alleviate that?” he asks. “How do you make them want to play through it?”

There are two pre-existing methods; multiple endings, and side quests. DP used a third method – freedom of timing – allowing for a “change of heart” from the player. They can stop whatever quest they’re on at any time, and take another path. It creates the illusion of freedom. “Once they’re comfortable, they’re more willing to get involved in the story,” he says.

In other games, including his previous game Spy Fiction, you get scolded for failure. In Deadly Premonition they wanted the main character, York, to go along with the player when he changes his mind. “That’s exactly what I was thinking,” is the feeling York gives the player when he or she goes off the rails of the story to pursue their own path. In fact, an important character within the story itself tells the player that timing is what’s important, not speed.

The goal is to earn the player’s cooperation with the story and suspension of disbelief. To do this, you’ve got to allow for a retry at any time, support the player’s actions 100%, and modify the story to allow for a player’s change of heart. Player feels empowered due to decision being allowed.

(My Notes:What’s funny is when I first played Deadly Premonition I tried my best not to be late for anything, but I found when I stuck to the game schedule I missed out on a lot of side missions. When I realized I could make my own schedule and basically tell George and Emily….well George mainly to fuck off I had a lot more fun! )

Point 3: Creating a storyline for a free-roaming open world game.
“We need to make a universe and characters in our game that are unique,” he says. Vague characters never stick in anyone’s mind.

When creating a storyline, it’s not uncommon that you’d figure out the map of the game world, and character details after the script for the main plot is complete. In DP they created the high level synopsis, then the map and character details, then made a 24 hour action table for each character’s daily life. Only then did they finalize the plot.

“The universe, the environment, and the characters are just as important as the storyline,” he says, especially for a free roaming open world game. “When we started making this game many years ago, there weren’t many games with free-roaming storylines that we could refer to,” said Suehiro, and this was the solution they came up with.

(My Notes: All the characters in Deadly Premonition are pretty memorable. I also like how each have their routine. Even if you are done with the game it’s fun to stalk a character and see what they do in 24 hours. One of my friends followed Michael and Mr. Stewart around with some hilarious results )

(watch until the end, I promise it’s worth it!)

Point 4: Prevent players from quitting the game at the result screen.
Any game that prioritizes getting the player to finish the game over getting the player to want to learn more of the story is already dead. Every pause in a game, such as a results screen or chapter end, is a place a player might choose to quit.

“We inserted a glimpse of the next challenge before the results screen, making them want to know what happens next,” Suehiro said, though he did not address the idea of making a game where results screens and stages aren’t necessary, such as in larger open world games like the Fallout series.

Point 5: Make appealing characters.
“If you can’t remember any of the names of the characters, then that game is crappy,” said Suehiro. Note down everything you can possibly think of about a character, to really develop them so that they’ll stick in players’ minds. “You need to spend a lot of time to make deep characters,” he says. “It really helps to generate a resume for every character you make.”

He creates a mind map for each character, including habits, hobbies, the character’s first love, and so forth. Signature phrases and poses are also important, he says, because they’re easy for fans to recall. “It’s important that your fans can copy the poses and use the phrases,” he says. “You want your characters to have these elements that are copyable and mimic-able.”

“It could be a lot more natural though,” he said, acknowledging that his own poses and phrases for his main characters were a little extreme. The most important point is that the characters have good and bad points. “They say every rose has its thorn,” he says. York, for instance, is a good looking agent, but he’s an otaku and inconsiderate. Each character has a main overlying good quality, but some weaknesses built in.

“It takes courage as a game designer to add a bad side to your character,” he says. “Of course you want everyone to love your characters.” But putting flaws in them makes players actually identify with them more.

My notes: I definitely agree with this, York would not be so memorable if he wasn’t such a smug bastard who constantly talked to himself ;)

Point 6: Direct voice recording sessions.
Characters should speak in a memorable way. How did he voice direct without knowing English? He referred to music and thematic ideas when dealing with the actors. Agent York’s manner of speech is inspired by the Liverpool sound and the British Invasion. “I ocused on the how of the lines being spoken,” he said, focusing on rhythm and “musically, how they work in the scene. You need to make sure you have your own set of rules when you go to a voice recording.”

Point 7: Use your ideas whenever and wherever you can.
“What’s most important are your ideas,” he says. You should use all your ideas while you can use them! Even if you feel people may not see everything you’ve put into the game, unnoticed ideas explode when they do get noticed, he says. “You should use your ideas when you can. Don’t hold on to them until a rainy day.” As an example, he showed the fact that the town of Greenvale where the game takes place, is actually an outline of the Dalmatian in the game.

My notes: Yeah when people realized the map was shaped like Willie it was a big omg moment. :) But you know it’s probably because most people never really saw the map because they could never zoom out that far…

In the end, Suehiro closed with the thought that that, “If I get the chance, I’d like to make another game that makes larger leaps for a world-wide audience.”

[update! 03/05/2011]

I found pictures of some of the slides he used during the presentation over on Famitsu :) I also found some clearer images on the Access Game site. (Also the guy looking into his coffee for FK is totally me now!)


Destructoid Interview Transcript

March 1st, 2011 | 10:43 pm   By: Whitney

Destructoid Q&A

Here are all the questions and answers from the Live Destructoid sit down with SWERY65 on February 28, 2011. I’ve transcribed the questions and answers to the best of my knowledge, it was sometimes hard to hear!

(more…)


SWERY65 interview at Destructoid!

February 28th, 2011 | 3:03 pm   By: Whitney

[update] IF YOU HAVE NOT COMPLETED THE GAME BEWARE OF MAJOR GAME SPOILERS!

You can see my transcript of the questions and answers here http://shshatteredmemories.com/greenvale/destructoid-interview-transcript

Check out the live interview with SWERY65.

http://www.justin.tv/Destructoid#/w/917202864


Watch live video from Destructoid.com Live Shows! on Justin.tv


Time to start counting down! EU Release 10/29/10

October 22nd, 2010 | 10:11 am   By: Whitney

The PAL release is coming!

Woo OCTOBER 29, 2010!

Over on the Rising Star DP forums Kino was kind enough to scan an article in the October 2010 issue of 360 Magazine called “Local Heroes.” There is a little blurb about why Rising Star Games decided to bring Deadly Premonition to EU. You can read a scan of the blurb over on Plant Redwood

http://planetredwood.webs.com/localheroes.htm

I’m looking forward to all the new DP fans :) To hold you guys over check out this great graphic Animagess from Plant Redwood made! DP is definitely GOTY in my opinion!