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Dead Rising can teach us more about open-world games than Red Dead Redemption
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Monday, March 14, 2011
EDITOR'S NOTEfrom Rob Savillo

I'm also playing Red Dead Redemption here and there...and I have to agree with Richard's assesment that the game's world feels rather stiff and lifeless. I'll go one step further and add that Red Dead's nothing more than a series of minigames stitched together with an unyieldlingly linear narrative structure that detracts from the few interesting mechanics like honor and fame. Too bad Rockstar didn't learn any of the lessons that Richard argues come from 2006's Dead Rising.

Dead Rising will turn five later this year, and that feels odd. I still remember watching the trailers and thinking how amazing it will be to finally play an open-world game with zombies. It’s ironic looking back now because despite being about dead people, it feels strangely alive.

Developers are doing some amazing things in that genre: You're given the freedom to do anything and go wherever you want. Yet something is missing. At the moment, I’m playing Red Dead Redemption; although it’s a great game, I find myself getting bored.


Sometimes it feels like the world is set up just for my own adventure.

I’m finally able to play a spaghetti western, but it feels empty; days pass and people walk by, but nothing really changes. It just doesn't feel real. These games give the illusion that you're in a living world, but the only thing you can truly interact with is the story missions.

Dead Rising fixes this because it understands that sometimes less is more.

 

There are fewer shops, but you can go into all of them and pick any item you want. There are fewer people, yet you can communicate with all of them. It makes the game more real because you can interact with everything. It’s not like Grand Theft Auto 4, where there is a huge city but most of the buildings are inaccessible.

A more interactive environment helps set up the world because it's more believable. Some games add day cycles to make them feel more realistic, but -- again -- nothing really changes. Dead Rising actually uses time as a game mechanic. If you can’t keep up with it, then don’t expect it to sit around and wait for you.

In the context of the game, it’s a brilliant move. After all, you’re a journalist trying to uncover the truth of what’s happening. You don’t get anything done by sitting around; you have to go out and do it yourself.

Actually, there’s lot of little touches in Dead Rising that link back to journalism. Aside from photography, you have things like Otis and Jessie acting as your informants and scoops going across the bottom of your screen as if it was rolling news and uncovering the truth. It’s quite clever.

As you replay the game, you become more ambitious by fighting more pyschopaths and saving more people. Maybe you fail to rescue somebody because you undestimate how long it takes to defeat Adam the clown. It adds a sense of unpredictability, which heightens the experience because it’s not scripted.

I don’t expect every game to mimic this. In some ways, these features are special to Dead Rising; most free-roaming games lack the focus that linear games have but offer the sandbox dynamics that those don’t. Dead Rising offers both, which allows players to have a focused main-game but also gives them the freedom to do things their own way.

The fact is that although Dead Rising does some interesting things with the free-roaming dynamic, it would be unfair to not mention what also made it great: zombies.


I love a good zombie story, but there’s no denying it’s an oversaturated genre. People know there’s a market for it, and it’s become unoriginal because they can put out any zombie game and it'll sell. I certainly don’t blame people for getting bored with it, but I do believe there is still potential for some great things.

Look at the reactions to the Dead Island trailer. It’s critically acclaimed, but it wasn’t really about the zombies. It’s a very sentimental video concentrating on a family facing their inevitable deaths. Shamefully and regardless of the trailer's success, it doesn’t look like Dead Island will be like this at all.


Is this a metaphor for the mindless consumers who buy zombie games? No.

Ironically, a good zombie story isn’t really about the zombies -- it’s about how people react to a world without a functioning society. Every good zombie story does this; The Walking Dead shows us how bad things can get in a world without rules, and George Romero‘s Night of the Living Dead is about the confrontation between people who are under the stress of something they don’t understand.

This is what Dead Rising does. The story is pretty much a satire on the zombie genre because the creatures are a mistake from the mass production of meat. Yet it has serious aspects to it: Frank's pursuit of the truth and how far a man will go to get revenge.

The psychopaths cover other human elements. They’re the people who have gone crazy under the stress of losing their families; they give us a deeper insight into the outbreak with their short stories. It’s incredibly effective but adds in some fun by satirizing western stereotypes. On the other hand, the survivors are the people who can’t cope and who need rescuing.

That’s not to underplay the undead. They’re the cannon fodder -- and you can kill them in some really funny ways -- but there’s more to Dead Rising than just the reanimated. And that’s the key to any good zombie game.


Dead Rising represents an interesting concept of what happens when you develop a seemingly real world in every aspect. There are lessons to be learned about making a better experience by making the player play by your rules.

Yet it’s been almost five years since Dead Rising's release, and as far as I can tell, the only game that’s influenced by Dead Rising is its sequel. The market is changing by making games more accessible. This isn’t a bad thing, but it’s opposite of Dead Rising’s philosophy where it’ll throw you out to the wolves and expect you to fight for yourself.

The people of the world, as could be expected from the modern culture of news saturation, soon let the Willamette incident fade from their minds.

 
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Comments (11)
Dscn0568_-_copy
March 04, 2011

I could really get into Dead Rising due to the time aspect. Having to get everything done in such a short time was frustrating, plus I had college classes. The game was unique at its time though, and It is sad that Frank West couldn't make it to Marvel Vs. Capcom 3 though.

Download
March 05, 2011

@ Chris, It's a very unforgiving game, and many people found it frustrating attempting to do everything on a first playthrough. Yet I think that's the appeal of it; I found myself replaying it constantly, and each time I did I'd adjust my plan from the lessons I learned previously. If you fail, then it's your own fault, but if you suceed then it's an amazing feeling.

Also kinda wondering if I should split this article into two pieces. Any opinions? 

Barj_sketch
March 07, 2011

Don't. It's "Lessons to be Learned from Dead Rising", after all. Nothing wrong with a game teaching multiple lessons.

Download
March 08, 2011

Yeah, you're right. I came to the same conclusion after editing the article slightly and renaming it. Thanks for your words.

Phantom
March 14, 2011

I loved Red Dead, but you're right -- the world doesn't feel "alive." I thought of the game in two different aspects: There's "Mission Mode," in which you're in a mission and you interact heavily with other characters. Then there's "Open-World Mode," where you're running around an empty wasteland and looking at the pretty scenery. Unlike other open-world games (Fallout comes to mind), Red Dead doesn't mesh these two modes well. So in that sense, I don't think Red Dead is even an open-world game.

Photo3-web
March 14, 2011

Many critics lauded Red Dead for its "riding sequences"--going town to town on horseback, with very little (save derivative mini-games) in between. Personally, I found the world empty and lifeless. That's why, for me, GTA IV's lived-in urban world was far more interesting. Granted, much of GTA IV's world was also inaccessible. But at least it didn't feel empty.

Yet, as you mention, a smaller world where everything (or more) is accessible is preferable to a massive open world where most buildings are closed. As a side note, I couldn't help but notice that Mass Effect 1 & 2 contains very few "closed doors" (both literally and figuratively).

Dan__shoe__hsu_-_square
March 14, 2011

Isn't it sort of realistic that Red Dead's world is a little boring? Would would you do for fun back in those days? Besides horseshoes, that is? ;)

Image2496
March 14, 2011

When I was playing RDR, the missions were the huge problem. The missions themselves were just predictable, repetitive, and forgettable (can you remember more than 5 missions in detail?). These are linear missions in an open world game, so they're not even utilising all the work they put into the world design. 

Which is why I loved the hunting, plant collecting, treasure hunting, and Stranger missions that forced you to explore the open world. 

Great article, and makes me want to check out DEAD RISING. Unlike others, the time limit appeals to me, must make for a more intense playthrough. 

Default_picture
March 14, 2011

I agree with Moeez. The game feels so bland to me. Too bad I also hated all the side distractions. There's just no point to them and they're neither challenging or very fun. 

Download
March 14, 2011

Wow, thanks for putting this onto the front page!

@ Moeez, I really recommend that you try out Dead Rising. It's a great  game, and it's what I believe to be a good example of game design.

Thanks for all your comments!

Default_picture
April 04, 2011

You make a good point about Zombies in fiction; there is a certain something that separates media that uses Zombies as an excuse or theme for action, and media that makes a good Zombie story.

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