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Three lessons developers can learn from Alan Wake
Summer_09_029
Friday, January 21, 2011
Tags: Alan Wake
EDITOR'S NOTEfrom Jay Henningsen

I've been meaning to write a similar article for some time, but Gil does a great job articulating many of the things I enjoyed about this game. I'll also add that Alan Wake instilled almost constant tension and dread for most of the experience -- something that no other game in recent memory managed to do for me.

In a world where story-based gaming often falls short, Alan Wake stands as a beacon of hope

The predominant ethos of video game development bases itself on the personalization of the player experience. Like everyone else, I’ve accepted and enjoyed this popular philosophy without considering the cost of my selfish gaming. By prioritizing the needs of individual gamers, developers sacrifice a large portion of their regulatory control, thereby impeding structurally sound storytelling.

It was Alan Wake that inspired this epiphany.

I didn't simply like Alan Wake; I respected it. This game prioritized story and creator vision over the unstructured wasteland of player subjectivity. It was the creators, not I, who held the reigns. They told a story while I navigated the established path at a rate they deemed appropriate.

Was it a perfect game? Not really. However, the things it got right are gaming attributes often diluted behind claims of experience personalization, non-stop action, or hours of gameplay.

Below are those attributes -- three characteristics of Alan Wake I hope become common ideals for contemporary developers.

 

There’s more to pacing than action pacing.

One of the first things you quickly notice about Alan Wake is its use of slow, character-driven gameplay.

Shortly before arriving at Bright Falls, you find yourself on a ferry. You can move about freely as you talk with your wife and take in the beautiful scenery. Eventually, she asks you to get in position for a photo with a stranger leaning against the ferry’s bow, so you walk into place as she snaps a picture.

The stranger introduces himself as a local radio personality, and you turn to face him for a brief conversation in which you deny his request for a possible interview.

This seemingly trivial event could have been done with a short cutscene, and I applaud the Remedy team for deciding against it.

Stories -- at least good ones -- vary in pacing.  Exhibiting how gameplay can both abide by traditional story statutes, as well as present them in a way only video games can is a big step forward for this misunderstood art form.


Don’t be afraid of player restrictions.

Some of the most memorable moments in Alan Wake were those in which my mobility and access to the game environment were limited.

Some five minutes into the first episode, you find yourself locked inside a small building with a shadowy killer shouting threats from behind a closed door.

For a moment, moving forward is impossible. All you can do is collect a few items as you move from one side of the room to another. The doors are locked, you’re stuck, and you begin doubting your decision to seek refuge in this apparent deathtrap. That is until you hear a loud engine start, which motivates you to glance out the window where you see a bulldozer making its way toward the sealed box in which you find yourself imprisoned.

In the same manner that punctuation and paragraph breaks function as pacing tools in works of prose, the creators of Alan Wake did a fantastic job of utilizing restrictive gameplay as a means of dictating tempo.


Use the game environment to inspire pacing: The fight or flight trick.

During my “escape the police” experience -- with the sound of nearby law enforcement and sirens surrounding me -- I pulled a Michael Scofield and bolted the hell out of there. I kept running, even as the sirens and gunshots faded into the distance, until the sight of a crashing helicopter brought me to a standstill. 

Perched over a cliff’s edge, I stood unmoving as I watched the damaged helicopter topple trees and burst on impact.

That relatively short sequence left me drained. So much so I was reluctant to continue after witnessing the chopper’s demise. It was all me: the running, the dodging, the sudden stop. The developers hacked into my sense of urgency and compelled me to react instinctually.

Alan Wake’s environment orchestrated player behavior instead of being subjected to it. In this way, it saved us from the wishy-washiness sabotaging so many other gaming experiences.

 
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GIL LAWRENCE DE LEON'S SPONSOR
Comments (4)
100media_imag0065
January 21, 2011


I found Alan Wake to be the biggest disappointment of last year. Almost every second of the game shined a bright light on what could have been, instead of what was. It was the tedious and purposefully vague story (how else can they charge you more money for the real ending in DLC form!?) and plodding, infuriating gameplay.



For 10 hours you fight the same two enemies and a few trash cans. You walk through copy and pasted environments while shining a flashlight on everything that moves. You hope that the story can save it, but after about the 4 hour mark you realize that they are never going to tell you what's really going on. They are going to want to sell you the string that ties everything together later.



I can appreciate linear storytelling just as much as the next guy. But there is a fine line between being moody and mysterious and being blatantly linear. The Gameplay is what really destroyed it for me. So much could have been done. It could have been a new breed of adventure game, but instead it was a shooter with a flashlight. A poor shooter at that. The possibilities were endless for the game.



Here's hoping Alan Wake 2 can realize the promise it always had.


Default_picture
January 23, 2011


@Gil, great article. I agree with all of your main points and it was a really good read.



 



@Ed, I know a few other people that didn't like the game either and they all cite the lack of variety of enemies in the game as one of the problems. I personally just can't figure this out. Off the top of my head I can name that there is the standard enemy that does melee attacks, the bigger guys with chainsaws, the ones that throw hatchets, then there are the fast ones that run around you and then speed in and hit you, the birds, the poltergeist objects (which vary from place to place), then there are the different enemies with a variety of guns. I just named at least 6 different enemies.



Maybe 6 doesn't seem like a lot compared to some other games but I think it offered plenty of variety. I don't know what difficulty level other people played on but easier modes might change the way the game is balance, I am not sure. What I do know is that on the second hardest difficulty (nightmare isn't unlocked until you beat the game at least once) the variety in enemies works beautifully, IMO. There were plenty of times where I had to shock the chainsaw guy to stun him, then focus my light on the fast enemy and take away his darkness to kill him but I would have to juggle the different enemies that were attacking me. The gameplay that the flashlight brings to the table add so much more urgency to the game, in my opinion.



Then of course the game throws in the different guns from teh shotgun to the rifle but the flares, flaregun, and flash bangs add some great variety. Pulling a flare out to create a ring of light to protect you for just a few seconds as a handful of enemies surround you gives you that brief moment of relief to change batteries and reload your weapon.



As you can probably tell, I really enjoyed Alan Wake. I have probably rambled on too long at this point.


Brett_new_profile
January 24, 2011


Interesting article, Gil, and while I enjoyed Alan Wake a lot, I did have some problems with its pacing. Namely, the fact that including collectibles effectively killed any suspense I felt in the game. Instead of running from place to place like you did, I ran into every nook and cranny trying to find those damn manuscript pages and Thermoses. Sure, you could say that I didn't need to find those items, but if Remedy wanted to direct us through the game as a suspense movie's pace, why include them at all?


Img_20100902_162803
January 24, 2011
The item collections does take you out of the game. But I do like the episodic-ness of each chapter and the recap from the previous chapter.
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