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I ragazzi di Telltale ci raccontano qualche dettaglio sul nuovo titolo della software house.
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00:00Rated M for Mature
00:30So, stay with us as we learn more about Walking Dead, right here on Playing Dead
00:42So, welcome guys, thank you for being here
00:44Thanks a lot, awesome
00:45So, Gary, you've done a lot of, uh, you've done Hollywood movies, you've done Gears of War
00:49What brought you here to Telltale?
00:51Um, well, yeah, so, I mean, traditionally I came from the video game world initially
00:55I was the editor-in-chief of PC Gamer for many years
00:58And then I segued into kind of writing story and narrative stuff of video games
01:01And then, uh, worked in Hollywood for a while and done some movies
01:04And so, when something like this came along, this is kind of the perfect project for me
01:08And, you know, it's, it's games, I love video games
01:11Uh, I love to write screenwriting, screenplays, that kind of stuff
01:14And I love The Walking Dead, so this was kind of a perfect, perfect storm of awesome stuff for me
01:18One of your projects, one of your past projects is Book of Eli with Denzel Washington and Gary Oldman
01:23That's right
01:23There's sort of this, obviously, a post-apocalyptic theme between Walking Dead and Book of Eli
01:29What do you think is the appeal? Why do we keep seeing these stories come up again?
01:33The end of the world type scenarios and disaster type situations
01:36I like crucibles that kind of burn away all the trivia and all the conveniences of modern life
01:41And force people, people are revealed for who they really are
01:44Why has The Walking Dead sort of become so much more of a bigger icon than other zombie stories to
01:50you?
01:50It's a, it's a really good question because I actually think there's almost a little bit of zombie fatigue out
01:54there
01:54Everyone these days is talking about the zombie apocalypse and it's become kind of a fun thing
01:58Right
01:59I get a lot, I see it on the internet all the time, I'm almost a little bit tired of
02:02it
02:02Um, but I make an exception for The Walking Dead because I really believe that like the two
02:07Main central pillars of like zombie mythology, like the two old-school things that can, can say
02:11We were there at the beginning is the Romero zombie mythology and this
02:16So, Sean, you sort of are responsible for the whole, uh, for the story itself, right?
02:20Uh, myself and Jake Rodkin and Dave Grossman and all the guys here, uh, kind of sat down early
02:25You don't need to give me credit
02:27Just you, I'm only asking about you
02:28I'm all by myself, uh, I mean we sat down actually like, not like in this very room
02:33And, uh, in the early days and just started putting down what we thought was an interesting story inside this
02:40world
02:40Like there was a first pitch to Robert where it said, this is where we want to go
02:44And it was awesome
02:45And that was like, and then you start to build off of that
02:49You know, there's, we have an incredible amount of creative ownership at Telltale
02:52Which is like unheard of, it's awesome
02:54How exactly do you guys connect what you're doing to Walking Dead?
02:58How do you make it feel like the comics?
03:01A lot of intangibles, you know, I mean there's the practical stuff
03:03This is all taking place in and around Atlanta and Macon, Georgia
03:06And like, there's the presence of the south and the forest and you know, the zombie
03:10Everything looks and feels like the Walking Dead
03:12Um, and obviously Glen is in the game and we've talked, you know, about, uh
03:16The characters that come in and out of the book and into the game
03:20And like, if you were to make a Walking Dead game where people didn't like try to connect with each
03:24other on a personal level
03:25And if you try to make a game where if you said something to somebody
03:28It didn't matter, um, you wouldn't be making the Walking Dead game
03:31So for the, for the Walking Dead game you guys have a new lead character, correct?
03:34This is Lee, and uh, so we don't have Rick obviously as the main guy
03:39How exactly do you make a Walking Dead character, a main character, uh, feel like Walking Dead without having Rick?
03:48There's a lot of bad characters in, in The Walking Dead
03:51And so you need to have, or characters where you don't know where you stand with them
03:54And with, with Rick and with our character Lee
03:57I think you want to have the same sense that this is someone that you would want on your side
04:02That you would want in your group, he's the hero, he's the protagonist, he has all the qualities
04:06The same quality you associate with Rick, you'll associate with Lee
04:08Having said that, beyond that they're actually pretty different characters
04:11Lee actually has a pretty dark origin story
04:13When the world collapses, Rick is a police officer and the world recognizes him as good
04:19And then that is in contrast with the rest of the story, where you start to wonder if he's bad
04:25You know, when he starts to like make decisions that are selfish and built, you know, out of fear
04:29And that are violent, and you start to wonder like, oh, is this a bad guy?
04:33You know, but you're with him, you know, and you empathize still, which is pretty amazing
04:36Right
04:37And then, um, Lee, at the beginning of the game, um, you discover that he has been convicted of murder
04:42So the world has told him he's bad, you know, and now this bad, like, and now, like, how does
04:47that fit
04:48As he tries to figure out if he's good or not, or you try to figure out as the player,
04:52if he's good or not
04:53Um, and what the heck does good or bad mean to you as a player?
04:56And that was the stuff that was really interesting to me
04:57And then when we latched onto that, we kind of just kept going
05:00Telltale said that there's a choice mechanic throughout the game that allows the player a tailored experience
05:04Can you explain what exactly does that mean?
05:07Well, like, if you play an adventure game, like, a lot of times you're going around, like, sort of an
05:11information gathering mode
05:12And you get dialogue trees, and you go down them, and you find, you know, information you need
05:15Then you go off and you do a thing
05:17And, uh, those are great
05:18And, like, I love making and playing games that do that
05:21And, uh, something going into the game, um, that I knew I wanted to do early on
05:27And that, uh, Jake and I talked about and then, uh, pitched to Dan and Kevin was
05:31Like, we don't want to go back up the tree
05:33Like, when you make a choice, we're just going to keep going
05:35You know, and sometimes those choices are just going to be, like, little things
05:39And other times it's going to be a little bigger thing
05:40And other times it's going to be really huge
05:43And, uh, on the dialogue level, that was really interesting to me
05:45Because the UI and the presentation is all the same
05:47You're still just a human being communicating
05:48But sometimes you say something to somebody in real life
05:51That you can't take back
05:52And it ruins your life for, you know, a good chunk of time
05:55I know how that goes
05:57And, um, and that happens in the comics
06:00And that's something that we can do in games
06:01And I thought was really, and we've been sort of building to that as a studio
06:04Other times, you know, you have, like, large-scale choices
06:07Where you're getting a different set
06:08You're meeting a different character
06:09And that's something that's really cool
06:11We've never done before, you know, some
06:13We've said this before, but sometimes you're making a choice
06:15And somebody lives and somebody dies
06:17And that's also, like, we've never done that before
06:19And that's really exciting
06:20And sometimes it can be the most innocuous thing
06:23There's a moment, um, early in the game
06:27Where, uh, Clementine asks you
06:29What do we do now?
06:30And it's like
06:31You have two very sort of innocuous choices
06:33It's obviously you guys need to get help
06:35But how are you going to go about doing it?
06:37And it doesn't really seem, you know, like
06:39Do we want to do this now?
06:40Or do we want to wait and do it, you know, when it's dark?
06:42Like, that would make more sense
06:43You know, you sort of look at it
06:44And you only have so much time to really think about it
06:47And then after you make that choice
06:49Like, the world that you're going to see
06:52And then the next scene is going to be completely different
06:54You're going to meet a different character
06:55And have a different conflict
06:56And see a different side of Lee because of all that
06:59Just because you decided
07:00Let's go out the door right now
07:02Or you know what?
07:02Like, let's hunker down and wait
07:04And do this the right, and do this a different way
07:05What I love about interactive storytelling
07:08Especially what these guys are doing
07:09When it's so narratively and character focused
07:12Is I think the tailored analogy is actually a really good one
07:14Because I kind of feel like
07:15So The Walking Dead
07:16Like any other comic book or any other TV show
07:19Is basically kind of an off-the-rack experience
07:21They create one story that is the same
07:23For everyone who experiences it
07:25And it may be to your taste or it may not be
07:27What you get to do with a video game
07:30Is kind of create your own experience
07:31So it's kind of like the difference between buying a suit off the rack
07:33And having one tailored just to fit you
07:35Which is going to feel a lot better
07:36And you're going to like it a lot more
07:37So this is the more bespoke storytelling experience
07:40Through the choices that you make
07:43That the game is going to mold itself around you
07:46To suit the kind of story that you have created
07:49In a way this is going to sound kind of artsy
07:51But in a way the player becomes kind of like
07:53The last creative collaborator in the game
07:56They put the final finishing touch on what the story
07:58Their experience really is
08:00And the game feels to me
08:02Perhaps even more choice driven than puzzle driven
08:06You've obviously got to have puzzles
08:07Otherwise you could just kind of blast through all the choices
08:09They've got to be things that hold the player up
08:11And force you to think to move on
08:12But like a puzzle is kind of an intellectual challenge
08:15Right?
08:16It's a test of how smart you are
08:18What's your ability to figure out logic
08:19And does this key go in this box?
08:21And that's fine, that's very interesting
08:22Adventure games have survived like that for many, many years
08:24And there are many great ones
08:26What's interesting though about a choice instead of a puzzle
08:29Is that it's an emotional test rather than an intellectual test
08:32It's not about how high is your IQ
08:33Can you figure out this puzzle?
08:34It's like who are you really?
08:36What would you do in this situation?
08:37It's much more illuminating in terms of
08:39Forcing the player to think about
08:40What they would do in the shoes of that character
08:43Forced to make some agonizing life or death
08:45And I think that's much more interesting for the player
08:47Obviously you guys have to keep track of different decisions
08:51How do you guys go about that?
08:53You write them all down
08:54Well obviously you write them all down
08:56But it's got to be difficult just from a story point of view
08:58Really hard, yeah
08:59And I mean we're in that right now
09:01We're in that sort of like
09:02Look at all this stuff
09:04Like you know there's columns across a spreadsheet that says
09:09Does this just matter to this conversation?
09:11Does this matter to the next conversation?
09:13Does this matter in the scene?
09:14Does this matter across the episode?
09:16Does this matter across the season?
09:17Could it?
09:18When they gave me the script for episode one
09:20Which is like this
09:21I'm like you've got to be kidding me
09:22Because every single permutation and version consequence
09:26Of the way that the story can branch based on the decision
09:28They all have to work
09:29Not only do they all have to happen
09:31They all have to make sense and work
09:33And the game has to not break no matter what decision you make
09:36And of course you know gameplay
09:37People are going to try to break it
09:38Like they're going to try and make the worst possible decisions
09:40And have fun with it
09:42And the game is robust enough to let you do that
09:44But yeah just by volume
09:46Like you know when I'm editing a scene
09:48I've got to edit that scene five different ways
09:50Because there are so many different ways that scene can play out
09:53Is there a right and wrong way to play the game?
09:56Is the goal to play the game you know correctly?
09:59There's no right answer
10:01There's no wrong answer
10:02There is just your answer
10:03And I think that's something that's really exciting
10:05As long as the player has not been killed
10:07You know you basically
10:07Yeah yeah you know you can die for sure
10:09You know just you know don't die
10:11Just don't die
10:12So that's the right
10:13There's not a ton of emphasis on living or dying
10:15From a challenge standpoint that's interesting
10:17But it's not from a narrative standpoint interesting
10:19Because the story stops
10:21So we just try to get you back on track
10:22And then keep playing the game
10:24And making and you know
10:25Informing your relationship with this character
10:27I think there is some time
10:28There are some points in the game
10:29Where we do ease up a little bit
10:30And give the player relatively easy choices
10:33Like if you want to be a bit more of a bad guy character
10:36This this is clearly the way to go
10:37If you want to be more sympathetic this way
10:39But the majority I think play much more towards the middle
10:41It's just like different shades of grey
10:43And again it's less about what is right or wrong
10:46And more about what well what would you do
10:48And you know it may be right or wrong
10:49Right or wrong it's your choice
10:51And and the time issue is actually really important as well
10:54We should talk about that because
10:55The other thing that that forces the the agony of those decisions
10:58Is not it is not just the fact the decisions are difficult
11:01But you do often have very little times
11:03And there may be zombies beating down the door
11:04Or someone is bleeding out and they're going to turn into a zombie
11:07You may be locked in a room with them
11:08There's a lot of people around you going
11:09We have got to decide something now
11:11So it's not like even if it's a tough decision
11:13You don't get to go hmm let me think
11:14You've got to make a decision right now
11:16A snap judgment and it may be the wrong one
11:18But you don't have the luxury of spending a lot of time thinking about it
11:21So you're not going to be hindered from making a terrible decision
11:23You just have to deal with the decision correct is that
11:25I would say just experience the decision you made
11:28I think you'll have the most fun if that's what you're doing
11:30It's like college
11:30Yeah I don't think
11:32I don't think the game
11:33These aren't consequences
11:34These are experiences
11:35These are experiences
11:36Oh I'm sorry
11:37I don't agree with that
11:38I was just going to say
11:38I don't think the game ever really punishes you in a gameplay way
11:41No
11:41You're not going to screw yourself or botch yourself into a corner
11:44Because you made a certain decision
11:45But you may have to live with the discomfort of what the story has become
11:50Right totally
11:51Because of the situation
11:52Yeah
11:52The other thing that's worth mentioning is
11:54The replayability of it is really interesting as well
11:56Because like if I were to say to you here's a comic book
11:58And you can read it now and put it down
11:59But when you come back in a month and pick it up again and re-read it
12:02The pages will have somehow magically changed
12:04And it will be a slightly different story
12:05You think that is amazing
12:06Well that exists
12:07That's what this game is
12:08You get to put it down
12:09Play it again a slightly different way
12:10And actually see a different story unfold
12:12So that you know that's really interesting as well
12:14I think there is enough branching that you could actually see a significantly different
12:18Version of the story based on the choices you make
12:20All right well thank you guys for talking to us today
12:22It was a pleasure having you here
12:25Next time we've got an episode that Walking Dead fans can't afford to miss
12:28We're going to be talking to Walking Dead creator Robert Kirkman
12:31As well as showing the game in action for the very first time
12:34Remember to email your questions to playingdead at telltalegames.com
12:37Or call 707-701-DEAD and leave a message
12:40Be sure to sign up for the official website
12:43Or follow us on Facebook or Twitter
12:44To be the first one to find out when the next episode of Playing Dead goes live
12:49Well that's it for this episode and we'll see you next time on Playing Dead
12:58Grants
12:59I'm
12:59I'm
12:59I'm
12:59I'm
13:00I'm
13:02I'm
13:03Grazie a tutti.
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