Passer au playerPasser au contenu principal
Découvrez le troisième épisode de Beyond the Light, la série de journaux de développement de 007 First Light !

Dans cet épisode, Michael Vogt, le scénariste principal du jeu, vous explique en détail comment l’histoire de ce nouvel opus de James Bond est construite. Il aborde les bases classiques de l’écriture de scénario (structure, arcs de personnages, thèmes) et comment tout est adapté pour en faire une expérience interactive riche et immersive.

Vous en apprendrez plus sur le jeune James Bond, son caractère, ses motivations et le ton à la fois plein d’espoir et dangereux que prend cette nouvelle aventure d’espionnage développée par IO Interactive (les créateurs de la série HITMAN) en collaboration avec Amazon MGM Studios.

Un épisode essentiel pour tous ceux qui veulent comprendre l’approche narrative ambitieuse de 007 First Light.

Le jeu sortira le 27 mai 2026 sur PlayStation 5, Xbox Series X|S et PC.


#007FirstLight #BeyondTheLight #StoryDevDiary #JamesBond #IOInteractive
Transcription
00:05Welcome back to Beyond the Light Episode 3, and today we had the chance to talk to lead writer on
00:11007 First Light, Michael Vogt.
00:13He will share a few insights on how we craft a story for the game.
00:20My name is Michael Vogt, I am the main writer on 007 First Light, and I have been with IO
00:26for 14 years.
00:30The origin aspect was always essential to the project vision.
00:36Since we meet Bond as a young man, the tone and the story world also needed to reflect his sort
00:42of youthful perspective.
00:43It's not a dark and gritty or cynical world.
00:47It's dangerous to be sure, but it's fun and inviting and adventurous and ultimately hopeful.
00:52He's not jaded yet.
00:55So Bond is experiencing this hidden, exciting world of espionage for the very first time.
01:01Of course, we want to convey a sense of bright-eyed wonder here.
01:03There's this trope of the hero who walks away from explosions, right, because he's so cool.
01:07But the reason heroes walk away from explosions is because they've seen so many of them.
01:11But this is Bond's first outing, and he's 26 years old, so I think he's going to want to turn
01:16and watch that explosion.
01:17Many of the aspects that you associate with James Bond is already there as innate qualities.
01:25He's incredibly charming and charismatic, and he's audacious.
01:30He's very cool under pressure.
01:32And of course, he's insanely capable and resourceful.
01:35There's also a ruthlessness to him when the situation requires it.
01:39Emotional distance, or at least a reluctance to deal with emotions.
01:42He's not the suave connoisseur either who knows everything about champagne and wine and fancy cars.
01:48I think that will come with age and experience.
01:50But because he's a young guy, there are also some traits that we haven't really seen before.
01:54There's an innocence to him here.
01:56He's quite trusting and earnest and idealistic even.
02:00And, you know, traits that you sort of sense will probably not survive this job for long, even if he
02:05does.
02:06Belonging is definitely a theme in this story.
02:08He's a young man who hasn't found his place in the world or his purpose yet.
02:12What does it mean to be a double O in this age?
02:15And does the world even still need them?
02:18Will heart and intuition even matter?
02:20Or can technology just do everything better?
02:23So in that sense, the story reflects the times that we live in,
02:26which is also something that Bond's stories have always done.
02:29So this youthful take also informs some of the gameplay choices that we make.
02:34For instance, we have a bluff mechanic, something Bond can do to get out of a tight spot,
02:38because we felt that that's exactly the sort of thing a young James Bond would do.
02:41Agent 47 in Hitman, he plans meticulously.
02:44But Bond is not somebody who plans meticulously.
02:47He's very impulsive.
02:48You know, he just goes in and he wings it.
02:53When we start out in the pre-production,
02:56we make a story outline that looks pretty much like a feature film,
03:00only it's a little bit more elastic.
03:02Technically, you can say you structure it like a film.
03:05You make sure that the first half of the second act is very flexible,
03:09so you can make for a much longer running campaign,
03:13while still preserving the tension curve towards the end of the story, towards the climax.
03:18The way I see it, as a game writer, you really have two toolboxes.
03:22Toolbox number one is the classic screenwriting craft,
03:25the time-honored method of structuring plots and creating character arcs and themes that resonate
03:33and kind of tying it all together into a meaningful experience.
03:37And then, once you've done that, that's usually when you enter production,
03:41you go to toolbox number two, and that's the game writing craft.
03:44That's where you take that initial outline and then translate it somehow into an interactive experience.
03:53And throughout production, we work especially very closely with level designers
03:56in just designing the moment-to-moment story gameplay flow.
04:01Creating the story gameplay flow is a much more demanding task
04:04than simply writing a classic story outline, and it takes like 50 times as long.
04:11As writers, we are schooled in classic storytelling.
04:15So in a way, you can say a linear story-driven action-adventure like First Light
04:20is actually closer to home than, say, a big, sprawling, non-linear, gameplay-driven beast like Hitman.
04:28So I don't think we actually as a team had to adapt that much.
04:32It is kind of within the, you know, the comfort zone of what we're trained to do.
04:36The bigger challenge was to figure out how to make a forward-momentum game
04:41while still preserving, you know, the things that make an IOI game an IOI game.
04:48So the story is about how Bond becomes a double-O.
04:50So we are going to put him on a trajectory,
04:53but we're not going to resolve the character in this game.
04:57I think, to me, Bond is someone who clearly grows and evolves,
05:02but he's not somebody necessarily who changes fundamentally.
05:06Rather, he has some innate qualities that makes him an agent of change.
05:09You know, he changes the world, right? He does that all the time.
05:12He has to have some, you know, some inherent Bond qualities
05:17that are just there from the get-go.
05:19So we're definitely on this journey with him,
05:21and we see him mature in many kinds of ways.
05:25But the story is as much about how he changes MI6
05:29and how he changes the characters around him.
05:32Bond has, he has heart, and he's very tenacious,
05:36and he's willing to take risk.
05:39And that actually changes the way MI6 operates
05:43in an era that is otherwise kind of risk-averse and data-driven.
05:47Our Bond definitely leans more on other people than we're used to seeing.
05:53One, because he's not a seasoned agent yet, and he's still learning the ropes.
05:57And also because games are fundamentally different from film,
06:00in that players spend a long time alone on the sticks.
06:04So you do need that supporting cast to communicate story, really.
06:08So Bond has a number of strong relationships throughout the campaign,
06:13some known and some new,
06:15and they each kind of affect him in different ways
06:17and play a role in how he develops as a character.
06:20As a player, especially an IOI player,
06:23you want as much agency as possible,
06:26and we want to give it to them, obviously.
06:28At the same time, we do need players to feel like Bond at all the time.
06:32In Hitman, you are kind of able to go spectacularly out of character
06:37at any given moment.
06:38But you can't really do that with Bond that feels wrong.
06:41He's too established.
06:43So the way we approach choice is not about branching.
06:46It's about improvisation.
06:47So your Bond can be more of a brawler,
06:49or he can be clever and talk his way out of situations,
06:52or he can stealth around and use gadgets,
06:54and those are all valid choices.
06:56So we use choice as a way for players to feel clever
06:59and to think on their feet like a proper double-O agent,
07:03but without ever actually breaking character.
07:05Afternoon, sir. Staff and press only.
07:08Oh, damn. Forgot my press badge.
07:10You're not the first.
07:11You'll see sometimes in the game
07:13we're able to enter a dialogue tree with different characters,
07:16and the way we use it is, again, not about branching,
07:20but it's about that there's usually one option that's mandatory,
07:23and then the others are for worldbuilding.
07:26So it's something about how interested are you in this world,
07:28and this situation, and these characters.
07:30Part of the creative approach is also eavesdropping,
07:33especially in a social arena.
07:35There are a lot of similarities we did in Hitman,
07:37where you have to listen in on conversations,
07:40to obtain hints,
07:42and unlock opportunities to solve a certain objective along the way.
07:48A good villain is someone
07:51who's thematically opposed to the main character,
07:55and it can be multiple people, obviously.
07:58You usually have three or four major or minor villains
08:03that challenge different aspects of the hero's character.
08:07Sometimes a great villain is also someone
08:09who's a dark mirror,
08:11you know, a mirror image of the hero,
08:13but I think that the thematic aspect
08:14is probably the most impactful, really,
08:17whose values and ideas are just diametrically opposed.
08:20A character like Baobma has a lot of contrast.
08:24You know, on the one hand,
08:25he seems very volatile and ruthless,
08:29savage even,
08:30but he's also kind of a philosopher king.
08:33You know, he's very thoughtful and eloquent,
08:35and ultimately, I think what makes him interesting
08:37and sympathetic is that he is someone
08:39who's really trying to build something from nothing.
08:42You have to respect that,
08:43even in a harsh environment.
08:45He's someone who thinks that the sky's the limit.
08:47We have some really great actors
08:49and a fantastic ensemble cast
08:51that hopefully players will really fall in love with.
08:55And of course, the story is clever and intriguing,
08:57and I'm very proud of it,
08:58but I do think games are more like TV series than film
09:03in the sense that it really is characters
09:05who drive engagement, ultimately.
09:19We hope you enjoyed today's episode of Beyond the Light,
09:22and if you have missed the first two episodes,
09:25don't worry, you can check them out on the channel.
09:27We are live here.
09:29And also, don't forget to pre-order the game you haven't,
09:32because you can get a free deluxe upgrade
09:34for 007 First Light, releasing on May 27th.
09:38See you next time.
09:40Agents of very short life expectancy.
09:46And if you do get caught,
09:47we will deny ever having heard of you.
09:49How does that sound?
09:51When do I start?
09:52God bless you.
09:53God bless you.
09:58What do I do?
Commentaires

Recommandations