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Glaiel-Gamer

Age/Gender: 19, Male
Location: Redmond WA

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Entry #48

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Glaiel-Gamer

On the Development of Closure Part 2: Story

Posted by Glaiel-Gamer Feb. 8, 2009 @ 1:48 AM EST

If you haven't played my most recent project, Closure, I strongly recommend that you go play it. This is the 2nd article I'm writing about the game, and it is on the subject of story and art games.

Now, the last console game I really played was Braid last august. It was great and changed the way I looked at games as a medium, and I wanted to create a game that manages to have a really interesting, well developed story and fun gameplay that can stand out on its own, but also provides a metaphor for overarching storyline ("art game" for lack of a better term). Luckily for me, like a week after I was done playing Braid, Edmund McMillen approached me and we began working on Aether. It was fun to work on a game that has meaning to it, and that combined with the influence of Braid sorta stuck me in the mood to make another "art game", of my design this time.

In the beginning of the development of Closure, I had planned to have a large focus on its story, and a lot of text and hidden text all over the place to tell it. I had notes written down for exactly what I would tell the player, what would be left open to interpretation, what the literal level of the story is and what the metaphorical layer of the story is. There was a lot of planning here, and a lot going on in my head about what it could become.

Yet, as the game developed itself, the gameplay aspect of it was emerging to be much more compelling than I originally thought it would be. The graphics and the loneliness of the game really began to set a very interesting mood, one a very fragile mood that could have easily been broken by the wrong text or content. Also, I stopped trying to make the level design fit the story, because I didn't want to impose unnecessary limitations on my designs.

Then it came time for me to write dialog for the game. The levels were done, and they were in the process of being decorated with environment stuff. As I tried to write dialog, I realized that I just can't do that. A couple of the dialog lines fit with the mood and the story and remain mysterious, but the vast majority were bad in one way or another. I scrapped it all, and write 10 short lines (in addition to tutorial stuff) to hide in the levels (and there they remain). They play out, if you read them all at once, like a very short conversation. Each line stands out on its own, while remaining part of the short conversation. This scattered text fit the game a lot better than a lot of cheesy text, and I think in the end, keeping the text to a minimum worked a lot better in this game than trying to go with my original plans.

The main story is still there, just told in a much different way, one that doesn't kill the mysterious, creepy mood that emerged during development. I've seen my fair share of games that try too hard to be "arty" that they lose track of the fact that they could have been a great game if they focused on the mechanic instead of the story. As you realize how interesting the gameplay mechanic is, the focus needs to shift from telling a compelling story to making a compelling game.

P.S. Thanks for the monthly 2nd Newgrounds!

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The People Have Spoken

13 Comments

Feb. 8, 2009 | 1:50 AM Kevin says:

Congrats on the game being very successful.

:D


Feb. 8, 2009 | 2:02 AM Doom-Fan says:

Well good FUCKING job, man.


Feb. 8, 2009 | 7:10 AM Skeik-Sprite says:

I have to say I'm inspired by Closure. It's such a unique idea, and it's got great atmosphere. The art is amazing, just the way how every level seems to flicker like a worn lightbulb fits the mechanic well. I can see how you got inspiration from Braid. That's one of my favorite games too XD

I think I should be writing this in a review of the game rather then this, lol.


Feb. 8, 2009 | 8:12 AM Luis says:

too much text... you need a youtube or something showing us at 650% how you coded it ... kinda like dan paladin did for drawing castle crashers..

>:(


Feb. 8, 2009 | 8:28 AM Coolio-Niato says:

Congratulations.

You managed to beat the boss you see.
The grinning collossus,
you're the hero we all wish we could be...

So this means you're nominated for next years Tank Awards again :D


Feb. 8, 2009 | 10:06 AM I-smel says:

Oh thanks for minimalising the text. If I would've read a load of mysterious text in that game I would've instantly thought you were trying too hard. With less condensed plot, the game can be enjoyed as an interesting metaphor OR a challenging puzzle game. Also with less text it's more likely to become popular in other countries.

So are you not interested in most console games, or do you just not get around to playing them?

Feb. 8, 2009 | 1:58 PM Glaiel-Gamer responds:

Kinda a combination of both, nothing interesting really came out after braid, but if I had more free time I might have been encouraged to pick something up.

I'm just waiting for resident evil 5 really


Feb. 8, 2009 | 12:08 PM Vert says:

I think you made the right decision. The player doesn't need too many hints to understand whats going on and even if you did lose some of the integration between story and gameplay, the resulting atmosphere is fantastic and more than makes up for this.

There is always a risk when making these sorts of games of forgetting one very important thing: games are, above all, about gameplay. A game without decent gameplay is simply not a good game, no matter how artistic it is.

Not to say that you can't have legitimate art within the confines of a boring gameplay structure; it just doesn't make it much fun, probably.

In the end, I think you guys managed to hit the sweet spot. =]


Feb. 8, 2009 | 12:29 PM MindChamber says:

sounds like youve really come into your own. I cant wait to see the results of all this experimenting and exploring.


Feb. 8, 2009 | 1:48 PM RiftMaster says:

Decent game. You get props for bringing shader theory to Flash in the visuals. I thought the style and story was a bit derivative of Edmund's work (which is in itself pretty derivative), and to a lesser extent Braid. This detracted a bit from the experience for me. Of course there is a fine line between inspiration and imitation though ;)

I did genuinely enjoy it, which is saying alot cause I usually HATE "art games". This seemed to be a fairly good balance of traditional gameplay and experimental ideas.

I would like to see you fully make the leap to the big leagues though and release something for XBLA or WiiWare :)


Feb. 8, 2009 | 7:59 PM Lalo says:

That was an amazing game, congratulations Glaiel :D


Feb. 25, 2009 | 12:37 AM zerolightseeds says:

Fantastic game, Tyler. I absolutely loved it. I wrote an opinion piece on it, actually. Would be great if you could check it out in your free time. :)

http://zerolightseeds.wordpress.com/2 009/02/25/fear-of-closure/

Keep up the good work!

Feb. 25, 2009 | 10:26 PM Glaiel-Gamer responds:

nice article!

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