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Re-bunking Dead Island: Getting the game we wanted

Rm_headshot
Thursday, March 17, 2011

To recap: the amazing Dead Island trailer that went viral in February absolutely does not accurately represent the zombie-smashing game itself.

In fact, the trailer's set in the hotel where your character's staying (accessible later in the game) and depicts the initial zombie outbreak. The game doesn't start rolling until a few hours later, when you wake up in a flimsy beach hut, surrounded by panicky survivors on the inside and hungry undead pounding against the walls outside.


DO NOT WATCH THIS.

I mention this to illustrate the total disconnect between trailer and game. Taken on its own, Dead Island looks fairly entertaining, but it's way too tempting to feel disappointed. Indeed, the reactions I've seen flip between smug self-righteousness and quiet regret. We all wanted a game that made us feel the way that trailer did, and Dead Island won't.

So here's how we get one that does.

 

Step 1: Less killing

Want to heighten the impact of something? Do it less often. Drop an f-bomb in a movie and nobody notices. Do it uncensored on prime-time network television and it'll make the front page of every news organization in the country.

Instead of Dead Island's non-stop carnage, change the tone to something like combat in a good stealth game: fun and rewarding, but not always the best or smartest option. Then beef up every encounter so each one feels life-threatening. Hand-to-hand can go badly, and firing a gun might attract every zombie in range. It should still be fun to take out obstacles, but keep it dangerous at best and highly risky if more undead are wandering nearby. Getting surrounded should be any player's worst nightmare.

Bottom line, make killing a zombie a matter of dire necessity, not the entire point of the game.

Step 2: Build relationships

Similarly, when the father buries an axe in a zombie's neck, it's not to earn experience points and level up. He's protecting his little girl. The relationships in the trailer are archetypal, even primal: Father, Mother, Daughter. We understand those dynamics instantly, with no explanations necessary.


Don't worry, hon. I'm totally slamming this place on Yelp when I get home.

The game must build similar connections between players and its characters. You've got to care about those people, like them, be invested in their well being. That adds context to everything you do. Also, the stakes go up. Raiding an abandoned grocery store for food gets a bit more intense if you've left your family in a nearby alley, hoping they're not discovered in your absence. Raise a ruckus inside, and they will be.

Emotional attachments like those can inform the missions in interesting ways. Maybe you'll take your son by the hand and lead him across a zombie-infested street, or fight off other survivors to put your friends on the last boat to safety.

And once we've made things personal, it's time to bring the hammer down.

Step 3: Make it hurt

Take away something meaningful. Make players do things they don't want to do. Give them hard choices with no right answer. In a good zombie story, we are the enemy. Reanimated corpses are an issue, sure, but the last human survivors almost inevitably turn on each other. Your own mistakes tend to come with high price tags, too.


Lizzie Borden: The Game

Say your trusty wingman through half the game suddenly chooses his survival over yours when food supplies dwindle. Maybe that last boat out of town isn't a sure thing, and you can only put your spouse or your child on it. Which one? Or neither? Keep adding impossible decisions to an impossible situation, gradually strip things away -- a home base, allies, equipment, resources -- and you'll start clinging to whatever's left with everything you've got. That's an incredible reaction for a video game to earn and a laudable goal to strive for.


Of course, such deterioration isn't on Dead Island's agenda. That's perfectly fine. It'll be a fun little romp through the zombie apocalypse, whereas the game we expected adds up to an emotional meat grinder. Both can be experiences worth having. The thing is, we've already got romps a'plenty. It would've been nice to see something different and unexpected...much like the Dead Island trailer itself.

And frankly, such a huge reaction to a three-minute spot proves the market for that game is strong. Hell, I'd buy it. Here's hoping that one day, somebody actually makes it.

 
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Comments (5)
Default_picture
March 17, 2011

The subtlety of the viral trailer seemed unique for a video game...almost too good to be true. I'm not surprised that the finished product is more akin to Dead Rising. I, too, yearn for the sort of game you describe, but I'm not holding my breath. Heavy Rain came close, but clunky controls and lousy voice acting dragged it down,

Download
March 17, 2011

Dead Island seems to be taking all of the big features from zombie games in this generation, and thats all right, but I fear that it'll just copy them without understanding why they worked in their original games. Jack of all trades kind of thing.

Like with Dead Rising, the huge amount of zombies was awesome, but what made it so great was that you could interact with the entire world, and that Capcom used the element of time to structure the game. I know Dead Island is open world, but it'll be disappointing if it's just an excuse to run around and kill things mindlessly.

Actually, I was talking to a friend about the DI trailer and we were wondering would it actually be able to make a game that shared the same structure as the trailer, i.e. start and the end and finish at the beginning. It would need work, but potentially it could a incrediblly interesting experiment.

Default_picture
March 17, 2011

That was an intense trailer of the worst famaily vacation ever but I don't think this generation can reach that pinnacle yet.  We have the graphics but the interface is not quite there yet.

Default_picture
March 17, 2011

I don't think the industry has matured to that degree yet. With few exceptions, your average game narrative is still leagues behind a made-for-TV movie. That doesn't mean I won't play games with mediocre stories--I'm a gamer, after all.

Rm_headshot
March 17, 2011

Richard: Actually, the one thing Prototype did absolutely right was start the game off from midway through the story, with a fully upgraded character plowing through a scene of absolute carnage. Then, when it kicked you back to a fairly weak state at the beginning, you knew exactly where you could take things from there, and it inspired you to work towards that goal. If only that process had been more fun....

Dead Island borrows a lot from Dead Rising (and a lot of other games), but I'll say right now they'll be two totally different experiences, for better or worse. Based on the demo I saw (and taking a cue from your own interesting post on the subject of open world approaches), I'd say encounters will feel like Dead Rising while the world itself bares closer resemblence to Red Dead's structure.

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