Tuesday, 11 October 2011

Thoughts on Limbo

A while ago I played through Limbo for the first time. I thought it was quite an interesting experience for many reasons and been thinking for it on and off. Now that I have collected most of my thoughts on the game I thought it was time to write a little post about it.

Starting off, I thought the game had really nice visuals that really added to the mood. Small things, like the change in light level and tilt of the camera heightened the mood substantially. Another thing I really liked was the variety of activities and lack of puzzle repetition. Too many games just try and extend play time as long as possible, and it is nice to see games going in the other direction. All this has been said before though and is not what this post will be about. Instead I want to discuss some other things I realized when playing the game.


Limited Interaction
I think the biggest take-away from Limbo is how you do not have to give the player lots of actions in order to make a fresh and interesting experience. The basic actions in Limbo are move, jump, climb and grab. These are then used in a mixture of ways, constantly keeping the experience fresh by putting the variety in the world instead of the controller. This can be seen in other games like Shadow of the Colossus (but then to a lesser degree), and I think it really helps to heighten the player's feel of presence in the game. It only takes the player the first few minutes of the game to familiarize with the controls and the rest of the game can be spent on building up immersion, instead of constantly learning and remembering controls.

It is so often that games become about the mastery of the controls and I think that makes it so much harder to become one with the game's world. The faster the flow of interaction from player to game can become intuitive, the better. We do not want players to think of what buttons to press and sticks to pull. Instead we want players to directly express their wishes from mind to game, unaware of any intermediate hardware.


Puzzles and Limits
As I played Limbo I realized that most (if not all) interactions were directly added to the puzzles you have to solve. I felt that there could have been tons of extra elements to interact with in order to make the player feel more connected to the world.

But then I realized that the design of the game went against this. The puzzles in Limbo depend a lot on experimentation and thinking "out of the box". You have to try out every object in order to find a way to progress. If the game had had superfluous elements, then this would have made the experience so much harder. Players probably would have spent much time interacting with objects that were completely unrelated to the puzzle they were trying to solve, increasing the overall frustration and damaging the flow of progress.

This means that puzzles can be quite a hindrance if you want to make a living world. If the player's goal is to solve puzzles, then that forces you into make sure the rest of the experience supports this. And because of this having puzzles excludes a lot of things that could increase the player presence, emotional connection or just about anything that might work against the puzzle solving.

This is one reason why we will try to completely remove puzzles for our upcoming game (more on that in another post).


Trial and Error
I just have to mention the trial-and-error nature of Limbo as it is something that I have talked a lot about before and it is quite a prominent feature in the game. First of all, the "repeat and try again" mechanic that is used in almost every puzzles is something that ties into the general design of the game. It is quite clear that it takes the basic design from Another World but I link Limbo is a lot less frustrating.

What I found interesting is that the most annoying parts were not the puzzles where you died and had to restart, but where you missed some part of a sequence and had go back and try again. This mainly because the latter meant you had to redo a lot more and the deaths often had a sort of fun, morbid "gotcha!" mentality to them. Also when the world is reset and the game place you at a certain point you get a greater sense of focus on and a hint that you are on the right track. Just failing to do something always give you that nagging feeling that you might not have set up everything in the proper way.

Still, dying or not, for every time I had to repeat a part of the game, it became less about being present in it's virtual world and and more about figuring out an algorithm. I felt a clear change in my state of mind after just one or two attempts at a section. I am probably a biased here, and thus not best of test subjects, so would be interesting to hear what others felt.

A final note on this: Some people have argued that the cruel death mechanic heightened the tension in the game. However, I think the most important part of creating tension in Limbo was that you never know what to expect next. I never felt any increased tension after having failed once or twice, but instead my greatest tension was from anticipation. Coming closer to some strange branches or a weird contraption, my mind conjured up all sort of imagery of what could happen next. I think this sort of build-up is a lot more powerful, than simply adding cheap engagement from the knowledge that you had to restart (which rarely worked on me anyways).


Cut scenes
The last part I want to discuss are the cut-scenes, or more precisely the lack there of. It is still so common in games that you remove control from the players and then pan/zoom/guide the camera to make sure that the player watches some event (e.g. a creature emerging).

Limbo does not do this, and it makes the events that you see so much more compelling. By using the game's space and character movement as a means of pacing, the events are very well directed, but without ever removing control from the player. I especially liked the villagers that you see running about and thought it was a shame that they were not utilized more. I would have really liked for a more coherent narrative to have come out of these encounters.


End Notes
Despite being mainly a game about solving puzzles, I think Limbo gives a lot of hints on atmosphere and narrative in games, both by things that it does good and things that it fails at. I also wish that we could see games with this kind of polish and interesting art direction, that had main focused on creating immersion, atmosphere and a compelling narrative. As seen when investigating games like Limbo, all the tools for creating truly expressive experiences already exists, it is just a matter of putting them to go use!


Friday, 9 September 2011

Amnesia - One year later

Introduction
A year has passed since we first released Amnesia and a lot has changed for us at Frictional Games since. We have gone from being pretty much out of money, to being financially stable in a way we never thought we would be. Everybody in the company has gotten raised salaries and we have more than enough money to complete our next game.

Our financial situation is far from the only change though. The success of Amnesia has led to us getting a lot more known among players and the press. Reactions to the game are still pouring in, and it feels extremely good and humbling to be able to have that kind of impact on people.

With that little summary, now let's get down and dirty with some more detailed information. (And oh, see end of post for a wee surprise.)


Sales
Let's start with what most people probably are the most interested in: how many units have we actually sold? During the GDC EU lecture I noted that we were now above 400k units total, but as we scrutinized all of the figures it turns out this was not quite correct. Jens did a recount of all income we have gotten so far and the figure ended on 391 102 units (which is of course not correct when you read this as the game sells at about 2 mHz).

This sounds like a huge amount for sure, but there is something to consider with this figure. About 75% of all the sold copies, that is 300k, were on discounted sale. This is quite substantial really, especially when you note that a good deal (almost half) of the remaining 100k were sold at launch. In the end this amounts to around 50% of all our earnings coming purely from discounted sales (most at a 66% or higher discount).

While discounted sales indeed dwarfs our normal sales, the day-to-day sales are quite expectational as well. Right now we are selling around 6000 units per month at full price. This is actually more than enough to cover all salaries and operational costs for each month, which is a situation we still have not really gotten used to. Another interesting fact is that monthly sales have actually increased, they are almost double now from what they were half a year ago. What all this means is that we can work with a healthy buffer that makes it possible to take more risks and down the road spend more money on outsourcing for sound, voices, art and more. Both of which should allows to make our next game as good as possible.

The distribution between platforms depends a bit on how you count it. In our own store it is as follows:
Windows: 70%
Linux: 15%
Mac: 15%
However, our store is the only one that sell a Linux version of the game, so in total sales the percentage of Linux is a lot less. When looking at other stores the distribution is around 11% Mac and 89% Windows. The Mac percentage goes down a bit during sales, where Windows sales increase 3 times or so more compared to the Mac ones. An interesting note here is that Mac sales in our own store did not go down as a other online outlets like Steam started to provide mac versions; meaning it did not steal our customers but opened up to a new market. We think it is a good incentive for other stores to support Linux as well!

The final data regarding sales is the difference between physical and digital sales. As of now, a total of 35, 000 boxed copies of the game has been sold, or around 9% of total sales. This is not too shabby considering we had no release in Europe and that the American box came out half a year after launch. The money earned from a physical unit is much less than from a digital one, but a physical release can still be helpful (however, other problem arise that might make it not worth it, something we will cover later on).


Impact on Penumbra
As Amnesia gained popularity, we already had our Penumbra games up for sale. We were quite curious in seeing how these sales would be affected by Amnesia's success. As Penumbra is quite similar to Amnesia i terms of gameplay and mood, and that both were made by the same company, we thought that we would see a boost in sales and attention for Penumbra. Turns out that Penumbra was almost not affected at all.

The number of monthly visitors for Penumbra are still the same as they were before Amnesia. Same with sales; the monthly total is still a little above 500, which it has been for over two years now. The only influence Amnesia could have had is to keep the average up.

So why did Amnesia have no (or very little impact) on the sales of Penumbra? We think one reason is that main bulk of Amnesia buyers simply does not connect the two. While they are similar, the first look is quite different. Penumbra takes place in present day and Amnesia in the 19th century. Another reason is that whenever there is some exposure for Amnesia, Penumbra is almost never mentioned, so most people that enjoyed Amnesia never learn there is a similar game available.


User response
I noted earlier that the daily sales have gone up over the last year, and large part of that has been due this - responses from the players. Still now, a year later, once a week or more some new post about Amnesia goes up on reddit, youtube or a similar user generated site. This kind of constant bombardment of Amnesia related material has continued to raise awareness of the game.

The major example of this would be the the Amnesia WTF video that reached 4 million views before YouTube, because of mysterious reasons, removed it (here is a copy). Others include this pug picture that managed to spread quite virally, images like this one, and much more.

Another pleasant surprise was the amount of custom stories that have been made. In Penumbra we only knew of a single attempt to make a user-created level and that one was never released in public. For Amnesia at least 300 custom story projects have been started, and 20 or so have actually become completed, high quality, experiences. There has even been a Tetris clone made with the tools!

This surge in interest has made our community a lot more active too. A year after we released Penumbra: Black Plague, our forum was quite dead, having a post every other day or so. Right now we average about 200 posts / day, and all of it is pretty much thanks to the custom story creation. This has also spread to other parts of the forum, and there is a lot more general chatter, technical help between users, etc . It really shows that supplying users with creation tools is well worth the time.


The making of Amnesia
As a year has gone by a few resources on how Amnesia was made has popped up, so it seems like a good time to sum them up now:

The Terrifying Tale of Amnesia
A post-mortem of Amnesia at the Escapist, that describes what we went through when creating the game. It mostly deals with the financial side, but also on how corporate decisions lead to changes in design, screwed everything up, and other juicy stuff like that.

Birth of a Monster
The design and production process of the grunt monster, written by several of the people involved. Do not forget that there is a second part.

Evoking Emotions and Achieving Success By Breaking all the Rules
A talk I gave at GDC Europe about a month ago. It goes over a lot of the design decisions that went into Amnesia.


Next for Frictional
So what is next for us at Frictional Games?

First of all, we want to get up to speed on our next game. Since we spent all resources we had on getting Amnesia done, we had to start the new project without any sort of momentum. Added to this was the potato thingie that also took a lot of time (but was really worthwhile). This has lead to a discrepancy between design, technology and art that we just about caught up to now. We have done a lot of work on the next game, but it is not until now we are close to having a nice work flow.

Because of this, a major issue for us to fix is to be able to manage multiple projects. We want to have a nice reallocation of resources at the end of each project and make sure to keep the flow going. However we do not want to grow the company too much, and thus we are looking into other avenues. If everything goes as it should we will announce our first stab at a solution to this quite soon!

Another big change for the future will be consoles. The main reason for choosing consoles is purely financial. Right now our main income comes from very few channels, and we need to spread out the risk somehow. The other reason is that we feel we are missing out on exposure by not being on a console and not reaching as many players as we should be able to. Unfortunately consoles are really old compared to the PC right now, so it will be far from straightforward to develop for two platforms. Our current thinking is to make the console get a lower end version and make sure console specs influence the PC version as little as possible.

Finally, in regards to what our next project is about, the basic idea is to use lessons learned from Amnesia and then take it to the next level. We have mentioned before that the next game will not be as horror focused as our past ones, but still have a scary atmosphere. Our intention this time is to dig into deeper and more intellectually demanding subjects. Another goal for us is to get past having classical puzzles that break the flow, but without making the game into a spoon-fed type of experience.

We are all really excited about the future, with tons of ideas we want to try out and now with the resources to do so properly. This is the first time for us developing a project that we know we can fund all the way and not worry about tight resources. It will be very interesting so see what will be possible to create this time!


More questions?
Anything else you want to know? Well, you are in luck because the entire team will be available for an Ask-Us-Anything at Reddit! Just go here:

http://www.reddit.com/r/IAmA/comments/k9vwj/we_are_frictional_games_creators_of_amnesia_the/

It is really simple to register at reddit, so just do so and fire away in case you are curious! And do make sure to up-vote it so it gets some exposure!

And finally, thanks to all who have supported us, pre-ordered our games, put up crazy stuff on the internet, provided help in the forums and in other ways helped to spread the word!


Thursday, 8 September 2011

GDC Lecture now online!

The lecture I gave at GDC EU 2011 is now up here:
http://www.gdcvault.com/play/1014889/Evoking-Emotions-and-Achieving-Success

It is one of three lectures that were put up (so far) and it is 100% free for you to watch :)


Thursday, 18 August 2011

GDC Europe Sum-up

Me, Marc and Jens got back from GDC Europe yesterday so thought I should write a small summary of the trip.

First of, some thoughts on the lecture:


My talk was scheduled the first day and was the first time I have ever had this type of lecture so I was quite nervous. This meant I had a bit of trouble relaxing and enjoying the other talks before mine. Also, the night before I had had the final practice round for the lecture, making my dreams that night filled with nothing but fragmented sentences from my script, which of course tainted the next day too. My head contained little but the lecture.
My first plan had been to learn the entire lecture and not use any notes, but during practice I always managed to miss something and felt having some kind of notes was more secure. As the lecture slides was pretty much void of text and the actual images often not very descriptive to what I said, I had to keep everything in my head. In the end, I am happy I made the decision of having notes as I did get lost a few times, but could quickly get back by a glance. Hopefully nobody noticed anything.
When it was finally time for the talk I was really worried if any of the videos would work, as there had been numerous problems when testing at home. Fortunately all videos showed perfectly!
Overall, I think it all went quite well and the audience seem to enjoy it too. There are summaries of the lecture at Gamasutra and Gamespot, and I will see if I can get the script up too later on.
I was also involved in a panel with some other people. My five minute presentation was pretty much an extended version of an old blogpost.

Once my lecture was done I could finally relax and enjoy the various lectures a bit more. As always there is a great mixture in quality and content. My favorites were probably a lecture about RPG mechanics, a talk on horror by the developer of the upcoming Silent Hill Downpour (even though I disagreed with plenty) and a talk about performance capture (by one of the founders of Ninja Theory).


Apart from the GDC stuff, we also attended something called the NotGames Fest. It was an exhibit that showcased a bunch of games that did not have a big focus on "fun game mechanics", and Amnesia was one of these. It was all much more nicely setup than I thought it would be. Visitors had to enter a atmospherically lit, cave-like room built up from cardboard. It was quite moody and fitted the exhibit perfectly. I really liked how it contrasted the normal, ear-deafening, sensory overloading exhibits videogames are normally shown in and had a very calm and serene feel to it instead. I hope that there will be more game exhibitions like this!
At the evening the exhibit also had a BBQ featuring hot-dogs in round buns, which was felt a strange (but still tasted good). Jens told me this some German tradition. Anybody know anything more about this strange way of hot-dog consumption?


Also like to note that two guys form the Italian company Santa Ragione gave us a free copy of their horror board game "Escape from the Aliens in outer space". We tried it while waiting for our plane to take off and even though we were probably a bit too few it was really nice. Will definitively play it again.


Saturday, 13 August 2011

Horror Tip: Hide

I just saw this little horror game gem called "Hide". It is a very simple game with very simple graphics. Basically the game is all about finding five signs scattered across a map while avoiding being found. I think it is a great example in how not showing something properly makes the imagination go wild. The extremely sparse (yet workable) graphics and the atmospheric soundscape forces you to immerse your self and imagine your worse fear.

The game only takes a few minutes to play, so I suggest you all give it a go. And do not forget those headphones!


Friday, 12 August 2011

GDC Europe

Just wanted to inform everybody that I will be holding a lecture and be part of a
panel at GDC Europe next week.

The lecture is called "Evoking Emotions and Achieving Success by Breaking All the Rules" and will be about some of the design in Amnesia and also touch upon a lot of subjects discussed in this blog.

The panel has the name "Beyond Fun: Perspectives on Video Games as Expressive Experiences", which will include 4 other swell guys and gals. In it I will have a lil rant called "Games or Toys".

Both of these will take place on Monday and be one after another. Hopefully I can put something or link to video after the convention is over.

Will anybody here be attending?