Posts Tagged ‘red dead redemption’

In Praise of the Greet Button

Monday, August 2nd, 2010

As you've probably gathered from previous posts, I've been playing a fair bit of Red Dead Redemption lately.  Similarly, as you may have gathered if you follow me on twitter, one of the features in the game that I find most rewarding is the greet button.

The rather brave decision to include a button on the controller dedicated (even partially) to something so seemingly superfluous must have been a tough sell to producers on the game.  While surely it would not take too terribly many man hours to implement the feature, and the few lines necessary were undoubtedly a drop in the budget bucket for recording sessions, the part that I imagine was difficult was convincing the producers that the impact of the feature would be anything more than negligible.

My experience with the game, though, has been made much more memorable by the services of that red B button on my 360 controller.  As I walk through town (cowboys don't run, even if it is faster), passersby will occasionally float a greeting at me.  This is no different from most other open world games, of course, with the possible exception of me walking rather than running.  In some of these games, my character will even respond to these floats (notably, I have a strong memory of CJ from GTA: San Andreas responding to civilian chatter, usually with something a bit insulting).

The simple inclusion of a button to control whether or not I respond ultimately drives what was initially a decent audio feature into a great tool for both immersion and even role playing for the player.  As I am playing with John Marston being an honorable fellow, I've been diligently using the greet button to maintain his polite character in the public's eye.  I do this despite the fact that greetings seem to have no tie into the honor and reputation system at all (missed opportunity?).   From a power gaming perspective, there is absolutely zero reason to bother with the greeting.  Yet, as I pass by a woman standing outside the general store, tip my hat, and say "Ma'am", I feel more like a cowboy than at just about any other time during the game.   Since I had to press the button to do that, it was an active choice by the player, so it makes me feel like a cowboy, not a person controlling a cowboy.   The difference is noticeable, and appreciated.

Share and Enjoy:
  • Digg
  • StumbleUpon
  • del.icio.us
  • Facebook
  • Twitter
  • Google Bookmarks
  • Fark
  • Google Buzz

The Secret Lives of NPCs – Red Dead Redemption

Monday, July 26th, 2010

Much has been said of the developer's perennial quest to create an immersive world--the cliched "living, breathing world".  Of course, one item on that agenda includes the NPCs that populate said world, and presumably are doing the living and breathing.  In this series, I take time out of playing a game to follow around a single NPC, observing the actions of that character for a single in-game day.  The character is chosen randomly from those that populate the environment but do not directly tie into the quest or narrative experience.   The idea is to see how well crafted the illusion is.  Does it hold up under scrutiny?

I direct John Marston into Armadillo in the dead of night, hitching up his horse just outside the saloon.  As John approaches the saloon, a man in a bow tie, vest, and bowler cap ambles out of it.  I decide he will be the next target of my creepy stalking.

Bob the Bowtie Butcher

I want to make it clear, I have no idea what this character's name is.  He isn't one of the guys that regularly loses money at the poker table, nor is he a character that I've engaged in any of the other mini games.  However, I'm a sucker for alliteration, so he's now going to be known as Bob.

  • 1:30 AM - Observation of the subject begins as Bob first steps out of the saloon.  He walks onto the main thoroughfare and sort of watches as two swaying drinkers talk to one another.  He doesn't engage them, but he does scratch himself.  After that, he heads onto the porch of the saloon, and leans against the railing.  He remains here for some time.
  • 4 AM - Bob stops leaning on the rail, and says something about an Elly McGregor (?) to no one in particular.  I didn't catch exactly what he said.  After this outburst, he moves back into the Saloon, and leans against the wall looking out a window (at basically the same scenery he was looking at from the railing of the balcony).
  • 5ish AM - Bob heads back outside, sits on the stool on the porch for a few minutes before returning to leaning on the railing.  The stool was directly between the window and the railing, or thereabouts.
  • 630 AM - Bob leaves the area of the saloon, heading to the upstairs balcony above Armadillo's gunsmith.  He repeatedly plays an animation that I can't quite identify from my position on the ground. He could have been coughing, shouting, spitting, playing a harmonica, or shadow boxing.  After this, he wanders over to the door up there and knocks on it a few times.  He gets no response, so he casually leans against that railing, as a change of pace from leaning against the one on the saloon's porch.
  • 7 AM - Bob asks the question that's been on everyone's mind, "When we gonna stop talking, and start drinking?"  He hasn't done much talking, and doesn't seem inclined to actually start drinking either.
  • 7:15 AM - Bob crosses the street to the little "produce" stand next to the general store.  Apparently he works here.  He starts butchering chickens.  This is how he got his nick name above.   I was actually pretty surprised (pleasantly) to be given the impression that he might have some sort of schedule (reinforced over the course of the day), but his attire seems a bit odd for a butcher.  I'm not positive that this is really his job, and think that perhaps a random NPC in town takes it each day?  I'd have expected to see one of the apron wearing guys over here.

    That table looks like it hasn't been cleaned.  Ever.

  • 9:15 AM - Bob takes a break from butchering chickens to steal an Apple from work, which he eats on the spot.  He discards the remnants, which seem to actually be physically simulated and roll around the environment.
  • 9:25 AM - Bob goes back to work.  I immediately get kind of grossed out thing about his lack of sanitary butchery practices.  No handwashing between raw chickens and eating the apple?  Yikes!  Also, that table doesn't look like it's been washed, ever.  Also, he seems to have a barrel of raw unbutchered chickens, a barrel of chicken feet/heads, and a barrel of raw butchered chickens.  One of the many moments that I'm glad video games don't have smellovision technology.
  • Noonish maybe - He is still butchering, but I've decided to crunch some numbers.  I time a single chicken, and it takes approximately 5 in-game minutes.  So 24ish chickens before his apple break, and maybe 33 more or so since.  Those barrels are like Mary Poppins' bag.
  • 5 PM - Approximately 60 chickens later (total, approximately 117), Bob takes another apple break.  He goes right back to work afterwards.  I briefly consider the possibility that NPCs in Red Dead Redemption have needs to satisfy, but ultimately don't think so.
  • 6 PM - After essentially an 11 hour day of nonstop work (and approximately 127 butchered chickens), Bob heads over the saloon, to lean against the rail at his favorite spot.
  • 7:30 PM - Bob heads inside to the saloon window, wanders around inside a bit after that, then returns to leaning.  Maybe 25 in-game minutes.
  • Midnight - Bob exclaims (to me?) "You look like you got run over by a wagon!"  He heads back inside to look out the window at the spot he just left.
  • 12:40 PM - Bob sits on a stool inside the saloon, against the wall opposite the bar, facing inward.  This lasts just a few minutes.
  • 1 AM - Bob heads back outside to lean.  He remains there until the 24 hour observation period is over.

On the positive side of things from observing Bob, his working a job and his eating were both boons to realism.  When I had passed through Armadillo and other settlements previously and seen NPCs working, I had just assumed that they spawned into that position, and would remain there until I went far enough away that they despawned.  Seeing someone start and quit their job was nice.  Additionally, while Bob was a bit boring during his off period, I did see a number of other NPCs do relatively interesting things.  Some of the folks drinking at the bar got stumble-around-and-fall-down drunk (awesome animations on that, by the way).  Some other NPCs seemed to start and stop conversations with each other.  A deputy (non-story) taunted a drunk at one point in the night.

On the other hand, he never slept all day, and he worked like a robot.  And quite frankly, for a guy who spent nearly every non-working hour at the bar, he didn't really do much.  Perhaps he's haunted by his lost love, who he last saw from the porch of the saloon.  We'll go with that.

Share and Enjoy:
  • Digg
  • StumbleUpon
  • del.icio.us
  • Facebook
  • Twitter
  • Google Bookmarks
  • Fark
  • Google Buzz

Under the Hood: Red Dead Redemption’s Camera

Monday, July 19th, 2010

Once you have done any sort of development work, it becomes difficult to play a game without entering developer mode here and there.  This happened to me while playing Red Dead Redemption as I noticed a couple of things about the camera, and I figured I might as well share my observations.  So I sat down and did some tests with it, and noted the results.

The camera is, of course, freely rotated with the right thumbstick.  If it is left "out of position"--that is, not directly behind John Marston--it will be pulled back into position as the player walks along, unless the player actively maintains the unorthodox position.

One of the biggest challenges when implementing a third person camera is what to do about intersecting objects--those that come between the player and the camera.  Rockstar San Diego opted for "snapping through" intersecting objects, rather than fading them into transparency.  This means that if there is an object between the camera and the character, the camera quickly snaps to a closer zoom level just on the other side of the intersecting object.  Moving either the character or the camera so that the object no longer interferes causes it to snap to the default position.  The sudden camera move can be slightly disorienting, but is not particularly glaring.  Some objects are considered to interfere, others are not:

  • Environmental objects all are considered interfering (buildings, trees, random art props)
  • Doors are considered interfering, but the camera can zoom back out once the door opens
  • Windows are considered interfering, despite being transparent, even if they are broken out by the player's actions
  • Horses and people (and presumably wild animals) do not interfere, and can pass between character and camera without moving it.
  • Stagecoaches do interfere with the camera, but the horses pulling them do not

When the player enters targeting mode, the camera will never snap due to interfering objects, and any such objects simply block the player's view; they do not go transparent.

Speaking of targeting mode, when the player switches to this mode, the targeting reticule attempts to position itself in the center of the player's current camera facing, rather than having John Marston simply target in front of his own facing.  This means that if the camera is looking back at Marston's face, entering targeting mode causes him to turn around, while maintaining the camera's current position and orientation.  If the player's camera is oriented in a non-aimable direction (notably, directly down, at least when using a rifle) the camera angle is preserved, but no reticule is displayed, to indicate that the player cannot target this location.  Moving the camera to a targetable position brings the reticule up, and the camera can be moved back into the ineligible location after the fact.

The developer acknowledges the camera's existence in the world in a couple instances.  Certain activities can cause blood splatter to hit the camera.  These include getting wounded, skinning animals, and messing up in the Five Finger Fillet mini-game.  Additionally, water can splatter the camera.  Thus far, this has only occurred during rain storms.  Notably, water only gets on the lens of the camera when it is inclined upwards, a keen moment of attention to detail by one of the designers on the project.

Share and Enjoy:
  • Digg
  • StumbleUpon
  • del.icio.us
  • Facebook
  • Twitter
  • Google Bookmarks
  • Fark
  • Google Buzz