{"id":207661,"date":"2017-07-25T12:06:27","date_gmt":"2017-07-25T16:06:27","guid":{"rendered":"http:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/balancing-freedom-and-storytelling-in-uncharted-the-lost-legacy-new-york-magazine\/"},"modified":"2017-07-25T12:06:27","modified_gmt":"2017-07-25T16:06:27","slug":"balancing-freedom-and-storytelling-in-uncharted-the-lost-legacy-new-york-magazine","status":"publish","type":"post","link":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/freedom\/balancing-freedom-and-storytelling-in-uncharted-the-lost-legacy-new-york-magazine\/","title":{"rendered":"Balancing Freedom and Storytelling in Uncharted: The Lost Legacy &#8211; New York Magazine"},"content":{"rendered":"<p><p>Chloe Frazer in Uncharted: The Lost  Legacy Photo: Sony Interactive  Entertainment  <\/p>\n<p>        Uncharted: The Lost Legacy, out August 22, is    looking like a promising way to eat up the last bit of summer.    Dispensing with series lead Nathan Drake, this expansion to        last years stunning Uncharted 4 focuses on    fortune hunter Chloe Frazer and mercenary Nadine Ross, two side    characters from the series now given center stage. The gameplay    is still Uncharted  youll scale a lot of cliffs,    swing on a lot of ropes, and shoot a lot of generic    bad guys  but the change in characters creates a new feel to    the series. Nadine and Chloe are more wary of each other, but    also more droll and biting than earnest bro Nathan Drake ever    was.  <\/p>\n<p>    The section I played is more ambitious than anything in    Uncharted 4, taking that games Jeep-driving    exploration sequence and wildly expanding it. Youre given a    huge open space in western India with three different forts to    explore and numerous things to distract you along the way. It    feels like a small open-world game  you can even climb a tower    to get a lay of the land and your main objectives plopped down    on a map  but done with Naughty Dogs combination of tight    gameplay and stunning performances. The amount of meaning the    actors and animators are able to get through the subtle shifts    in facial expressions continues to impress  especially when    compared to the still-wooden performances you see in the    majority of video games.  <\/p>\n<p>    After playing through a 30-minute section of the game, I talked    with lead designer on Lost Legacy, James Cooper, about    Naughty Dogs approach to telling stories.  <\/p>\n<p>    When you actually sit down to write the story, I    imagine you sketch out the broad narrative arc. But when it    comes down to specific sections of the game, how do you divide    the beats between Heres the story we need to tell and    Heres the set piece and the gameplay we need?    Its a very collaborative environment. We dont do one thing    without the other. One of the unique aspects about the studio    that really makes Uncharted work is that we always    approach things with the story in mind when were designing the    gameplay elements, and were always thinking about the gameplay    when were writing the story.  <\/p>\n<p>    The two go hand in hand throughout. In regard to [the segment    you just played] being very explorative and player-driven,    thats actually one of the biggest challenges. Were trying to    tell a linear story in a nonlinear environment. We had to break    down a number of things: How does that work? How do we design    around that? How do we build these spaces? There are aspects of    the story that will play out linearly  irrespective of the    choices that the player makes  whether they go to fort A, B,    or C first. We still try and make that linear narrative work.    We still have the arc that you would expect from a story    crafted like that.  <\/p>\n<p>    And certain things will happen depending on the player choices    they make. Some aspects of the story, you may or may not    experience. We talked a little bit about the side quests, so to    speak, in this space as well, and players may never see    anything of that  unless they go looking for it.  <\/p>\n<p>    What did you learn about telling stories in    Uncharted 4that you brought to this    game?    We have an expression that we use in the studio, Keeping it on    the stick. Which is a high-level goal that we have: trying to    keep as much of the story in gameplay as we can. We were doing    more of that in The Last of Us, and in Uncharted    4 particularly, with things like optional conversations,    where the player can learn more about the world or engage more    with certain characters. Like, do we need to tell a particular    moment as a cinematic, or can we keep that in gameplay?    Whenever were in set pieces, were trying to keep the gameplay    as much under the player control as we can, so that you can    really feel like youre playing this experience.  <\/p>\n<p>    Whats the decision process like when you choose to go    to a cut scene over staying in the game?    It tends to be for when we need the more subtle emotional cues,    when we really want to frame certain shots and tell certain    poignant stories. One thing that we also find works really well    is using cinematics as a pacing tool. We have a lot of players    who will play through and want to experience as much of the    story as they can, and a lot of players just want to play    purely for the story  like they dont care about the gameplay.    We use cinematics to layer in whats happening with the    characters. What are they feeling right now? What are their    goals? What are their motivations? How do we keep the story    moving along? What are the revelations were trying to get at    in this beat?  <\/p>\n<p>    Again, that was something thats been a huge challenge in this    section because its so player- directed. Because were really    handing the reins over to the player a lot more. How do we    still retain what players expect from an Uncharted    game  in terms of pacing  while enabling a certain level of    player agency?  <\/p>\n<p>    The dialogue still has that sharpness of Uncharted    4. Do you have a writer that specializes in those    back-and-forth moments? And what is that writing process    like?    So, Shaun Escayg and Josh [Scherr] are the two writers  Shaun    is the creative director as well. Those two guys have worked    very closely together in terms of setting out the high-level    arcs for these characters and the story, and then really    building in the minute-to-minute dialogue through the game. So    everything is informed by those high-level goals. And we take    that into where we have gameplay spaces to make that work.  <\/p>\n<p>    So its like, Okay, the player is going to be driving    for a moment here. So this is a chance for them to talk a    little bit.    Yeah, and typically  particularly during the gameplay parts,    because the player might be driving for 5 minutes; they might    be driving for 15 minutes; we really dont know  theres a lot    of dialogue that we have written that some players are just    never going to hear. This is like, the sixth interview weve    done today and Im still hearing things in this that Ive never    heard before. Thats why Ill be laughing at the same time    youll be laughing, because I hadnt heard that little bit of    rapport between the two characters  its great.  <\/p>\n<p>    This interview has been edited and condensed.  <\/p>\n<p>  A good spot by The Daily Show.<\/p>\n<p>  The outmoded application still has millions of fans.<\/p>\n<p>  So many drunk tacos. So little time.<\/p>\n<p>  Talking with Naughty Dog about creating a great story and a great  game at the same time.<\/p>\n<p>  Now theres a tweet.<\/p>\n<p>  The passenger said when he got into the car there was an  intoxicated woman in the passenger seat who performed oral sex on  the driver.<\/p>\n<p>  A very weird Twitter drama between the TSA and United Airlines.<\/p>\n<p>  The latest food trend involves spearing your burger on your soda.<\/p>\n<p>  His now-deleted content includes several tweets praising Hillary  Clinton during the campaign.<\/p>\n<p>  In a world where a company notorious for hoarding cash spends a  ton on an ad.<\/p>\n<p>  Pauls neighbors in Los Angeles are considering filing a lawsuit  against the young star for stunts like lighting a giant fire in  his swimming pool.<\/p>\n<p>  Everybody is making the same dumb joke about Trumps new  communications director.<\/p>\n<p>  Anthony Scaramucci doesnt seem concerned about all his old  tweets.<\/p>\n<p>  Musk is a good executive. But hes a world-class carnival barker.<\/p>\n<p>  Sean Spicer, the most meme-able White House employee besides the  president, departs.<\/p>\n<p>  But it still doesnt know who Fancy Bear is.<\/p>\n<p>  While Uber tries to go it alone, Lyft continues to try to partner  up.<\/p>\n<p>  In recent weeks, numerous women have come forward with  accusations of gross sexual harassment and gender discrimination  in the industry.<\/p>\n<p><!-- Auto Generated --><\/p>\n<p>View post: <\/p>\n<p><a target=\"_blank\" rel=\"nofollow\" href=\"http:\/\/nymag.com\/selectall\/2017\/07\/uncharted-the-lost-legacy-interview-on-freedom-versus-story.html\" title=\"Balancing Freedom and Storytelling in Uncharted: The Lost Legacy - New York Magazine\">Balancing Freedom and Storytelling in Uncharted: The Lost Legacy - New York Magazine<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"<p> Chloe Frazer in Uncharted: The Lost Legacy Photo: Sony Interactive Entertainment Uncharted: The Lost Legacy, out August 22, is looking like a promising way to eat up the last bit of summer. Dispensing with series lead Nathan Drake, this expansion to last years stunning Uncharted 4 focuses on fortune hunter Chloe Frazer and mercenary Nadine Ross, two side characters from the series now given center stage <a href=\"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/freedom\/balancing-freedom-and-storytelling-in-uncharted-the-lost-legacy-new-york-magazine\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":5,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[187727],"tags":[],"class_list":["post-207661","post","type-post","status-publish","format-standard","hentry","category-freedom"],"_links":{"self":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/207661"}],"collection":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/users\/5"}],"replies":[{"embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/comments?post=207661"}],"version-history":[{"count":0,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/posts\/207661\/revisions"}],"wp:attachment":[{"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/media?parent=207661"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/categories?post=207661"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.euvolution.com\/prometheism-transhumanism-posthumanism\/wp-json\/wp\/v2\/tags?post=207661"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}