News
Wayward Strand Release Date
Melbourne, Australia, August 22, in the year of our Lord
2022 - Today, game studio ghost pattern is giving an
in-depth look at the creation of their first game, Wayward Strand,
by sharing never before seen early imagery, history, and inspiration
for this curious tale. Wayward Strand launches on September 15 for
PlayStation 5, PlayStation 4, Nintendo Switch, Xbox One, Xbox Series
X|S and PC.
Wayward Strand follows 14-year-old Casey as she spends the last days
of summer break aboard the floating airship-turned-hospital her
mother works at. As an intrepid journalist, she is intrigued by the
unique patients, staff and visitors as well as the ship itself. The
game unfolds in real-time, with characters acting of their own
accord, independent of Casey.
Heavily inspired by immersive real-world theatre and slice-of-life
comics, Art Director Marigold “Goldie” Barlett notes, “interactive
theater is extremely ripe for writing and including vignettes of
everyday life. There’s a lot of space and area to tuck those moments
in amongst the larger plot points and knots of storylines”.
Creatively and technically, this method of storytelling presented
endless challenges throughout, leading the team to create new tools,
implement real theatrical techniques and invent new processes that
are being shared for the first time.
Decentralization & Design
Decentralizing the narrative from the main character is a
rarely-explored, experimental area of video games. Narrative
Co-Directors Jason Bakker and Georgia Symons explain how they
approached equality in multilinear storytelling — “each character
has as much potential to ‘move the story forward’ as the player
does, through whatever actions they decide”, says Jason.
Thematically, this makes sense given Casey’s place in the world.
Georgia elaborates, “It seems to be taken for granted by many game
designers that NPCs should sit around waiting for the player to
arrive before doing anything. Our main character is a
14-year-old-girl in 1970s regional Australia. She does not have
god-like agency, and so why would we design a game where the player
piloting her does?”
The biggest shift in the game’s direction over the course of
development was in the camera placement and spatial design. At
first, Ghost Pattern envisioned a single-story, 3D environment with
carefully planned camera placements to feel as if each scene was
like a frame from a comic book, but due to the nature of
simultaneous storytelling, this was changed.
Early designs of visiting Ida in Unity
Goldie explains, “it was cool, but meant that often the cameras
locked in quite tightly to a scene, which meant that players were
not able to see the action of the hospital living around them as
often as we’d have liked. Now, we have a version which matches the
simultaneous nature of everyone’s busy schedules, and which helps
the player to keep better track of which character is where, when,
and with whom, all while being reminded that they’re in the sky, on
a ship.”
Audio Director Maize Wallin says of the pivot, “I think this change
to a side-on view is one of the key experiential differences.This
side-on doll’s house view makes it much clearer to the player that
there’s constantly things happening around them”. Originally, the
setting of the ship was made to be “sliced” in half widthwise, or
“down the barrel”. Ghost Pattern worked with Su-Yiin Lai, an
architectural consultant to come up with the final lengthwise
designs.
Characters & Performance
The decision to tell Wayward Strand as simultaneous, overlapping
stories was made early, so writing these several diverse
personalities at once, at the same time, was no doubt tricky, yet
Goldie says “it was fun! Often I’d have a conversation with someone
- my mum or an aunty or a friend, and they’d tell me some story
about someone they once knew and I’d think to myself ‘that is SUCH
an Esther thing to do’.” Jason adds that this storytelling method,
“allows each character to have quiet moments, time to themselves.
Each character can be the centre of attention for a bit, then the
player can follow them as they return to their rooms, and be with
them as they process what just happened.” Much like real, living
breathing people do.
Not only was the writing and delivery of the plot collaborative and
simultaneous, so too was the capturing of approximately 18k lines of
voice dialogue - over the course of six weeks the team spent 30 days
in recording sessions with their actors, across four studios around
the world. This is the equivalent of about eighteen feature-length
movies. Wallin recalls, “we designed and rehearsed the entire
process of taking actors through the script, as well as how to
direct and record them on the day.” Described fittingly as a massive
undertaking, Maize continues, “it’s been a big learning curve, but
we’re pretty proud of how we’ve managed to get the systems together.
We also have some music that is diegetic and even intra-diegetic!”
The key to success? Maize concludes that, “having such a cohesive
team of narrative direction, programming, technical audio, and audio
engineering, voiceover audio specialists” made it all possible.
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