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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