E3 2013: Quantum Break Gives You Control of Games and TV
Greed is good.
Splinter Cell creator and Far Cry 2 mastermind Clint Hocking coined an academic phrase that almost hurts to read: “Ludonarrative dissonance” is the inconsistency between player action and narrative intent.Let’s unwrap that. Niko Bellic’s philosophical principles in Grand Theft Auto IV -- becoming a reformed man via the American Dream -- directly opposes the player’s freedom (to fall on a tired but relevant staple of the series) to murder a paid-for prostitute to get his cash back. What he stands for and what he does don’t align.
Quantum Break has an elegant solution to the problem of player control compromising the authored story: it embraces ludonarrative dissonance, giving players the power to change the story for advantageous gameplay reasons. The consequence of that, however, is that it has a significant and direct effect on the events of Quantum Break’s multiple stories.
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There’s always an element of strategy when it comes to these choices.That, and Lake wants you to love Serene. “In a very good action movie,” he says, “the bad guy is always someone who comes close to stealing the whole show." Darth Vader. Hans Gruber. T-1000. These villains all want bad things for the Good Guys, but their motivations and character traits are so interesting you can’t help but hope they get a little too close to succeeding for comfort.
Lake emphasizes that choices in Quantum Break -- which feed into the numerous unlockable TV show episodes -- are not the choose-your-own-adventure type. In those sorts of stories, “one story gets easily watered down into many weaker ones. For us, this is one powerful story told many different ways.”
Remedy probably won’t limit it to just one story. “What you are getting is the first season of Quantum Break, the game and the show, in one package for you,” Lake says. Given the team’s affinity for television structure and presentation -- both in the game and in their literal creation of a related TV series -- expecting more seasons is a safe bet.
“This could be called the ultimate Remedy experience,” Lake says. Part of me worries about that.
Remedy is extremely proud of the interaction between Quantum Break the game and Quantum Break the TV show. Make a choice in the game, see the consequences in the show, learn information from the actors and apply that knowledge back into the interactive side. But what is the relationship between the game and player?
Yes, it will have combat, but how often will Quantum Break rip control away to tell me something, show off its glamorous facial animation technology, or throw me into a TV episode?
Appropriately, time will tell.
Remedy has never given me a reason to doubt its ability as a storyteller and a great developer. If I’m enjoying a television show, I won’t wish I were playing instead. I have faith, despite my anxiety, that the team understands what makes both mediums interesting.
I can’t wait to see how they marry them into a single experience, and how my greed in game affects the TV characters.
Developed by:
Remedy
Genre:
Action
Release Date:
United States: Unreleased
Australia: Unreleased
UK: Unreleased
Also Available On:
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