Showing posts with label soma. Show all posts
Showing posts with label soma. Show all posts

Friday, September 23, 2016

SOMA - One Year Later


It is now one year since we released SOMA which means it is time for an update on the current state of things.

As always let's start with the thing that is of most interest to people: How much has the game sold? This is always a bit of a tricky figure to nail down as it depends a bit on how you want to count. For instance, we were part of the Humble Monthly Bundle this September which caused a lot of people to get the game, but none of these were "direct sales". Instead, we got one big payment for taking part in the deal. For the sake of simplicity, I will simply lump all of these figures together as a whole, which brings us to a total of a bit over 450 000. Or to phrase it differently: almost half a million units sold!

This is quite good, in fact it is so good that we have now broken even and then some! I think it is worth to stress just how great this is. We spent over five years making our, by far, most ambitious game ever. We also spent quite a lot of money on various outsourcing such as voice acting, 3d models and animations. For instance, to make sure we got it right, we actually recorded a lot of the game's dialog three times. In the past we have just recorded voices at the end of the project and hoped for the best. With SOMA we knew that nailing the voice acting would be crucial, and spent money accordingly. In the end, it meant that around half of our voice recordings were never used. The same thing was true for things like models and animations. We ordered a ton of these and as design changed many of them didn't make it into the final game. On top of that we also spent a lot on making live action clips for PR purposes. Taken together with salaries and all other kinds of expenses, SOMA cost quite a bit to make - well over 10 times what Amnesia: The Dark Descent cost us.

It is important to understand that SOMA was far from a safe bet. While we had the luxury of having already made a successful horror game, SOMA was not an easy sell. The game relies heavily on getting certain themes across to the player, and communicating this proved to be a hard task indeed. When showcasing Amnesia we could just show how you blocked a door with some rubble and hid in a closet and the game's core experience was neatly summarized. But with SOMA things were way harder. First of all, weaponless horror games are no longer anything special and by no means a stand-out feature. In fact, the "chased by monsters"-gameplay was not even a core part of the SOMA-experience. The whole idea with the game was to give the player a first person perspective on a variety of disturbing philosophical musings. To make matters worse any concrete gameplay example of this would be riddled with spoilers, so all discussion had to be made in an obscure "you'll understand when you play it"-fashion.

We were also constantly worried about a backlash based on faulty expectations. Early on we realized that SOMA was never gonna be the scare-fest that Amnesia: TDD was. But because we felt other aspects of what made the game special were so fuzzy, making "from the creators of Amnesia" a big part of the PR campaign felt crucial. The problem with this was of course that this might set up expectations for SOMA being a direct follow-up from Amnesia - with everything that that would imply. We tried to tone it down and make it clear what sort of game SOMA was, but there was still a noticeable negative effect. For instance, many reviews start by saying "Well, it's not as scary as Amnesia" or similar.

Despite a bloated budget and tough sell, here we are a year later having earned back every single dime spent. And not only that; we earned well past the break-even point! The project was a big success and we are able to keep doing games with scope and quality comparable to SOMA. In fact, our goal is to aim higher still.

It is also interesting to compare SOMA to Amnesia. As can be read here Amnesia: TDD sold about 390 000 units a year after release, but worth noting that that was for PC only. SOMA's 450 000 units come from PC and PS4 combined. However, many of the Amnesia units were sold during 75% off sales, a discount rate we have not really had with SOMA yet. On top of this, SOMA also costs 30 dollars compared to Amnesia TDD's 20 dollars. So even just counting the PC sales the total income is higher for SOMA the first year compared to those of Amnesia. And when you add the PS4 sales on top of that, it is clear that, in actual earnings, SOMA has far outsold what Amnesia: TDD did during the same period.

Another thing worth bringing up are the user reactions. Our current MetaCritic score is at 84 and will probably stay like that. While this is a really nice score, what has really blown us away is the user reviews. You hear a lot of people complaining about the Steam reviews and how they get sad when they read them. But for us it is the other way around. Whenever I feel a bit down, I actually go and read some steam reviews and instantly feel better. I mean, even user reviews that have given the game a thumbs down contain stuff like this:
"Amazing game, [...] This game literally changed how i view games. it had an amazing story, the atmosphere was spot on, there wasn't a moment where i thought i was safe and the pacing of the game was magnificent."
And it is really hard to not feel good when even the refund notes contain nuggets like this:
"I love horror. Soma is distressing. There is a scene where I have to hurt an innocent robot to progress and I don't know why. It made me cry."
Currently our Steam reviews have 98% positive calculated short term and 95% counting the total. This makes SOMA the most well-liked game we have ever made. And when people say they didn't like it, it is almost always because of the monster encounters - a non-core part of the experience. When it came to the narrative bits very few people disliked it, which is a wonderful surprise to me as this was by far the most uncertain element. My fear was always that a lot of people would think there were not enough horror and monsters, and the opposite turned out to be true.

While talking about user reactions it is worthwhile mentioning all the great discourse around the game. For instance, the SOMA subreddit is still fairly active, and new, interesting subjects pop up all the time, like this discussion on the future of the Ark. These youtube videos that deep dives into the story are also great, and it is fantastic to see people giving so much thought on our work. There is a load of other user content like this and it's honestly quite overwhelming.

Finally, I want to briefly go over where Frictional is currently at. As I said last time, our goal now is to be a two-project studio and so far it is going really well. One project, which most of the team is working on, is going to start production at end of the year and the other project is mid-way through the R&D stage. Unfortunately I cannot divulge any specific information on these two, and it will be a little while before there will be a proper announcement. However, we do have some smaller, cool stuff in store, one of each we will announced later this year. If all goes well, we should also have another thing for early next year.

So exciting things happen both in the short and long term, and I am really excited for the future of the company.

Friday, November 13, 2015

Thoughts on Until Dawn and Interactive Movies


Introduction
Before starting Until Dawn my hopes for the game weren't very high. I thought it was going to be a half-baked and campy interactive movie filled with unlikable characters and cheap jump scares. However, it turned out a lot better than I could have imagined and it now stands as one of my favorite horror games ever. Sure, the game can get really campy at times, and it has its fair share of jump scares. But it also features a clever script, an excellent setting, amazing atmosphere and (to my surprise) also managed to be extremely tense and scary at times.

The game knows that it is a B-movie horror, but it takes that at heart and instead of hiding behind satire it's determined to be the best B-movie possible. This works a lot better than I'd expected it to and the result is an engaging ride that channels other (in my opinion) great B-horror like The Descent, Saw, Dog Soldiers and Evil Dead. It takes itself just seriously enough for you to overlook the sillier aspects yet still feel emotionally invested in the fates of the characters.

Until Dawn is not without its faults of course, but it does a lot of things incredibly well. I have grown quite tired of the interactive movie format over the years. Playing through over three seasons of Telltale games have made the experience feel samey, and I am always frustrated with how little I get to actually play, explore and shape the narrative. Until Dawn far from reinvents the interactive movie genre, in fact it's fascinating how alike all of these games are, but it changes just enough to make the experience feel fresh again. This is where I think things get really interesting, because while the changes aren't anything major, they have a huge impact on the end experience. 

Now it's time to take a closer look at the inner workings of Until Dawn, and to do so we have to enter spoiler territory. I will try to stay away from larger reveals, but it will still be enough to ruin a lot of the fun. Until Dawn relies a lot on uncertainty, so if you haven't played the game (which I really recommend you do) and want the best possible experience, go and play it before reading more of this essay.

With that disclaimer out of the way, let's start with the things that Until Dawn does really well:



Multiple Deaths System
First up is the most prominent and possibly the most effective feature of the game: any character can die at any time. Well, to be fair, in practice they can't - but it sure feels like it. Some characters can be killed pretty early on in the story while some can't die until the very end. The trick is that the first time you play it you can never be sure. Whenever things start to get dangerous for a character you always feel that there's a chance that a bad choice or a missed quick time event can lead to their death. And since Until Dawn saves after every important choice, there is no going back. Any death is basically permanent.

Heavy Rain did a similar thing a couple of years back, but Until Dawn takes it to next level. The main reason for this is that death feels like a possibility from almost the start through to the bitter end. In Heavy Rain the scenes that feel like life-or-death-moments are pretty spread out, but in Until Dawn they permeate the entire experience. Early on in the game, most of these turn out to be the characters playing pranks on one another, but because of how it all is setup you can never be sure.

The game also helps to build up this tension by very explicitly telling the player what's at stake. It also uses a lot of filmic tricks, such as showing us, through the eyes of the monster, how the characters are being stalked. Normally I don't like this sort of thing in games as it lessens the feel of it being "my story", but here it works really well. It points out that the characters are now in danger, and together with the game's initial warnings, it makes it very clear that you have to be on alert. 

The final aspect that I think makes this work so much better here than in Heavy Rain is that Until Dawn is a proper horror game. The tension and uncertainty built from knowing that any character might perish goes hand-in-hand with the the game's thick atmosphere. Both of these constantly reinforce one another and do a great job of making you feel vulnerable and under constant threat. A great way to test this is to simply replay the game. Once you know a certain section poses no actual danger for a character, much of the tension dissipates and the scene goes from scary to feeling tame. It's like turning off the music in a horror movie - without all necessary elements in place the effect is lost.

This system is not only a way of making the game scary, it's also a great way of keeping the narrative going. There's almost never any chance of getting stuck and thereby having to repeat the same section over and over. This makes sure that frustration is kept to a minimum, letting players be focused on becoming immersed in the narrative. If players become stuck trying figure out how to progress, immersion is quickly decreased, and lot of the horror along with it.

By not having a game over screen, you also get rid of the feeling of having seen the worst the game has to offer. In Until Dawn it is almost the opposite; once you have seen a character meet a horrible death, you know anyone can be next. Normally the death scene is a relief for the player, but here it raises the stakes instead.

Finally, by letting it be possible for every character to die, you earn your outcome in a way that you usually don't do in interactive movies. Normally, because branches tend to quickly collapse, your choices are more about pondering the decision, and less about the outcome. But in Until Dawn, your choice will determine who lives and dies, which gives you a much more palpable feel to your decisions.

It is pretty clear that this kind of system is close to optimal for a horror game. So why doesn't every horror game use it? The most obvious answer is that not every game is able to support a large cast of playable (and killable) characters, but there's another reason that's much more difficult to get around. In a fully playable game, the number of places where the player can die skyrockets, and it becomes really hard to make sure that each one is satisfactory from a narrative perspective.


Until Dawn gets around this by relying a lot on "successful failures". For instance, if you fail at a quick time event when a character jumps across a chasm, the game can show a clip of the character fumbling and just barely making it across. So you get feedback for failing the challenge, but your character didn't die and the narrative can continue along the same path. In a fully playable game, this is simply not possible. If the player fails at a jump the mechanics says they will fall down. It isn't possible to give the player any help (e.g. a push in the right direction) to make sure they complete it, either. There are simply too many ways to perform an action, and besides it would quickly become glaringly obvious. This means that not only does a fully playable game have to deal with many more possible deaths, it's also a lot less predictable how they will unfold.

Side note: I wrote about this as a potential death system over six years ago. One of my suggestions was to have a Cube-like setup, which is pretty much exactly what Until Dawn does, and it worked much better than I'd expected it to.



Ability To Plan
The ability to make plans is part of what it means to be human, and there are good reasons to think it's one of the biggest reasons for us developing a consciousness (more info here). When we plan we get to flex our most advanced mental muscle: the ability to simulate future outcomes. Thus allowing us to make plans is an vital part of human expression.

Most games allow planning in some form. And not just any sort of planning, but meaningful planning where you can weigh your current data, plot a future course of actions, execute on those actions and then feel like you get a measurable outcome in the end. In Super Mario Bros you need to plan what path to take and how to avoid upcoming obstacles. In an RPG you need to consider how you spend your money and experience points to build up your character to suit your style of play and that character's effectiveness. There are tons of examples like this in games, and most games feature it in one form or another. Allowing for good planning is a one of the core features that make a game feel engaging.

However, in interactive movies, it's all about reacting to the events that unfold. There's not really any planning involved. You sort of live in the moment, and don't have much say in what happens next. For most of the time, the playable characters do what they feel like and let you occasionally take control to react to dangerous events or to make a tough decision for them. Sure, sometimes you can makes up plans to support certain characters so that they'll side with you later on. But all of that is pretty fuzzy, and mostly it won't be very useful to you. It is often hard to get a sense of what you near future possibilities will be at all. You might plan to do A, B and then C, only to have the game take control after action A and do something completely different. This means that, for the most part, it's impossible to plan ahead; in fact if you plan too much you will most likely be disappointed. It is often best to just go along with the flow. I think this lack of an ability to plan is one of the key reasons why many people feel that interactive movies are not proper games.

Side note: I think that the inability to plan and over reliance on reactive play is also why many people feel walking simulators aren't proper games. It is often stated that it depends on fail-states and the like, but I do not think that holds up. I will get back to this a bit more at the end of this essay.

Until Dawn shares the basics of this problem too, but because of the way certain things are designed it's possible to do a certain level of planning. This is something that I can't recall seeing in another interactive movie style of game, and it made the experience a lot more engaging to me.

The first thing that allows this are the totems. These are items that when picked up give you a brief glimpse of a possible future happening. Sometimes they show you how a character dies and sometimes they give you hints on important choices to make. For instance, in one totem you see that giving a certain character a flare gun gave you a good outcome. Now you know that you need to find a flare gun somewhere and make sure that a specific character gets it. It's not much, but what it does is that it forces you to guess how scenes might unfold, and you try to match up the current events with the totem visions you have seen. This forecasting gives the game a certain sense of strategy and forces you to consider current events more carefully. It's not a major game changer, but it's enough to give that extra sense of engagement.

What I found to be even more effective in allowing me to plan was in guessing plot-points which became a crucial part of the decision making. The most prominent of these was figuring out who was behind the torment of the other characters. I theorized quite early on who it was, and could then make a bunch of choices based around that. Connected to this is the fact that this is probably the only game I have played where it turned out to be beneficial to be a skeptic. I suspected that the movements of a spirit board was due to someone messing with it, which (together with a couple of other pieces of evidence) then led me to believe that certain ghost appearances couldn't be real either. All of these conclusions turned out to be true and allowed me to make much better decisions. In the end, the whole revelation is a bit implausible and very Scooby Doo-like. But it went quite nicely with the B-horror tone of the story and more than any other interactive movie I've played it made me feel that my understanding of the story mattered.

This doesn't mean that Until Dawn does planning perfectly - far from it. But it does show that smaller design changes can make a world of difference. It's also very important to note that a big reason why all this works is because of the Multiple Deaths System. Without having the very clear feedback of seeing your characters die or survive, and the tension that comes along with that, the features I've mentioned would have lost a lot of their impact.



Other Good Stuff
Those previous two points are what I feel are the major elements that make Until Dawn stand out from the crowd. But the good stuff doesn't end there. There are a lot of other interesting design choices that have a big influence on the experience.

First, exploration bits feels much better than in other interactive movie games. Often when you're given control over your character, the pacing often gets messed up. But in Until Dawn it just makes the game feel more like Resident Evil without the combat. One contributing factor is that that there're a lot of clues and totems for the player to find. These provide a nice sense of the sort of "item looting" common in survival horror games, and since all the things you can find are a part of the narrative, it never feels out of place either. The other factor is that you never know when you'll encounter danger, so walking down a murky hallway can be incredibly tense. Combined, these two elements make these exploration segments very engaging and make them feel part of the overall narrative.

Second, knowledge of the game's lore can help you survive situations, meaning that you're rewarded for paying more attention to it. For instance, there's one moment where knowing that monsters can't see you if you stand still is crucial when making a choice. And in another, remembering that monsters can imitate the voices of their prey will help you avoid walking into a trap.

Third, each of the characters has meters that go up and down as you make choices. At first it feels like unnecessary fluff, but it actually helps you get a bit more "ownership" over the characters. It's sort of an extension of the "Clementine will remember this"-line from the Walking Dead, giving an indicator that your actions have consequences. But more than that I think it's a way to see that your character changes depending on how you play. And then, the effect is similar to how you get more attached to your character in X-COM as they level up.

Fourth, it constantly varies its environments. This is what I like to call the Super Mario way of location progression. It has long been a common thing in games to let the player linearly progress through various environments. You start up in the forest, then go to the swamps, then to the mountains and finally you arrive at the castle. Super Mario doesn't work like that. Instead it constantly swaps between the environments, keeping the locations fresh. I think this is a really good design principle that far too few games use. Until Dawn does it well, both by having a lot of different locations near each other, and by switching character perspectives throughout the experience. This means that normally kind-of-dull environments, like the mines, always feel fresh and interesting to be in.

Again it's important to note here how much the Multiple Death system plays into all of these things. For instance, much of the dread that makes the exploration and clue hunting engaging comes from the knowledge that any choice could be a crucial one. The same is true for the second and third points too. And the varied environments rely heavily on there being multiple characters to play.


The Not So Good Stuff
Now that I have gone over the good things, it's time to briefly cover some of the not-so-good things in Until Dawn. 
  • The game often doesn't support a bunch of actions that it should have been possible to perform. For instance, there are doors here and there that it should have been possible to at least try to open. And far worse, at one point the characters turn away from a gate they could easily have jumped over. (You climb far more difficult things throughout the game). 
  • A few of the choices in the game can lead to unfair dead-ends. For instance, one character is bound to die pretty early on if you haven't made a few specific choices earlier in the game. The big problem here is not that it felt a bit unfair, but that you can't see any reason why it happens. If you can just get a sense of what went wrong, you can learn from your mistakes and do better later. But when that's not possible, your sense of being able to plan is decreased, which is a shame when the game builds that up so nicely in other places.
  • The settings in Until Dawn look great, but I always felt that I was unable to properly explore them. One reason for this was the locked camera angles which focus more on making the shot look nice than on providing a good play space. Another reason is that many set pieces are simply not possible to explore. The game just decides that the characters wants to do something else instead and has them leave the area. The game is excellent at building mood in many ways, but I felt annoyed at how the game seemed to constantly hinder me from taking it all in properly.
  • It is very uncertain when the control over your character will end. The best is when a dangerous encounter happens or you reach another character. In these cases the control method switch (from full analog to quick time events or dialog) and the break in control feels natural. But on many occasions the game starts a cutscene when you don't expect it to. For instance, after going down some stairs, the game suddenly decides that your character should go into a home cinema room despite there being lots of other places to explore. From a design point of view I can understand why this happens - you need to make sure that certain plot events trigger properly. But as a player these things deprive me of my agency and some of the immersion is lost.
There are a few more of these things, and what they all have in common is that they are typical of, or even sometimes inherent to, the format of interactive movies. I really liked Until Dawn, but I can't help feeling unsatisfied by this style of games. Despite having gone over all the the things that Until Dawn does right, it still feels like there's something fundamental missing to it all. Most of the story is told through cutscenes, and for much of the game you are more of an observer than an active participant. I want interactive stories that I can play from start to end, not just a little now-and-then.


Interactive Movies And Beyond
I feel I have a weird relationship with interactive movies. As I mentioned earlier, after playing through a bunch of Telltale games I've grown a bit bit tired of the format. But despite that they keep pulling me back. I ended up liking Until Dawn a lot more than I expected. Shortly after I also gave Life Is Strange a go and while it wasn't as good as Until Dawn, I liked it quite a bit too.

So why do I like them? I think there are three major reasons:
  • They have a proper setup that defines who you are and why you are there. I am so sick of games, and it's especially common among horror games, that just throw me into an environment and expect me to care without giving me a reason to do so. Interactive movies (well most of them at least) work hard to provide intrigue and mystery from the get-go, properly setting me up to enjoy the rest of the story.
  • The main focus is on telling a story. I don't mean this just by them being very linear and movie-like, but more that just about every choice is made in accordance to intended narrative. For instance, Until Dawn has collectibles but puts a lot of effort into making sure that they are connected to story. This creates worlds that feel more "real" and are easier to become lost in.
  • They lack the fluff that that is so common in other games. The uninspired shoot-out sections that are obviously just there to make the game longer, extensive weapon upgrading, narrative-wise meaningless collectibles, filler mini-games and so forth. Interactive movies aim at giving you a specific experience and make sure that all of the game's aspects help fulfill that goal.
When other much more gameplay-focused games try to do storytelling it often just gets in the way. I always get annoyed by action games that start with overly long expositions, and just want them to get to the point. In fact, in other games it feels like the more overt storytelling actually gets in the way of the narrative the game is "supposed" to be telling.

It might seem like I'm heading towards the good old "gameplay vs story" discussion here, but the point I'm getting at is a bit different. I don't think that gameplay is something inherently opposite of story. In fact, in the way I see story many of the classically super-gameplay-focused games like Super Mario have a ton of story in them. As you board an airship dodging cannonballs while trying to get one of Bowser's sons, a very rich narrative is created.

Instead, the problem lies in controlling the player's mental model of the game. That is how they perceive the game's virtual world to work, and what aspects that become most important in shaping how decisions are made and emotions evoked. When you want to focus on story you have to cut back on a lot of useful gameplay methods. The biggest issue is that you need to make sure that players do not end up optimizing for best possible progression, but act according to the intended narrative. There are also a bunch of things to consider in order to keep players immersed in the world. (For more information check out this essay). In the end it all comes down to storytelling games getting less gameplay per buck, as you can't rely on a fun and addictive gameplay system being core of the experience.

We found this out when creating SOMA. It's the one of our games that has got the most praise for its story, but it's also perceived as the one lacking the most in the gameplay department. Recently it occurred to me that one of the major things that make people feel the game lacks gameplay is because most choices are made as reactions. This even includes many of the puzzles, which have been designed with the focus to be streamlined and coherent with the narrative. This makes the game lack that proper feeling of being able to meaningfully plan ahead. So despite there being lots of things to do in SOMA, it feels like something is missing gameplay-wise.

The problem here is that we simply cannot increase the gameplay in any trivial manner. That would cause a whole bunch of other, worse, issues. So the way forward is to find other ways in which to increase the sense of "playability". And here I think there are at least two vital things that can be learned from Until Dawn:
  • To find ways to, in a story-focused fashion, ramp up the tension and sense of accomplishment. The Multiple Deaths System in Until Dawn does a fantastic job at this.
  • To allow players to make plans based upon how the narrative unfolds. The player should not just react to events as they occur but be able use tactics and long term planning in a way that feels meaningful.
How to do this in a gameplay-focused experience is far from straightforward. You can't just make a game with multiple characters and call it a day; most likely the effect of the Multiple Deaths System will need to work in a quite different manner. But what I find encouraging is that if we simply focus on increasing the ability to plan, it will allow us to view the problem from different, and probably much more fruitful angles. I feel there is something very much worth exploring here, and it will be interesting to see what can come out of it.


Thursday, October 1, 2015

SOMA - 10 days after launch

SOMA has now been out in the wild for 10 day so it felt fitting to write a summary of how things have gone so far. But first a little trailer:



Sales
I'm going to start with what I think most people are interested in: how much has the game sold? The current number now is at about 92,000 copies across all platforms (due to legal reasons we can't give a per-platform breakdown). This is quite good for 10 days (+ preorder time) of sales! The money that we've got from this will pretty much pay our company expenses for another 2 years. Sales are still going pretty strongly too, with a total of around 2,000 copies sold per day. This number is bound to drop over time, and it'll be interesting to see just how fast and where it stabilizes. While a lot of sales obviously come close to launch, a big part of our normal earnings comes from a slow daily trickle over the years of our existing titles. So our average daily sales a month or so from now on is actually more important than all of the units sold up to this point.

How does this compare to our other releases? Well, Amnesia: The Dark Descent sold 30,000 copies in the first month (and around 20,000 the first week). So SOMA's launch is obviously a lot better than that. Compared to Amnesia: A Machine For Pigs, though, the launch is a little bit worse. That game sold about 120,000 copies the first week.

Our goal for SOMA's sales is 100,000 after a month, and at the current pace it should be able to reach pretty much exactly that with a few units to spare. However, this doesn't mean that we've come close to recouping all our costs. We need to sell almost 3 times that amount to do that. But given that it took us 5 years to make the project, there's no immediate stress to do so. One of the great things about funding SOMA 100% ourselves is that all money earned goes into our own pockets and is directly used to fund our upcoming projects. So we are under no pressure to recoup immediately so long as we get enough to keep going - which we certainly have now.

Finally, another very interesting aspect is how new titles tend to cannibalize on the previous ones. We saw this with A Machine for Pigs; after it launched the daily sales of The Dark Descent were almost cut in half. That was not that unexpected though, given that they are both from the same franchise, but still a bit weird that the games' combined sales ended up being pretty much what The Dark Descent sold on its own before. What we didn't expect was for SOMA to do the same. When the pre-orders for SOMA started, Amnesia sales dropped by about 30% or so and this drop still remains. This feels strange as the two games are not connected apart from being made by the same company, so we wonder what mechanism it is that causes this. It might be that Amnesia's sales will rise again a bit later on though, so it's too soon to tell yet just what the effects are.


Reception
The critical reception of SOMA has been, overall, really, really great. MetaCritic is currently at 85 and the Steam reviews are 94% positive.

The thing that I worried most about personally was how the themes would be received. It turns out that I needn't have worried - that's the thing we have fewest problems with. Even reviews that gave us so-so scores lauded the game for the thought-provoking narrative. This feels awesome, as this has been the core focus during our five years of development.

The most common issue people have had is that they've felt the game wasn't scary enough. This is quite interesting, so I'd like to take a little time to discuss this.

One reason this was so is probably due to expectations. While we've tried to be very clear that SOMA will be a different game from Amnesia: The Dark Descent, we have still used the name "Amnesia" as a way to grab attention. This sends a bit of a mixed message, as people might simply assume that because we say "from the creators of Amnesia", a similar experience will be provided. One idea would have been not to mention the studio's heritage, but that feels stupid from a PR perspective. Another idea would have been to tone it down a bit, but it's hard to say exactly how to do that. The fact of the matter is that SOMA, just like Amnesia,  is very much a horror game. It's just that it is presented in a different manner, using slower build-up and more focus on the psychological aspects.

Another reason why some people felt it was not scary enough is because horror is extremely subjective. The reactions to how scary SOMA is range from "not at all" to "the scariest game I have played", and some of the people in the latter camp are survival horror veterans. We had this sort of reaction to Amnesia: TDD as well, but it feels even more spread out for SOMA. When we released The Dark Descent, horror with no combat was still a very fresh concept, but five years later that is no longer the case, and it has lost its impact for some people. SOMA also employs a riskier approach to monster AI that assumes the player will act in certain ways and reach a certain understanding about how the creatures work. If players don't do this the experience might suffer. Above all, the main horror in SOMA is supposed to come from the existential dread that's slowly unveiled as the game progresses. And in order for this to work properly, a lot of pieces need to align, and it will not work for everyone.

So in the light of that, it doesn't feel all that bad that we didn't get a more universal praise for the game's scariness. But it's taught us a valuable lesson: that one should be very careful in managing people's expectations. This is a lesson that we thought we knew after A Machine For Pigs (which didn't turn out to be the game many wanted it to be) but apparently we hadn't learned enough. Once your studio gets associated with a particular game, it'll play a huge role in what people expect from upcoming releases. That said, the vast majority of people that had expected another Amnesia ended up enjoying SOMA once they realized the game was different. So I don't feel it has been a complete failure by any means, but just one of those things that needs more work in the future.


Piracy
It is interesting that this is no longer a subject brought up much. So I thought I would quickly get into it. And the first thing to note is that SOMA is the first game we have launched without having a pirated version out before release!

Another thing I have noticed is that we get fewer tech support requests from people with pirated versions than we used to have. It's often pretty easy to spot these people as we issue new patches frequently, so there are lots of telltale signs in the log files. I'm not sure if this means piracy has decreased for SOMA, or if these people find tech support elsewhere, but I felt it worth mentioning.

As for us personally, we haven't even talked about piracy. The only time it matters to us is when sending out review copies. Amnesia had a pirated version leaked before release, so now we make sure that we at least send out a DRM-protected version of the game to reviewers. But other than that, I don't think we've discussed it for even a second. This is quite different from back in 2007 when I know me and Jens had hours of discussions on the subject.


Marketing
I've already touched upon this above when discussing the game's reception. However, how to market SOMA in terms of horror was the easy part. The hard part was to explain what makes the game special. When we released Amnesia, showing off the physics and explaining that you couldn't fight back was more than a enough for the game to stand out. But now the market is filled with these types of games, and more is needed to get people excited.

The main unique feature of SOMA is its exploration of consciousness and what it means to be human. This is also what has been the most celebrated feature of the game after launch. But explaining this to press and gamers prior to release has been exceptionally difficult. This is not some gameplay gimmick that can be shown off during a short demo session, but something that requires hours of build-up. So when you talk about the game, you have to be fuzzy and talk about very high-level concepts. When doing interviews like this I often got the impression that I wasn't really taken seriously. The press don't expect any lofty design aspirations to come true and would rather hear about concrete and more easily-digested (and explained) features.

To make things even harder, SOMA is very hard to talk about without spoiling the experience. I could never give an example of exactly how we handle our thematics through gameplay without spoiling a big chunk of the game. This problem of spoilers also makes the game hard to demo and to give to YouTubers. If we just give people a part of the game where you are chased by monsters, that would misrepresent the game (making the expectation problem worse) and fail to explain what is so special about SOMA. And if we show off one of slower sections that are all about build-up, mood and thematics, we have to show off really long segments, which becomes too spoiler-filled and takes way too much time for a demo. (For more discussion on making a demo for SOMA, see here).

We solved the YouTuber issue by only sending it out to a few trusted people, and only allowing a maximum of 15 minutes to be shown. That way we got people to play a lengthy part of the game (around 3 hours) and then show a distilled, and fairly spoiler-free, video to their viewers. We could only do this pretty late in development though, and given how important streamers and YouTubers are for PR these days, it felt like we would have like to do more earlier.

Another issue is that we might have unveiled the game a bit too early. We first showed off SOMA back in October 2013 and the plan was to keep content coming out until release. This turned out way harder to keep up with than what we'd initially thought. Because we were so unwilling to spoil the game, we could provide very little in terms of playable material for the press. Because of this, we had issues getting proper coverage at the end, as most of the standard things like "first playable preview" had already been done over a year back. We'd also had a plan to release a monthly live-action video clip to keep interest up, but because of production problems it got delayed and this plan fell through. (We are however showing them now!)

So it feels like it might have been better to have unveiled the game a year or so later to be able to keep up interest all the way to release and to have a more massive promotion campaign that way. A big issue with that is that it would have been very bad for the team morale. It's quite hard to work on a project in the dark for several years, and there was a very evident boost in spirit once we had let the world know that SOMA was coming. Added to this is that we got a lot of good feedback from press and fan reactions, which helped us shaped not just our PR but the actual game too. This is makes it much more uncertain if a later unveiling really would have been a better move.


Future
So what is next for Frictional Games? First of all, now just about all of the major post-release issues have been patched up, most of the team will take some rest. We'll then focus a bit on documenting how the game and engine works, in the hopes that modding will reach the glorious heights it did for Amnesia. After that we are on to new secret projects.  But those secret projects are really secret, so we can't say a word.

Finally a gigantic thanks to all who have bought the game! We love hearing about your experiences so please tweet, comment on Facebook, or leave a comment here and say what you thought about the game!

Thursday, September 3, 2015

Top Three Questions About SOMA

First up, here's a new trailer for SOMA that shows off some of the environments:



Now I'm going to answer three common questions that we've seen all over the internet:

1) Is SOMA scarier than Amnesia: The Dark Descent?
We think that SOMA is just as scary, if not even more so, but in a different fashion.

In Amnesia: The Dark Descent, there's constant oppression that starts from the get go, peaks somewhere half-way through, and then continues until the end. What you get is a game that's very nerve-wracking, but which also becomes numbing after while. It's pretty common for players to feel the game loses much of its impact halfway through. SOMA is laid out a bit differently. At first it relies more on a mysterious and creepy tone, slowly ramps up the scariness, and peaks pretty late in the game.

Another aspect is that SOMA's horror relies a lot on the player starting to understand the underlying subjects we're exploring. These elements will be present from the very start, and then as the game progresses you'll encounter them in increasingly disturbing situations; things which seem trivial at the start of the game will become much more deeply entangled with your own story later in the game.

It's also important to point out that SOMA relies on very different scare tactics. In Amnesia the focus was on having a "haunted house"-style ride where creepy supernatural things could pop up any point. Most of the scares were all about inducing primal "afraid of the dark"-like responses. SOMA, on the other hand, derives much of its horror from the subject matter. The real terror will not just come from hard-wired gut reactions, but from thinking about your situation and the events that unfold from it.

2) Will SOMA have proper puzzles?
Short answer: Yes. It will have puzzles similar to those in Amnesia: The Dark Descent.

Long answer: While SOMA does have a bunch of puzzles, they are designed a bit differently.

First, the puzzles in SOMA have been designed to flow along with the narrative. Our goal is for you to never feel like puzzles have been added merely to provide some extra padding. We want them to feel as an integral part of the experience. For example, in one area we have a door that needs to be opened. But there is also a communications device that runs off the same power source as the door, so the puzzle-goal becomes entangled with a narrative one. On top of that, you also need to take part in a creepy activity in order to get the power running. This means that solving the puzzle is far from a purely mechanical exercise, but includes a strong sense of narrative too. Just about all of the puzzles are structured along similar lines.

Second, many puzzles are spiced up with some kind of hard decision, making them a lot less straightforward to solve. For instance, in one scene you need to decide whether you want to inflict terrible pain on a robot, or take your chances with the warning signs that the former residents of Pathos have left for you. Which one to choose?

Third, the complexity of the puzzles will rise as the game progresses. The reason for this is to give the player some time to understand the world and their place in it. And then when that's established we start to demand a bit more from the players, and crank the difficulty up a bit. This doesn't mean that the game becomes all about puzzle-solving, though, it just means that we include more elements that you need to keep track of, we make the world more open, and we hold your hand less. Puzzles will be an integral part of the game's narrative from start to finish.

3) How is the story told?

The storytelling in SOMA has both an active and a passive part. The active part is the narrative that unfolds that as you play the game. These are the things that happen to you as a player and what the gameplay is built around. On top of that is the passive part, that tells you about past events. It's told through notes, pictures, terminals, audio and the environment itself.

An important thing to note is that the passive part is almost completely optional. It'll obviously give you a much greater understanding of the game's world and lore but it's not our major means of getting the story across. This is very different from Amnesia: The Dark Descent where reading the diary entries scattered across the game was crucial for understanding what was going on. This means that you are free to choose how much you want to invest into uncovering all of the backstory. For instance, you could choose to only check the fragmentary audio buffers of intercoms, and just skim any notes. Or you could decide to find everything in one area, but skip most in another. The game has been designed to support a variety of play styles and still give a complete experience, but we hope you'll find that by immersing yourself in the world of SOMA your story experience will be considerably enhanced.

There is also a big emphasis on making everything coherent. You won't find any haphazardly strewn notes, documents or props in SOMA; everything is there for a reason. This to the point where you can get story information from merely pondering the placement of a book or a picture on a desk.

SOMA is easily the most story-heavy game we have made so far. But unlike our other titles, a major part of that story comes from simply playing the game.

Monday, June 29, 2015

What We Showed At E3

So this year we went to E3 for first time and did two things we have never done before.

First, we took part in an E3 show, the PC Gaming Show, and showed off a brand new trailer. You can watch that trailer here:



This showcases the player's first encounter with a type of creature that roams this part of the game, and gives some hints on how to best deal with them. This clip is a bit shorter than we wanted it to be and therefore misses some build-up and is a bit hurried. But one minute was all we were allowed for the show. Still, hope you all liked it!

Second, we showed off a public demo of the game (something we only did after release for previous games).

Choosing a demo for SOMA proved to be quite difficult as we wanted to have something that we felt represented the game properly without giving away lots of spoilers. The problem is that SOMA is not the sort of game that can be easily explained in a short session. For E3 we had to make it last 15 - 20 minutes, which for us is really short indeed.

SOMA is a slow burn experience with a primary focus on the exploration of high-level concepts. Trying to showcase this is very different from showing off a game that is about exploring an environment or one that's focused on a set of core mechanics - in those sort of games it's much easier to find a short segment that serves as a good example. But for SOMA, that sort of segment really doesn't exist. SOMA is designed to carefully introduce the player to a variety of concepts and to ease the player into a certain kind of atmosphere and state of mind.

The best solution would have been to do a special map, similar to how we did with the announcement video. That way we could have tried to condense the intended experience into a shorter level. But this takes a lot of time. Setting up the announcement video took several weeks. Doing one meant for public demoing would take even longer as we'd have to make sure it was bug free and that the gameplay worked as intended. So the next best thing was to take something from the game and modify it slightly to avoid big spoilers.

But the problem was: what section from the game should we use? As I noted above, SOMA takes its time to establish concepts and atmosphere, and any 15 minute segment we just chopped out would lack the context needed to properly understand the situation at hand and to be immersed in it.

Our first plan was simply to take one of our more intense monster sequences. That would provide a quick demo that was easy to get into and would provide a thrilling experience. But the issue was that we then would fail to showcase what's special about our game. The game would just look like yet another "run from the monster"-ordeal, and making sure that people understand that SOMA is something way beyond this is very important to us.

So after much discussion we decided to rip the latter half of a level that is about 1-2 hours into the game. This part would showcase player choices, environmental storytelling, our philosophical aspects, provide an underwater revelation at the end and (if the player chose to take a particular path) would have a short monster encounter.

However, our choice of demo was not perfect. Most importantly, by itself, this part of the game isn't particularly scary. This in part is because the demo lacks a lot of the intended build-up, and in part because it wasn't (apart from a final monster encounter) designed to be all that frightening. And while SOMA doesn't focus on "run from monsters", it is a horror game and we are very much intending to induce terror in our players. Therefore it felt annoying to have a demo that didn't bring home that aspect. But still, making players whimper from fear is not really a unique concept any more, so given the choice, it felt much more important to give a taste of the disturbing feel our themes give rise to.

Another issue was that our demo took place in a section of game that we'd already showed off in our release date reveal trailer (check it out here). I think this has led to a bit less coverage than we'd have had otherwise. There was quite a bit of new stuff that players could do in the demo, such as checking out black boxes on corpses, interacting in different ways with "Carl" the robot, exploring the computer system etc. and a previously unseen sequence at the end. But the demo still took place in the same locale and all of the major elements were still the same.

That said, I feel we did the best we could given the constraints we had. And judging from the reactions that we got at E3, people enjoyed it quite a lot and almost all the players came away with the right impression. Both Ian and Aaron (the Frictional Games team members that attended E3) were actually quite surprised how well most people picked up on our deeper aspects. This despite playing the game under far from optimal conditions (a well-lit, loud and crowded room is not all that great for games that thrive on immersion and introspection). Again, just like in our last round of testing, the way people connect to the themes in SOMA went way better than expected, and that makes us even more even more thrilled to unleash our creation on the world!

On that note, SOMA is less than three months from release now! So close!

Wednesday, April 15, 2015

SOMA is now in BETA


After much blood, sweat and tears we can now inform you all that SOMA is finally in the Beta stage! This is a huge thing for us and easily the biggest milestone prior to the actual release of the game.

So what does it mean? Well it means that we now have a build of SOMA that contains all of our desired features. There are still a few bits of art, a few sounds etc. missing, but the game is pretty much complete content-wise. We've sent this build out to around 40 people to test and once we start getting feedback in we'll discuss how best to spend our remaining development time. At this time in development there isn't much room to make big changes. If it turns out that something doesn't work at all, we need to figure out a not-too-drastic tweak that can make it work, or consider cutting it entirely.

Important to note is that we've already had two big tests prior to this, one vertical slice and one Alpha, so we're pretty confident on the major decisions of the game. We've already tried many different ways of doing things, and honed in on the stuff that works. So while the time for major overhauls is now over, we'll not end up in a situation where half the game turns out to be broken. I'm quite confident that we've created a very special experience, but before the verdict comes in, it's still scary to not know for certain. Especially now when we are at the point of no return.

Once we've decided on how to best spend our time, our days will be all about polish and improvement (and possibly some cutting here and there). In its current state, all of the game's big problems have been solved, so what's left is to make sure that what's there is as good as it possibly can be. Adding effects, improving the art, ensuring stability, making it more intuitive and so on. That's what just about all of our remaining work is about. That and fixing all those annoying bugs that are sure to crop up.

An interesting side-note on this Beta thing is how the number of bugs always sky rockets near an important deadline. Long-existing issues that have not been a problem for months (or years!) seem to pop up an hour or so before it's time to send out the build. Here at Frictional we call this "entering the event horizon". Just like approaching the singularity of a black hole, outside time goes increasingly faster, things frantically break and the known laws of physics cease to work. For instance, over the last week we've had two hard drive failures, geometry disappearing for no reason, SVN breaking, editors not loading updated files and several much-tested features starting to crash. It's exactly the same every time and yet you're always just as surprised when it happens.

Now that Beta is done, our next deadline is Release. Before we can announce that we have to wait for the Beta feedback to come in and then make plans for our remaining time. The time when SOMA is finally out is really close now, though, and we'll let you all know a date in the near future!

And now for a new piece of concept art and a screenshot:


Friday, December 19, 2014

SOMA enters pre-beta

Another major milestone is reached: SOMA is now in pre-Beta!

So what exactly does that mean? First of, it isn't the same as Alpha. SOMA was in Alpha mid-March this year, and since then we've made loads of additions, changes and fixes based on feedback and our own evaluation of the game's state. The pre-pre-Beta that happened a few weeks back was our final big test of that work. The game's current state, pre-Beta, is a milestone in preparation for the proper Beta, basically the full game without the final polish, which will happen a few months into next year. The pre-Beta marks final our chance for us to evaluate a number of crucial elements in the game.

First, we need to check if any dialog is missing or needs to be tweaked. We'll be doing our final recording a few weeks into next year, so it's important that everything's ready by then. In SOMA the voice-overs are a lot more significant compared to our previous titles. In Amnesia most of the voice-overs were background stories that had little relevance to the gameplay. In SOMA most of the voice-overs are directly connected to what the player is currently doing. This means that any changes we make to gameplay might require changes to voice-over and vice-versa. There's also a much greater need to make sure the two match up. For instance, we need to make sure that when a character describes a piece of scenery, it's accurate to what is actually in the game. We're also making a lot of tweaks to ensure that tone stays consistent and that exposition never gets too overwhelming.

The amount of voice required for SOMA is staggering. The games use more voice-overs than all of our previous games put together. The combined recording sessions total up to almost a month. Most of this is active content spoken by characters you encounter on your journey through the game.

The other big task is to check the final implementations of changes made after the pre-pre-Beta. After we went into pre-pre-Beta a few weeks back, the team met up for a few days of in-depth discussions. During this gathering we played through the entire game and made sure that everybody was in synch with what kind of game we were making. Over the years there have been lots of changes, and we needed to make sure that everyone grasped the sort of atmosphere, narrative and gameplay each part of the final game was supposed to have. We also decided on any last major changes to make and nailed down the feel we should be striving for in each part of the game . For example, we had long discussions on how the ending should play out and what sort of emotional pay-off we were going for.

Now that we're in pre-Beta all of these changes are in and tested. This means the game's final form is basically set. From now on we are not allowed to do any major changes and if something turns out not to work, we need to use smaller tweaks to fix it or just skip it entirely. This is a scary phase to enter, but also crucial. There are so many disciplines that are interconnected when making a narrative-heavy game; the underlying systems, the writing, the sound, the art and the overall gameplay flow all have very strong ties. In order to allow us to focus on polish and making sure what we've got works properly, there needs to come a time when the game's structure get locked down.

It is important to compare this lock-down to our previous games. In Amnesia and Penumbra, a level was considered locked pretty much done straight after the first implementation. But in SOMA we have had entire levels torn them down and rebuilt several times over. Partly due to the higher standard of polish we are after, and partly due to the game just being harder to make. From the get-go SOMA has been about immersing the player in certain thematics that takes place inside an active narrative. Figuring out how to do this properly turned out to be a herculean task, far harder than we first thought.

Next week, most of the team will go on Christmas leave, and then get back at the start of the next year for the final push. We are now closing in on a development period of five years and everybody is excited that the end is finally in sight. It is easily the most complex and difficult project we have ever undertaken and being able to release it next year, at a level of quality we are proud of, feels extremely satisfying.

Before we leave for vacation here is a little treat for you all: a brand new screenshot!

(Click to enlarge!)

Friday, November 14, 2014

SOMA is now Pre-Pre Beta


Today is the day SOMA reached Pre-Pre Beta, which marked the first time the game could be played from start to finish.

Four of us have now played through 'til the end and it's really cool to be able to finally really feel what sort of game we're making, after almost 4.5 years in development.

While we've played the individual levels many times, you never really get the same sense as you do when you play the full thing. I personally think it's a significant experience as you now get a mental picture of the game as one complete thing, instead of a massive cluster of themes, systems and scenes. I finally know for sure what it is that we're working towards.

The testing took an average of 11 hours per person. This includes a lot of note-taking, quick discussions and bug-fixing. But, given prior experience, this should give a decent estimate of what it will take the average (and non stressing) player to complete SOMA.

While the game is still really rough in plenty of places, I think I dare to say that we've got something quite special brewing. There's still tons of work left to do, of course, but we're getting very anxious to show off our creation to the world.

Wednesday, January 22, 2014

New Screenshot and Intercepted Radio Message

Click to view large version.


Transcription of radio message intercepted at XX/XX/XXX.

UNKNOWN: Look, this is the short version. -- [CORRUPT DATA] -- gone rogue. We're not sure what it’s up to, but it looks like it’s messing with the help. Are you hurt in any way, are you guys okay?

AMY: -- [CORRUPT DATA] -- are turning on us! We need to get out of here.

UNKNOWN: Hold on, don't panic. Carl, tell Amy to calm down. You guys can’t have much left to do before evac.

CARL: Calm down, Amy.

AMY: You calm down!

An alarm is heard in UNKNOWN’s mic.

UNKNOWN: Shit. I got to go. Stay the course, ok? Stay the --

Static outburst after which the signal is lost.

Thursday, December 12, 2013

The Five Foundational Design Pillars Of SOMA

First, here is a new video from SOMA showing off an environment captured directly from within the game:



Now moving on to the main topic of this post: The foundational design pillars of SOMA. When creating a game I think it is crucial to have a few basic rules that underlie all other decisions. That way it is much easier to keep everything on track and get the final game to play out as intended. For SOMA our intention is to craft an experience where players become deeply connected and affected by the game's world and themes.

Here are the five cornerstones that we hope will let us achieve this:


1) Everything is story
First up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.

A good example is how we design puzzles. Instead of having the puzzle by itself, as a separate activity, it always springs from and is connected to some aspect of the story. For instance, if the player encounters a locked door, there are more reasons for getting it open than simply to progress. There are always short term narrative reasons and rewards for getting it unlocked. On top of this, the very act of solving it results in the player taking part of a narrative scene.

Encounters with hostile beings are handled in the same way. A creature will never attack you without good reason; they never do it out of pure gameplay necessity. We want every encounter to feel like a bit of storytelling is happening. To get this working properly, almost every single creature has unique AI.


2) Take the world seriously
This leads us to the next point: that every detail in an environment is connected to the story somehow. Nothing should be written off as simply a requirement for gameplay or exposition. For instance, if you find an audio log you will be able to learn more about the story by pondering its placement alone. There should be no need to "double-think"; the game's world should be possible to evaluate on its own terms.

We constantly think about what each character would have done in a situation, and shape the environment accordingly. For instance, in one level, we started out with scratches on the walls but later realized the character had access to a whiteboard pen and changed the graphics accordingly.

It's so easy to justify design "because the game needs it" even if it doesn't make sense to the story. But for each such thing you do, the less seriously the player will approach the environment. In SOMA a big part of the game is to ponder the situation you are in.Therefore it's crucial that players consider the world from a story view, and in order for that to happen we must provide them the opportunity to do so.


3) The player is in charge
When you invest this much in a setting, it's important to make sure that players feel connected to it. In order to this we need to put a bigger responsibility on the player. An environment quickly loses its sense of realism if it is extremely streamlined and does not allow you to make choices. The player must be the one that drives the narrative forward.

The game never tells the player exactly how to progress. There may be hints and other implicit guidance, but in the end it must be the player that figures out what to do next. If a game is constantly flashing up cues with objectives or showing arrows pointing where to go, the player will never take on the world at a deeper level. If it takes some effort to progress, players are forced to understand and mentally map the surroundings in a way they would not do otherwise.


4) Trust the player
This brings us to the next point: that we trust players to act according to the story. We do not force players to notice events by use of cutscenes and similar, but assume they will properly explore the environment and act in a rational fashion. We simply set up situations and then let the player have full control over their actions.

This means that we will let players do stupid things even if they might break the experience a bit. For instance, if they skip talking to a character with important information then they are on their own after that. And if they get hints that a dangerous creature is approaching, they need to figure out that hiding is the best course of action by themselves.

While we do our utmost to make the narrative unfold in a fluent and intuitive way, we will not cater to players that make irrational decisions. The environment is set up to be taken seriously and we expect the players to do so too.


5) Thematics emerge through play
Now for our last foundational design rule: that the game's thematics will emerge through play. SOMA is meant to explore deep subjects such as consciousness and the nature of existence. We could have done this with cutscenes and long conversations, but we chose not to. We want players to become immersed in these thematics, and the discussions to emerge from within themselves.

It feels wrong to just shove information down the player's throat. What I find so exciting about having these thematics in a game is that the player is an active participant. There are plenty of books and movies that cover these sort of subjects, but videogames provide a personal involvement that other mediums lack. We want to explore this to the fullest degree

Just like all of the other design goals, there is a bit of risk in this. It requires the player to approach the game in a certain way and it will be impossible to make it work for everyone. But for those people where it succeeds, it will be a much more profound experience. I also find that it is when you are dealing with uncertainties that you are doing the most with the medium, and am extremely excited to see how far it will take us.

Friday, October 11, 2013

SOMA Officially Revealed



Intro

After more than two weeks of teasing, we are happy to properly announce our new game: SOMA. It is a sci-fi horror game played from a first person perspective with the goal to deliver a truly disturbing experience. Having worked on this project for over three years now, it is really nice to finally reveal it to the world!

The game will be released for PS4 and PC, and it will be out some time in 2015.

Here is the official reveal trailer featuring some gameplay:



Making The Trailer
While the footage above is unedited gameplay footage (I played through and recorded it myself), it is not from an actual game level. Just like with our Amnesia teaser video, it is a custom made map that is meant to show off the general feel and tone of the game over a four minute long trailer. This means that it is not an exact representation of how the game is actually played. It gives a pretty good idea of how the gameplay works though.

Coming up with the idea for this trailer was quite hard. We knew from the start that we wanted to have it as recorded gameplay. It was crucial that it showed that SOMA will allow you to play through its central themes. The subject matters of the game are not some kind of wrapper, they are an integral part of the gameplay. So having a trailer entirely made out of uncut gameplay felt like the best way to show this.

With Amnesia doing this sort of thing was fairly simple as the core ingredient was the player running and hiding from monsters. In SOMA it is much more complex. While the game also has its share of monsters, hiding and stuff like that, it is not what makes the game special. What sets SOMA apart is that it gives a first person account of some deep and really disturbing ideas regarding the self, mind and consciousness. These are things that we take a lot of time to build up in the actual game, so showing it off in a few minutes is quite difficult.

Our first idea was to use a lot of dialog to get this across, but that did not feel right. The player will be be an active participant, and do not sit by passively listening to characters having discussions. So instead we approached the themes in a very direct and visceral manner.

A final aspect of making the trailer was not to have too many spoilers. Because of this, the video does not star the protagonist from the actual game, but a totally different (and minor) character. The events that occur in the trailer are not taken directly from the game either. They just showcase the kind of happenings one can expect from the final game. This means that we can give a good overview of what the game is about, without spoiling the actual game experience. But don't worry, the things in the video are very much related to the game's story. Everything you see are hints of things to come.



Live Action Videos
Another big part of the reveal for our game was the release some creepy and mysterious teaser material. You can see texts and films here:
http://somagame.com/item-2656.html
and here:
http://somagame.com/item-4017.html

First I guess I have to settle the big debate: Are these inspired by SCP? And, yes they are! That was actually the pitch for the whole thing: "Let's have some SCP-like texts on the website to give out spooky and fragmented info before the final trailer is released.". The game itself is however not very close to the SCP-style at all. There are some SCP inspiration in SOMA for sure, but it is a lot more subtle and has to do with how we think about monsters and artifacts. They play a larger role now, the foreboding is much deeper and there is a bigger connection with them and the central themes in the game. Actually, a lot of the SOMA's themes are directly expressed through interactions with enemies, an idea that stems from SCP.

Enough SCP, let's move on to the actual teaser texts and films. At first the teasers had a much weaker production values. The idea was just to use plain text and perhaps a few images. As Mikael wrote these he suggested that we might add sounds to them, e.g. a recorded interview, and that felt like a good idea. But that was as far as we thought about going.

When discussing a release trailer for Amnesia: A Machine For Pigs, we came upon Imagos Films and decided to give them a go. Jens contacted them about making a trailer, and they were really excited about it. They even agreed to having a meeting in the middle of the night in order to fit our schedule. Some quick drafts were made for a trailer, but because of various issues, it all fell through in the end. We felt bad about this and promised they would be our first choice when needing some other video material.

A few days after Mikael suggested having voices for the texts, it hit me that we could perhaps use Imagos Films to do some simple clips instead. We mailed them and they said they were up for it, so Mikael converted the transcribed audio from the documents to film scripts and then we set the ball rolling. I did not really expect much from the films, but after seeing the first few WIP shots and production designs, I knew that it could actually turn out really cool. But the end result turned out even better, and it blew my (and everyone else's at FG) mind.

It has to be mentioned how quickly these films were put together. The first script drafts + instructions were sent on the 2nd of september. This meant they had a less than a month to produce the first movie. Then another movie needed to be done a week after that. Given the amount steps needed to go from script to final film, this is insanely fast.

Will there be more movies? We would really like that to happen, but nothing is set yet. Stay tuned for more news regarding that!


End Notes
This reveal has been quite a lot of hard work and there have been way more things to deal with than I first thought. Worst must have been the major server failures that we had on the days before the first teaser would go live. This turned out to be because of a DDoS attack and took quite a while to fix (Jens had to come out of a parental leave to work on it). We had to put off the whole first reveal for a day because of this. It was quite embarrassing, as people wondered what the hell happened and we had to reschedule a bunch of other stuff connected to the reveal (like the PlayStation Europe twitter).

And then of course the final trailer reveal had to be problematic too. Early on the day before reveal (as of writing, yesterday) Tapio, external sound person, had finished editing the trailer, all of David's, external art person, animations were in and all sound was synced and nice. However, as he exported the final version the quality was crap. I had hoped to have a calm day and just code stuff but instead I had to help Tapio search for the error, trying to convert files better, etc. Nothing worked. On top of this, our ftp servers were really slow and sending files took a long time and was a general pain. Eventually, I had to re-edit the entire trailer (adding animations, fades and syncing sound)  using Windows Movie Maker as quick tests showed the final quality was much better there. At the same time we became aware that we also needed an ESRB logo and had to scavenge the net for a proper one. We were now much later than planned and stress was taking its toll. After many grueling hours we finally got it working though. Only to find out the next morning (day of the reveal) that the damn ESRB logo was not shown long enough, so more editing, exporting and uploaded were needed.

In the end it worked out fine though and the whole reveal has been very successful. (As I am writing this we have not seen any reactions to the final video, so I am hoping those are good .. :) )

Now it is time to go back full time on work for the actual game. We are all incredibly excited about SOMA and hope that these 2+ weeks  of teasing and reveal have gotten you all interested aswell.

And do not worry, between now and the 2015 release there will be a lot more unsettling stuff revealed!


Want to end with some links to the non-Frictional people that helped this reveal happen:

http://www.imagosfilms.com/
The makers of the two live action teaser films.

http://www.kohijin.org/
The coder of our teaser site.

http://davidsatzinger.carbonmade.com/
Made gameplay trailer animations, SOMA and FG logo, website graphics and some teasing images.

http://www.kaamossound.com/
Made all the sound work for the gameplay teaser.

http://www.evolve-pr.com/
Who sent out PR and nagged various publications. Jens, who normally does this, has been on parental leave and I would have gone mad if I were to do all that too....

http://www.mikaelpersson.se/
Made trailer-specific animations for the corpse and monster encounter.