Alan Wake and Quantum Break’s Linear Gameplay Was A ‘Missed Opportunity’, Says Remedy

“It felt like there was this world of concept and complex storyline that was left aside.”

Posted By | On 29th, Dec. 2016 Under News | Follow This Author @Pramath1605


Remedy are an extremely talented studio- they changed the game with Max Payne, and while Alan Wake‘s impact wasn’t as far reaching, it was an excellent game that remains beloved to this day. And sure, they dropped the ball with Quantum Break, but everyone is allowed a dud or two- Quantum Break doesn’t take away from their talent and what they have accomplished so far. Especially when Remedy have a chance to learn from where they went wrong, and grow in the future.

Speaking to Polygon, Remedy’s Game Director Mikael Kasurinen got introspective about where the studio went wrong with Quantum Break, and to a lesser extent, Alan Wake.

“If you go back and look at Alan Wake ten years ago you could see us talking about it about how we dabbled with the idea of driving around in a car in an open environment. You could see even then that desire to go in that direction,” Kasurinen said.

“One way to tell a story is to create a rich world you can get to explore. When you look back at Alan Wake and Quantum Break, you can see we spent a lot of time looking at the shape of those worlds, the cities, towns, neat characters, maps. We spent a lot of time in crafting those universes, if you will. The gameplay is actually a linear story through those amazing, complicated worlds. In one way, it’s a bit of a lost opportunity.

“I think they could have been bigger [games] easily. Alan Wake had a long history of development, but it was through years of events that it took the shape it took. A lot of concepts were created through that journey. It felt like there was this world of concept and complex storyline that was left aside. The key point that we learned from that experience is that the world building we do needs to connect with the gameplay. Gameplay needs to enable organic experiences and interactions with the world. We still want to create strong worlds, but the game should be crafted in such a way that allows this exploration.”

I personally am glad to see Remedy coming around to this. While I am not of the school of thought that every video game ever needs to be open world, interactivity and player agency are still key components of a video game- the more that there is of either in a video game, the better. I am glad to see Remedy recognize that. Hopefully their next game is as much of a departure from their output so far as Max Payne was from third person shooters until then.


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  • Tactical Lag-fighting tips

    Shame, they were limited on TV focused media hardware, 720p at sub 30fps was never the best show case.

    Needed to make a game on gaming hardware, drop that forced Kinect TV show rubbish

    • Troy Marcel

      Grow up.

    • crazy_black_man-
    • Gamez Rule

      I would have thought Xbone itself was a “Missed Opportunity” hence why people got laid off and policy changes took place to begin with.

    • Tactical Lag-fighting tips

      Yep,
      xbox360, a game system.It worked.

      then ….something went wrong.
      Unless xbox fans wanted tv?

    • crazy_black_man-

      They should have just made the Xbox 360 version 2.0 and dumped their plans for the Xbox One altogether.

    • Sharonrramos

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  • crazy_black_man-

    Let me school you on something. Remedy failed because they are trying to make games on a console designated as a primarily multiplayer focused console. The Xbox Ones entire survival is based primarily on sales of Xbox Live subscriptions, not the video games it plays. They want to only focus their resources on multiplayer game experiences.

    THIS MENTALITY IS WHAT IS HURTING THE XBOX AS A BRAND.

    Sony is winning not just because they have created better hardware, but because they have more of a concentrated focus on all genres of games, and an even heavier focus on these we’ll received single player experiences like The Last of Us, and God of War, etc., etc,…

    Gamers today want more of these types of games and less multiplayer focused games where they are only surviving on a high server count of other players keeping a game’s longevity alive. Phil Spencer needs to turn his focus away from selling Xbox Live subscriptions and get back to acquiring studios and broadening his gaming catalogue with more epic single player games if he wants the brand to survive. He needs to start doing a better job of listening to his fan base and create some compelling single player IPs, and stop the bragging about the sales of Xbox Live subscriptions going up. If you’re only building the Scorpio to be a console for multiplatform games, then you’ve already failed your fanbase…AGAIN.

    Why am I the one doing Phil Spencer’s job?

    • Gamez Rule

      ” Phil Spencer needs to turn his focus away from selling Xbox Live subscriptions and get back to acquiring studios and broadening his gaming catalogue with more epic single player games if he wants the brand to survive. He needs to start doing a better job of listening to his fan base and create some compelling single player IPs, and stop the bragging about the sales of Xbox Live subscriptions going up”

      Agreed.

  • red2k

    Linear gameplay, no multiplayer what they really pretend? Just look at Uncharted or Gears, both with linear gameplays, but you still have multiplayer repeatability.

    You can’t pretend launch an incomplete game and be successful…


 

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