The Addressing
"We set several goals for ourselves at the beginning of the production that became the main challenges for the Level Design department," says Pawlaczyk.
The goals, he shared with Vox Games, were as follows:
Dead Island:
will feature open locations that the player will be free to explore
will feature maps that are not generic or repetitive
will astonish with its visuals, number of models and details not repel with a "flat and angular grayness"
will maintain the atmosphere of danger while featuring an open-game mechanics and a resort island environments
will be as fun to play for a single player as it will be for a four-player coop party
The last item on the list proved to be the one of the most complicated to address. Pawlaczyk says the Techland team wanted the game to be just as fun for one player as for four, which involved careful management of weapons, enemies, objects and even story.
Another thing that doesn’t make sense: being afraid of a beach
Part of the problem was the zombies themselves. Not only were they, in Pawlaczyk’s words "unruly," with behavior and performance difficult to predict from a level design perspective, but a zombie encounter that may be challenging for a single player could be too easy – or worse, boring – for a co-op party.
One solution was to carefully manage the number and types of zombies on the map. Another was to give a co-op party ways to play that differentiated their experience from that of the single players’.
"At a fairly late stage of development we introduced 'heavy objects' to the game, such as canisters or crates, that supported the co-op experience," says Pawlaczyk. "One of the players was carrying the objects while the others protected them. In a single-player game the objects could be thrown into the enemies faces and topple them.
"[In] this way we managed to create two fine, though completely different, types of mechanics in one game: the single-player mode that gave the player a chance to experience the atmosphere of terror, get to know the plot, learn to conserve the weapons, ammunition and health; and the co-op mode that enabled the players to get all the fun of group mayhem and hunting down the ‘defenseless’ zombies."
The addition of four-player co-op also created significant challenges for Haris Orkin, the writer tasked with creating a deep, compelling narrative for Dead Island.
"When you throw in four-player co-op in an open world, adding a cohesive over-arching story is just more difficult," says Orkin, who’s resume includes story stints on Call of Juarez, Call of Juarez 2, Command & Conquer: Kane’s Wrath, and Red Alert 3.
"When you design and/or create a story for a game, you’re trying to predict what the player will do. If he has three paths he can take, you need to work out the story for all three. But if you have four players, those paths increase exponentially."
Orkin says a lot of what he and Techland had planned to do with the game, narratively, had to be adjusted to be more compatible with a four-player game.
Not only do players in an online multiplayer co-op match typically ignore the story in favor of high-fiving over their favorite zombie kills, but in a game where the same story has to make as much sense to one player as to four, there are some tools that have to stay in the box.
Like split perspectives.
"Originally, the [four main] characters were going to have different takes on the story and discover different parts of the mystery," says Orkin, "but those narrative elements were getting in the way of gameplay and mechanics so it was decided to remove them.
"The designers wanted you to be able to play any character in the four-player co-op. So that meant there could be four Sam B's simultaneously which, of course, made no sense in terms of the over-arching story."
Another thing that doesn’t make sense: being afraid of a beach.
The decision to stray away from "flat, angular grayness" in Dead Island’s visuals meant the team had to design a horror game with a color palette dominated by the cheerful green of jungle foliage and the bright, white sunlight reflected off a pristine, white-yellow beach. Not to mention the powder blue skies and crystal-clear waters. And the well-manicured landscapes. Cheerful beach umbrellas. And so on.
Techland leaned on zombie surprise attacks to carry a lot of that weight.
"We put a lot of effort into creating the events," says Pawlaczyk, "placing the zombies, building level geometry, environment storytelling and the logics that would enable the opportunity for the zombies to surprise the player in this open world."
Turning a corner in any of Dead Island’s environments, players could find themselves face-to-face with a zombie horde, a single powerful zombie or ... nothing. The tension helped ground the "joyful slashing" and overly cheerful locale and allowed Techland to introduce a bit of unexpected terror in an otherwise exuberant zombie bashing game with a sunny holiday setting.
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