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Strength in storytelling

As we saw in part one, the evolution of storytelling in games has come a long way since its inception – from simplistic backstories for basic interactive experiences, through to the more compelling ‘Hollywood’ experiences we enjoy today.

The industry has matured, both literally and figuratively. One of 2018’s biggest games was God of War, a half-sequel, half-reimagining of what was once a brutal bloodbath of a series. It still is, but now it has a nuanced narrative that won it many awards for its storytelling. So how did we arrive at this point?

 

The start of something good

Video Games have moved on significantly from early interactive entertainment in which thinly veiled backstories were intended to flesh out the most basic of visuals. Games now offer richly detailed worlds in which compelling storylines are complemented by stunning visuals. If done right, they can add a whole new layer of nuanced storytelling to your game.

French developer Quantic Dream have become leaders in cinematic game experiences that perfectly blur the lines between Hollywood movies and games. One of their earliest titles, Fahrenheit, was released on both the PS2 and Xbox in 2005. When it was announced, Quantic Dream defied convention, and labelled the game as the first “interactive film”. Indeed, it relied heavily on motion-capture technologies and other techniques first pioneered by the games industry that have become commonplace in Hollywood productions (and have even become standard practice in REALTIME’s own TV & Film division).

The game featured a split-screen camera, a time-based decision system, and a branching narrative – all huge advances for the time and something that would grow in popularity.

Future games from Quantic Dream included ‘Heavy Rain’, ‘Beyond: Two Souls’, and 2018’s ‘Detroit: Become Human’, which further underpinned the advances and importance of successful storytelling in games. The former had multiple main characters that could die at any time, further reinforcing the complex and rich narratives that players could now experience.

 

Massive effect

At the other end of the spectrum, games like Mass Effect realised everything that BioWare, its developer, had been working towards. They created a sci-fi story that is still regarded by many as a classic 12 years after its initial release. Regardless of what you might think of the end of the trilogy, BioWare crafted a beginning, middle, and end that had some of the most compelling characters ever committed to video game history. And they did it with a huge focus on choice. This wasn’t just BioWare’s story – it was yours.

The decisions you made affected how everyone saw you and how they responded to you. You could choose to be a merciful paragon or a merciless renegade. You chose what to say in conversations and what tough decisions to make. And it had consequences – not all of your team would necessarily make it through alive.

Key to its success in storytelling was the heavy use of cinematics within the game, rendered in-engine to create a seamless experience. Although realising the storyline in-engine remains a key technical challenge, the tools and technologies have continued to advance. Advances in engines like UE4, Unity, Frostbite, and Lumberyard mean that achieving great visual storytelling has become less of a technical challenge and more of a ‘craft’ that is now more reliant on the key talent of directors, animators and VFX artists.

 

Where are we now?

The democratisation of these technologies has attracted key acting talent like Andy Serkis, best known for his pioneering motion-capture performance in ‘Lord of the Rings’. He brought his talent to the critically-acclaimed Heavenly Sword. Most recently, he was used to demonstrate the advances in facial performance using UE4 technology, to show the extent to which this technology can be used to convey emotion in storytelling.

Advances in in-engine technologies have allowed developers to push the boundaries of storytelling, delivering eerily-accurate digital duplicates and award-worthy, show-stopping performances. However, achieving such an effect can only happen when an understanding of the technical complexities of the technologies is married with successful direction and creativity.

At RealtimeUK, we understand how important story is to not just the game, but the trailer too. Combining compelling storytelling and excellent direction, we have delivered many examples of outstanding work. If you’d like to discuss your next project, get in touch with Dave Cullinane at [email protected].

 

Car dealerships are failing

The user experience should always be the primary driver behind sales. But on closer inspection, traditional car dealerships are failing. Many automotive businesses describe themselves as being in “significant financial stress”. But are they doomed to fail or could virtual technology bridge the gap and bring new life into an old industry?

Marketing and sales teams in the automotive industry have come up against new challenges in putting the customer at the centre of the business in the last decade. Many people seeking a new or used car are not enjoying the buying process of traditional car dealerships. People are put off by the aggressive selling and pressure to make quick decisions. It can generate a certain level of anxiety or discomfort that does sales teams no favours in selling cars.

 

Virtual reality showrooms

Dealerships are failing to truly showcase a the range/choice and personalization available to customer. Normally, these buildings only have space for several car models or colours. A virtual reality showroom, on the other hand, has limitless space for offering a truly unique user experience.

Consumers have options to customise any make or model in exactly the way they see fit. They can be fully immersed in the car’s experience, without it needing to be in the showroom. This is particularly useful for cars that haven’t even rolled off the assembly line yet.

In practice, sales teams can realistically demonstrate a specific colour on someone’s dream car, a customer’s idea for a modification that they need to visualise, or even explore different interior upgrade possibilities to potential prospects.

 

Feeling free

With virtual reality tools, customers in a UK showroom can interact with the vehicle in various scenarios or situations to generate a strong sense of freedom, adventure, and need. Users can virtually test their dream vehicle in the rolling Tuscan hills of Italy or breathtaking Swiss mountains. Even better, these virtual technologies aren’t exclusive to the showroom. Some can be used by customers in the comfort of their own homes, providing a sense of time and user control that a showroom cannot offer.

The bottom line for virtual reality and the automobile industry – companies can create virtual reality experiences to immerse customers into their brand universe. This is much more than a marketing gimmick though; it drives day-to-day sales volumes. Customers will begin to associate an easier buying experience with your brand, keeping them in your brand’s ecosystem for years to come.

The possibilities of virtual reality in the automobile industry are practically limitless. The technology’s applications go far beyond the dealership and help engineers with car conception and employee training. Along with the newly personalised and enjoyable customer purchasing process, these applications all go towards a greater user experience that drives sales in the automobile industry.

Never underestimate the impact your technology can have. Consumers crave a sleek, efficient experience. You can’t afford to have a subpar configurator. That’s why RealtimeUK delivers the best, like our Bentley Bentayga configurator – so you can be the best. Get in touch with me at [email protected] to find out more.

 

Meet Jono!

What’s your role at REALTIME?

I’m the Executive Producer for Film & TV. The main focus of my role is identifying new projects for us to work on. I work with our in-house team of Artists and Producers to create costs and prepare a creative pitch to win the work. I am then the key point of contact for our clients throughout the production.

 

How did you come to work in broadcast?

Like many people my first break into the broadcast industry was as a runner. I worked on a tacky sky dating show that was filmed in the old Granada studios in Manchester. My fellow runner was a young woman who was very keen to get into TV presenting by the name of Zoe Ball. She succeeded! I also worked with a runner called Tom Vaughan and ended up making several short films with him and co-writing a screenplay. Tom is now a successful TV and feature film drama director.

 

What sparked your interest in TV?

I’ve always enjoyed watching good TV – from comedy through to drama. I was also drawn to the performing arts at school but I wasn’t cut out to be an actor so a creative career in TV appealed because you get the same fun creative people you get in theatre.

 

So, what does an average day consist of for you?

It’s very varied but could involve reading scripts or series outlines, drafting costs on the VFX that are going to be in a show, meeting potential clients or working with Artists to create concepts or tests for pitches on TV series. There is also quite a bit of strategic thinking and planning and I also need to think about our VFX pipeline and the technology side of how we deliver projects. Clients care about the creative and the cost, but are also very focused on delivery. We are reliable and always deliver on time so we need to regularly refine and develop our VFX pipeline.

 

What’s been your favourite project to work on and that you’re most proud of?                                

The most fun to work on was an indie move Human Traffic – many moons ago! Filmed on location in Wales and it ended up being a top ten box office film that year in the UK in spite of its low budget. I also introduced the Producers to the Distributor who had released a short of mine in front of a Richard Linklater film. In terms of VFX I was proud of the work we did on Lean On Pete – an indie movie directed by a really talented writer / director Andrew Haigh. The VFX was integral to a key moment in the story and it involved a horse being hit by a car (oops plot spoiler!)

 

What’s the best thing about working here?

It’s great to have such a large and varied team of in-house artists. For me it’s particularly helpful to have an Art Director and Concept Artist to help visualise VFX ideas for pitches. I also like working out in the countryside when I am in the Westby Studio.

 

Are there any upcoming things in the industry that you think people need to keep an eye out for?

The content goldrush we are experiencing in which Amazon, Netflix, Apple and the US studios all battle for market share continues apace, which means more VFX work being commissioned at increasingly higher budgets. These companies are concerned about being able to deliver shows on time so there are lots of opportunities for companies like REALTIME – so it’s an exciting time.

 

Tell me a fun fact about yourself?

I was born in Zambia and lived there and in Ghana and Sierra Leone as a child but I didn’t see snow until I was 8. Because of that I love the stuff and I particularly enjoy skiing.

History of storytelling in video games

Distilling the history of storytelling in video games into one or even multiple articles is an enormous task. Video games have evolved as a valid art form that stands alongside film and TV in their cultural influence on the 21st century. This, in part, is down to the strength of storytelling that games are now capable of conveying.

They’ve evolved from simple interactive experiences to ones that heavily rely on nuanced narrative to weave their magical worlds. In this first part of a two-part series, we’ll be talking about the evolution of storytelling in video games and the necessity to convey this in making your first impression.

 

A marriage made in heaven

Long before the advances in graphics and cinematic storytelling, story took the form of text adventure games. 1976’s Colossal Cave Adventure was amongst the first of its kind. Games like this offered a completely different experience to their precursors, such as Pong or Asteroids. There, the gaming experience was limited to the novelty of being able to control a few pixels around a TV screen, with only the slightest of back-story. In the absence of any visuals, more was left to the player’s imagination. It laid the groundwork for interactive entertainment in which previously unexplored fantasy worlds could be woven with complex narratives.

Inevitably, advances in graphical capabilities led to more visual games that attempted to build on these narrative-driven experiences. These included the point-and-click genre, which would go on to host many LucasArts classics, such as ‘The Secret of Monkey Island’ in 1990, or Sierra Entertainment’s more risque Leisure Suit Larry series.

The arrival of the SNES, and its 16-bit graphics, meant that storytelling could slowly ramp up. 1991’s Final Fantasy IV was the most narrative-driven entry yet, with set characters that had their own names, character arcs, and conclusions. All of these successfully melded gameplay and storytelling.

 

Into the mainstream

Today, storytelling within gameplay has reached the masses. Games have the ability to stir emotion and draw the player into their multi-threaded narrative. Much like the Hollywood ‘tentpole’ blockbuster movie, a strong narrative is just as important as the visuals.

For a while in Hollywood, strong storylines often played second fiddle to the advances in CG, resulting in movies that, while visually compelling, lacked emotional engagement. Games, on the other hand, have always had to work much harder with their storylines in order to make up for the comparatively poor visual experience. However, things have changed and come a long way since the advent of Pong and subsequent text-based adventures. Games perfectly marry compelling storylines with state-of-the-art visuals.

Which is why game developers should always be contemplating the ways in which a game can successfully be distilled into a trailer without giving too much away.

A successful ‘announcement’ or ‘launch’ trailer is one that can convey the complexity and depth of a game’s storyline without spoiling anything. The trailer is a perfect means to tease the viewer – particularly effective if your game is the latest in an ongoing series in which players are already invested in.

What you should end up with is a succinct, pre-rendered trailer that encapsulates the essence of the game. Having a successful trailer – one that encapsulates the storyline with compelling visuals – is a craft in itself and not one that should be left to chance.

But the storytelling doesn’t end there. In the next part, we’ll be talking more about storytelling in video games and the advances in in-engine cinematics.

At REALTIME, we know how important story is, not just to the game, but to its trailers. When we work on a new project, we believe the story is what people will remember. If you would like to discuss working on your next project, please contact me at [email protected].

 

Is the auto dealership experience set for a shake-up?

Has the car buying process been corrupted? Will auto dealerships go the way of the dodo? The answer to both those questions is probably not. But the situation could be improved. Despite most people still favouring dealership walk-ins when it comes to buying a new vehicle, it isn’t something consumers like. Research shows that 87% of people dislike the process, with 61% feeling like they’re being taken advantage of.

It’s truths like this that are propelling the industry to adopt a customer-centric approach rather than a product-driven one. The modern consumer is savvy, conducting a lot of their pre-purchase research online. They may not enter the showroom with their mind made up, but they will be aware of the costs and features of many models. But how exactly will the auto retail sector evolve? And how will they achieve the golden goose of consumer loyalty?

 

What consumers want

Changing public opinion on the process could be as easy as changing one thing. Unfortunately, it’s a rather big thing. As many as 72% of people would visit dealerships more if the buying process was improved. It’s just that simple!

According to Auto Trader retailer and consumer products director Karolina Edwards-Smajda, it’s about making the online experience line up with the experience in the dealership.

She said: “As long as customers feel comfortable with pricing and trust the business, we will start to see more of that process handed over to them.”

It’s no surprise since 54% of people would prefer to buy or sell cars online, with some even willing to forego the test drive. So the car showrooms of the future will need to make the transition from online to in-store as easy as possible.

With car configurators easily accessible at home on a mobile device, having systems in place that could effortlessly take that information from their phone would streamline the process. If they do have a particular model in mind that they’ve researched at home, the system could check if it’s in stock.

If you want to draw consumers into your brand, all the information they need should be readily available digitally before they even step in the showroom. If the process is such a nerve-wracking, pressure-filled one, why not alleviate those concerns from the offset?

 

What dealerships need

Of course, consumers aren’t the only ones with modern technology. Dealerships themselves have access to an almost infinite pool of customer data these days. The challenge of the future will be parsing the useful information from the not-so-useful.

The process doesn’t start and end at purchase. There will be a shift towards drawing people into the dealership’s ecosystem, developing a customer experience that covers multiple touch points. Using the wealth of information at their disposal, dealerships will be able to deliver a seamless customer experience that goes from first contact to aftersales. The focus can no longer be on hard upselling but on trust.

It’s critical in a market where the consumer base is going through a generational shift. Millennials will soon make up the bulk of consumers and their approach to car buying will differ from prior generations. In the age of ride-sharing, you might think the Millennial appetite for car ownership was low – not so. They are willing and eager to buy cars. But they do a lot of research online. The upside is, they are fiercely loyal to brands and will chase what they consider to be the best.

That’s why loyalty will be essential for car dealerships going forward. Their target audience will be looking for what’s recommended online, what will light up their social media feed, and what will ultimately cause them the least hassle. Customer-centric truly is the key word here. The auto dealer sector isn’t one that is quick to change, but it better start soon. The world is moving on and it’ll do so with or without them.

At RealtimeUK, we believe there are many CGI elements you can introduce to your showroom to make it as slick and straightforward as possible. If you have a project you would like to discuss, get in touch with me at [email protected].