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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.

 

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].

 

Making the real unreal

The games industry has always strived to be on an equal footing with Hollywood. Over the decades, the battlegrounds have always been fought on the playing fields of graphics and visual effects as games fought to be taken seriously as a valid medium in their own right. With games having now financially eclipsed the movie industry, the journey has been a long road to achieve the lifelike cinematic experiences we enjoy today.   

 

A critical step in reaching this level was delivering life-like digital replicas of actors – the opportunity to add ‘star power’ to a game was once the holy grail in competing with Hollywood and one that the games industry would not give up on lightly. However, it was a rough journey – just ask Pierce Brosnan’s digital double from the N64’s GoldenEye or Max Payne from the eponymous series, a man who looked like he had been hit in the face with a shovel. But as technology developed so did our ability to generate more detailed likenesses which, in turn, has allowed us to create emotive characters, leading to the opportunity for more emotionally engaging narratives.

 

The past

While digital doubles in video games are nothing new, it’s only since the advent of the PlayStation 3 and Xbox 360 that the technology has become powerful enough to move beyond badly pixelated representations of action stars in (usually) poorly received licensed games based on the latest blockbuster. It was during this generation of consoles that motion capture technology came to the fore, ultimately opening the doors to more nuanced ‘performance’ capture techniques that are so prevalent today.  

 

Master of performance capture, Andy Serkis, brought his acting talents to the PS3 exclusive Heavenly Sword, and later multi-platform title Enslaved: Odyssey to the West. Having already forged a solid reputation for his captured performances as Gollum in The Lord of The Rings, being able to attract such heavy-weight acting talent added a new level of gravitas to the medium of games. These games proved that Hollywood and movies did not have a monopoly on cinematically-driven narrative and that there was a role for not only great acting in games, but that it could compete for the best star talent. But, of course, Hollywood is driven by ego, and in order to attract the ‘star’ names, the technology would need to advance to the point where actors would not only be ‘acclaimed’ for their performance but also ‘recognisable’.

 

Advances in photogrammetry, as used to great effect in this War Thunder: Heroes trailer, have enabled the likenesses of real-world actors to be digitally re-created. As in this case, the actors were scanned in order to digitally transport them to another world that would have otherwise been too costly to recreate – World War II. In this instance, the technology was used to capture freeze-framed emotion but can be used effectively to deliver more performance-driven pieces that leverage the star power of known actors. Even in the absence of photogrammetry, it’s still possible to recreate the likeness of famous talent. The Game of Thrones: Winter is Coming Trailer (which RealtimeUK produced for Yoozoo Games, just sayin’) was created using assets that had been created from photo-reference by our talented team of in-house artists.

 

The present

The use of performance capture in video games is continuing to increase, as has the use of Hollywood actors. Ellen Page, of Juno and Inception, was the main character of Quantic Dream’s Beyond: Two Souls. 2015’s horror-hit Until Dawn recruited the likes of (now Oscar-winning) Rami Malek, Hayden Panettiere, and Peter Stormare – all of them instantly recognisable within the game.  

 

Perversely, the lines between games and movies and TV continues to blur, with the technology being taken to a new level in the highly anticipated new game from Hideo Kojima, Death Stranding. The game’s trailer not only features heavy-weight acting talent in Norman Reedus and Mads Mikkelsen but also features Oscar-winning director Guillermo del Toro making an appearance in the trailer – surely a Papal blessing for games as a medium.

 

Games are coming full circle – Whereas once games were trying to emulate movie experiences, they are now arguably leading and driving movies and TV forward – something so evidently demonstrated by Netflix and their Black Mirror ‘Bandersnatch’ episode which allowed the viewer (or ‘player’) to determine the outcome of the story.

 

The future

The ability to digitally recreate an individual’s likeness and have them give a convincing performance is leading to all kinds of opportunities – some exciting and some daunting. Again, as ever, it is games technology that is driving the way forward, with all (square) eyes now on UE4. Once the preserve of games, UE4 is being used to create digital doubles that are closer to real life than ever before. 2018’s demo of Andy Serkis performing a monologue from ‘Macbeth’ is shown to use both his own likeness and that of an alien – both rendered in real-time using UE4. Nothing so expertly demonstrates the flexibility and potential for captured performance.

 

For a long time, games were viewed as being a poor cousin to that of TV and film. However, the advances in technology, initiated and driven by the games industry, are now challenging that of TV and film. Just as games now push into the boundaries of TV and film, RealtimeUK is actively pursuing its own future in this rapidly evolving and exciting area. The recreation of lifelike digital doubles that take advantage of the technologies we have been exposed to over our many years in working with the games Industry is just one of a number of exciting opportunities that our clients can now take full advantage of.

 

RealtimeUK can turn the real into the unreal, with stunningly-accurate recreations of famous faces. Our expertise with the Unreal Engine and various other methods makes us the obvious choice for your next project. Get in touch with me today at [email protected] to discuss more.

GDC 2019

GDC 2019 remains one of the Games Industry’s most important global events in which the great and the good of interactive entertainment descend en masse to the San Francisco’s Moscone Center and surrounding hotel lobbies for a frantic week of networking and learning. As well as providing an opportunity to preview the future vision of gaming from some of the biggest names in the industry, it’s also a great way of seeing some of the more obscure and esoteric creations. Whilst some of these may not go onto enjoy huge levels of commercial success, they nonetheless remain a showcase for the industry’s huge appetite for innovation and creativity.

2019 was a stellar year, kicking off with a huge fanfare from Google who have laid bare their vision to seemingly disrupt the $135bn USD (and growing!) industry. They have bet big on Streaming, presenting a vision in which the ‘middleman’ of advanced hardware is removed, and ‘AAA’ games are streamed pretty much instantaneously to any device. Billed as the ‘Netflix’ of gaming, the ‘Stadia’   presentation painted a bold picture for the future of gaming which seemed to suggest the death-knell of consoles.  Its slick presentation was technically impressive, building a solid case for what could potentially be the biggest disruption to the gaming since pong. Phil Harrison, Google’s Vice President and the man charged with leading the way with ‘Stadia’ demonstrated the platform with great aplomb, moving seamlessly from device to device, each of which was running Ubisoft’s ‘Assassin’s Creed’ at an impressive 1080p at 60 fps and with no lag. With the games being streamed from its data centre, the platform promises ubiquitous gaming experiences with the ability to switch between devices mid-game.

With no hardware acceleration needed, the only device you seemingly need is the simplistically designed controller which looked minimalistic in design, if not a little bland. Once the dust had settled, a degree of scepticism began to creep in, with concerns about the level of wi-fi connection the player would need to enjoy the full experience. Google have been quick to point out that as the service is streaming from its own data centres, it won’t be subject to the same problems of other cloud-based games streaming services that have fallen by the wayside.  To help bolster confidence, Google claim that if you can enjoy a good YouTube experience, then this will work for you. Indeed, Youtube integration will be a key selling point and benefit to the platform, with players able to click on a link following a game trailer (one of ours preferably ? ) to instantaneously experience the full game for themselves.

The platform is the holy grail of gaming, and one that builds on the continuing digitalisation of entertainment. First Music, then Video, the promise of being able to enjoy ‘AAA’ gaming experiences without the need for expensive hardware is a real game changer and one that may promise to further blur the lines of entertainment.  In the last year, REALTIME’s automotive team has made its own small contribution to the building of assets for Amazon’s ‘Grand Tour’ game in which viewers of the popular TV show can jump into a game and virtually experience the cars that have just featured in the episode they have just watched. ‘Stadia’ can potentially take this idea to the next level, leveraging the world’s most popular video streaming site to provide viewers with experiences that extend the worlds and stories beyond those they have just experienced as a TV show or film.

It’s a premise that was seen in the indie game ‘Stranger Things 3: The Game’, which was also announced at GDC 2019. Realised as a beautifully retro ‘80’s style isometric game, its style is a perfect fit for the show and one that you could imagine a non-gaming TV viewer being tempted to play (at the click of a button) at the end of each episode. In light of the 4K quality that Stadia is promising to deliver, It’s not difficult to see how the entertainment sector could further benefit from ever growing alignment between Games and TV & Film.  Assets created for TV & Film could easily be adapted for Games and vice versa. Given some of the exciting projects our own Film and TV division have been working on of late, we for one hope this will eventually become a reality.

Assuming they overcome the scepticism of connectivity that many people shared, Google’s Stadia and game streaming, has the potential to dramatically move the Industry forward. It’s a further democratisation of games and has the potential to welcome an entirely new audience who had hitherto been daunted by the need to invest in expensive hardware. With the potential to further blur the lines between ‘Video’ and ‘Games’, the ‘AAA’ gaming experience looks set to blossom further in a new age of expanded visual storytelling.