Sunday, 31 March 2013

CS Games Analysing: Dear Esther


Dear Esther

Dear Esther is a very unusual game, breaking away from the conventional idea of what a game is and can be. Created originally as a mod for Half-Life 2 in 2009, the mod featured a simple first-person game where the player simply walked around an area listening to the story told by a man. The popularity of this mod led it to be taken on as a project for a professional games artist, Robert Briscoe, to later be released as a standalone game by Thechineseroom. The new, refurbished Dear Esther featured stunning visuals of a deserted island, and a narrative that was both engrossing and unique. The unique feel to this game leaves the player wondering if it was all real, and questioning the characters motives on the island. The narrative and visuals are enriched with life and create a world that the player can merely enjoy exploring. The target audience for a game like this would be a mature audience, 18+ as it contains mature themes such as death.



As the game is a first-person exploration adventure game, there is no conflict found in the gameplay. The player cannot pick items up or attack things, and there are no other people on the island except for faint ghosts in the distance which disappear when the player gets close to them. There is no struggle in the game, the player just advances towards to the aerial, there is no fighting or terror in this game. It is a very easy-going game with a relaxed atmosphere. The only interaction found in the game itself is the transitions between areas. The player has to advance into another area for the narrative to continue, this is interaction at it most simplest. Interaction can also be found in simple things such as the plants when the player moves through plants they move too. Collision meshes in rocks and walls also is another form of interaction. In the basis of this game, it can be said that interaction in a game does not create meaningful play as this game has very little interaction but still creates an immersive and beautiful atmosphere. The narrative and beautiful setting drive the player to move forward in the environment, and progress the game.


The game itself is visually stunning, its realistic portrayal of a desolate island gives the player a real feel for the area and its life. The unique beauty to this world is its emptiness, which is shown through its wide open spaces and silence in the wind. Its gives the player a real feel for this characters surroundings, and the feeling of being totally alone. It also makes the player wonder if the island is real or not. The aesthetics of the sound in the environment give the game an eerie feel, with the use of music to give emotion to the voices.



The biggest influence is FPS games- STALKER in particular. In terms of fiction, I love Philip K. and the Strugatsky brothers, who wrote Roadside Picnic, which EVERYONE should read. I'm also a big Stephen Hunt fan, so I'm getting a good chance to flex my steampunk for Amnesia: A Machine for Pigs.”


Half-Life
Dear Esther took inspiration from various FPS games, including Half-Life. Dan Pinchbeck studied the relationship between story and gameplay in FPS games.
System Shock 2
Dan Pinchbeck wanted to remove the traditional gameplay on most FPS games and wondered if it would be engaging for games. Dan carefully studied the basic themes in FPS games, especially the retrospective approach of storytelling of System Shock 2.
S.T.A.L.K.E.R.: Shadow of Chernobyl
The game S.T.A.L.K.E.R. is one of the favorite FPS games by Robert Briscoe and Dan Pinchbeck. The open-endedness of the game has influenced the creation of Dear Esther.
Metro 2033
The post-apocalyptic world of Metro 2033 has influenced Dear Esther. Released in 2010, Metro 2033 is one of the FPS games that both Robert Briscoe and Dan Pinchbeck love to play.
Cryostasis: Sleep of Reason
Cryostasis: Sleep of Reason is a psychological horror game that has also influenced the storytelling of Dear Esther. This is one of the FPS games that have been analyzed by Dan Pinchbeck and Robert Briscoe. Both are also big fans of the game.
Doom 3
When developing the gameplay of Dear Esther, Dan Pinchbeck studied a wide variety of games, including first-person shooters. This includes Doom 3. He also was inspired the world of Doom 3, including its atmosphere.


Dear Esther encourages players to break away from the cliché of video games where they give the player a set goal and objectives, and the player rushes through the world to complete them. Dear Esther persuades players to advance through the world slowly, taking in all of its beauty. In terms of improvement, the game has been made to be minimalistic and very simple, and more and the meaning to the game that the developers gave it would be lost. More interaction would mean that players would seek out the interaction rather than taking in the beauty of the world around them.

Image Links

No comments:

Post a Comment