The Treatment of Death in Ambrosia Sky
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[/p][p]Exploring the death rituals was one of my first tasks when I started out as a Technical Designer at Soft Rains. The team didn't have a solid plan on how to approach them at the time, so I was given a long leash to play around with. I had a few strong references in A Mortician's Tale and L.A. Noire. At the time, we wanted to have many death rituals per level, with varying levels of realization, and we considered them side objectives in the game.[/p][p][/p][previewyoutube][/previewyoutube][h3]L.A. Noire[/h3][p][c]A higher fidelity reference that includes hand animation when inspecting the body.[/c][/p][p][/p][previewyoutube][/previewyoutube][h3]A Mortician's Tale[/h3][p][c]Multiple-step body preparation that includes the use of multiple tools.[/c][/p][p][/p][p]We started out with a more interactive approach, similar to our references, letting the player select tools to use and progress through the procedure steps. We iterated to make the experience feel intuitive, but struggled with the pacing shift between the main gameplay and the death ritual experience. Every time the game waited for the player's input, it felt clunky and broke the flow, taking people out of the emotional arc we were building.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - First Iteration[/h3][p][c]Player presses an interact prompt to enter a death ritual state with a unique overlay. The player follows the instructions in the overlay, using multiple tools to complete various tasks. The death ritual ends when the body is bioremediated.[/c][/p][p][/p][p]We learned a lot from these early prototypes. We learned that we could create an intimate, tender moment while sticking to a first-person view by focusing on Dalia's hands and how she touched the remains. And ruled out some of our direct references, too; for example, the hovering hand in L.A. Noire didn't read well with the camera so close to the remains.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Hovering Hand[/h3][p][c]Trying to emulate L.A. Noire more closely; having Dalia's hand hover over the body, and the camera follow the hand. The first-person view in this prototype made the whole experience uncomfortable. We quickly walked away from this.[/c][/p][p][/p][p]Even breaking the interactions into a few chunks still felt clunky. So we moved towards a single cinematic to capture the moment.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Breaking Into Chunks[/h3][p][c]Reducing the amount of actions the player needs to take. Instead, pausing and waiting for an player input to proceed at several stages. Even this approach is clunky and takes the player out of the experience too much. And testing voice over with temporary VO, while having Dalia encounter a character that is about to die.[/c][/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - A Single Cinematic[/h3][p][c]Remove the requirement of any interaction from the player. Iteration on the writing. Give Dalia (and the player) a moment to confirm the death before proceeding with the ritual.[/c][/p][p][/p][p]The exploration of the death rituals also included considering how these are placed in a level. We learned how valuable set dressing is. We considered gating the death ritual behind some fetch quests for personalized items required to include in the ritual and complete it. [/p][p][/p][p]But again, that all seemed to knock the air out of the ritual itself. Not letting the player complete the ritual upon finding the body felt bad. Some of the personalized ritual elements, like coins on the eyes, read silly in first person. We could have pushed through some of these challenges later on, possibly with higher fidelity; for example, if the coins were smaller, and it wasn't the unreal mannequin in the shot. [/p][p][/p][p]On the other hand, selecting moments that felt strong and hit as intended despite the placeholder assets felt like stronger choices that would set us up for success and reduce added work down the road.[/p][p][/p][previewyoutube][/previewyoutube][h3]Early Prototype - Placing coins on the eyes[/h3][p][c]Testing a different death rite; having Dalia place coins on the deceased's eyes. It looked very silly, so we decided to walk away from it and not gamble that it would work better with a higher-fidelity realization.[/c][/p][p][/p][p]Once we started to receive strong, sombre emotional responses from early playtests with folks outside our studio, we knew we had landed on something special. In the process, the place of the death ritual in our game also changed. They became more centred, the focal point in the space they are in. This helped establish a stronger direction for the rituals, but also a higher-production, more bespoke one.[/p][p]Notes I shared when we started working on the Parker & Walsh Farm level demonstrate this learning:[/p][p](Some general thoughts on DRs, some of this is obvious, but worth repeating - I feel.)[/p]
[/p][p][/p][p]If you want to know more about the development of Ambrosia Sky, take a look at our prior dev logs that cover our main character Dalia, the role of a Scarab, the art & audio direction of the game, a look at the tech & design behind our cleaning mechanics, an in-depth look at level design, and an overview of what Ambrosia Sky is.[/p][p][/p][p]If you still haven't picked up Ambrosia Sky, now is a great time to do so! The game is currently on sale for 20% for a limited time, and the Act Two free update arrives soon.[/p][p][/p][p][dynamiclink][/dynamiclink][/p]
- [p]a death ritual should be rooted in the scene around it - the scene should tell a story about that person, how they ended up there, how they died, and so on...[/p]
- [p]the player should have some space to sit with the emotional impact of it, there should be some build-up to the reveal of the space where the remains are, and some ramp-off to sit with it.[/p]
- [p]the death ritual shouldn't be tucked away - like, it's not hiding in a drawer haha - it should be very evident when you enter the space[/p]
- [p]throughout the level, as the player approaches the DR space, there should be opportunities to learn about the deceased, their connection to the space, and the people around them. So by the time the player gets to the remains - they should have "met" the deceased.[/p]