Something went wrong. Try again later

Giant Bomb News

60 Comments

Gods Will Be Watching, But They've Chilled Out

Deconstructeam talks about reworking its brutally hard puzzle game to appeal to a larger audience...after it was released.

When a developer re-balances a game after release, it usually means tweaking a variable here and there, not three new game modes. But that's what happened with Gods Will Be Watching, a pixelated tour of death.

No Caption Provided

Gods Will Be Watching is tense, heartbreaking, and hard as hell. In a recent patch, dubbed "The Mercy Update," developer Deconstructeam went back into the code and significantly retooled it.

Here's what Deconstructeam added:

  • Puzzle Mode: All the challenge of Original Mode, but without random factors in play. If you want to remove the element of chance from the game, this is the mode for you.
  • Puzzle Mode Light: The easier version of the game that also removes random factors and chance. If you want to remove the element of chance and face easier puzzles, this is the mode for you.
  • Narrative Mode: The easiest mode and a way to enjoy the game as a narrative experience, without a heavy challenge.

Those changes, especially the inclusion of Narrative Mode, suggest a pretty radical shift in thinking, even if it doesn't preclude players from experiencing Gods Will Be Watching in its original form. The update only adds new options, and doesn't take anything away from the game. You're free to enjoy the game's punishment.

The original game jam prototype for Gods Will Be Watching prompted such an enormous response that Deconstructeam expanded the project's scope, and built a whole game out of it. The game jam version was brutally difficult, as well, and I never ended up seeing the credits roll back when I played it for Worth Playing.

To get a better sense of what prompted Deconstructeam to mess with its game again, I emailed over some questions to game director Jordi de Paco. Here's what he got back to me with:

Giant Bomb: One assumes you released the game in a state you were happy with. What moment did you realize "well, maybe we need to revisit this"?

Jordi de Paco: Well, we were happy, and we are happy, but I have to confess that we were afraid of the reaction of the players after releasing a heavy challenge like this. And, yes, we got a lot of complaints and harsh feedback. But on the other hand, we got to connect with the kind of players we are, who were expecting a game that doesn't hold their hands, and they enjoyed the challenge. It's been great to discover there are a lot of people to which we can appeal with our kind of games. However, as game developers, we want as many people as possible to play--and enjoy--our games, so we analysed carefully all the feedback from players who found the experience frustrating and came with a way of making the game more accessible to all kind of players.

Giant Bomb: Can you talk about the play testing and balancing you did while the game was in development? How did you arrive at what the game shipped with?

De Paco: Originally, the game was even more difficult. We ran this through a lot of players who kindly offered to suffer the terrors of Gods Will Be Watching, and we set the bar where eight out of 10 players were able to beat the game. What we most had to improve was the communication of the game. The hardest challenge in Gods Will Be Watching is communicating failure properly, since there's a lot of things going on at the same time, and the worst that can happen is a player not knowing why they keep failing. We knew there would be still players who wouldn't be able to beat the original experience, but, well, if we wanted to appeal the more hardcore puzzle solvers we had to do it this way!

Click To Unmute
Gods Will Be Watching

Want us to remember this setting for all your devices?

Sign up or Sign in now!

Please use a html5 video capable browser to watch videos.
This video has an invalid file format.
00:00:00
Sorry, but you can't access this content!
Please enter your date of birth to view this video

By clicking 'enter', you agree to Giant Bomb's
Terms of Use and Privacy Policy

Giant Bomb: In the press release, you mentioned wanting to make the game "as accessible as possible to every kind of player." Does every game need to be accessible?

De Paco: I don't think so. I mean, making Dark Souls more accessible would make it less appealing for its hardcore audience. But the nature of Gods Will Be Watching allowed us to easily set different levels of challenge. In the end, making it more accessible or not is a decision of the developer, and we felt like Gods Will Be Watching was something that could be enjoyable even as a narrative experience. Seeing that a lot of people were expecting that instead of a hardcore puzzler game, and that we are able to deliver that experience, we went for it.

Giant Bomb: When the team decided to revisit the game's difficulty, where did you start? Clearly, you didn't stop with just including an "easy" mode.

De Paco: The most important cause of the frustration of the players who found the original experience too harsh was the element of chance. When I designed Gods Will Be Watching, I saw that as a way to let the player decide among the amount of risk vs. reward they wanted to take, so you can decide if to play it safer but spending more resources, or you can decide to take your chances when drastic measures are needed. The problem is that there’s an 80% chance it can still go wrong. For some players, that's perceived as unfair, and for others, it just felt natural--as we feel about it. So, the Puzzle Mode's purpose is to keep all the challenge of the original but remove all the luck involved in solving the scenarios, so it's plain fair for everybody. Also, there's the narrative mode for the ones who were expecting more of an interactive story rather than heavy puzzles. We are trying to please as players as much as possible.

"We were afraid of the reaction of the players after releasing a heavy challenge like this."

Giant Bomb: From what I read, the "chance" moments are what really bothered some players. Can you talk about why the game had such moments?

De Paco: There are several reasons. The first is to make every playthrough different. Secondly, it's so there’s not a scripted way of solving a puzzle, so you have to keep adapting your strategy as the puzzle progresses. But I have to say that the element of chance is not an issue if you solve the puzzle. Players who "solve" every situation are able to succeed again and again since if you discover the patterns which rule every chapter. It's not a challenge anymore, but it keeps being interesting, since you always have to adapt you strategies to what the luck element throws in your way.

Giant Bomb: Do you think you're done tinkering with the game's difficulty?

De Paco: Yeah, I think that going any easier wouldn't do any good for the game, because without any challenge, sacrifice loses all of its meaning. And, also, there were these kind of super-players who reported they found the game too easy in its hardest difficulty so... It's impossible to make it rain in the way everybody wants. Five difficulties are enough for Gods Will Be Watching.

Giant Bomb: Generally speaking, what's are the big lessons from this experience, ones the team will take forward to future projects?

De Paco: Making games is hard. Making a game which is loved by most of the players is harder. But, in the end, I believe it's about making the games you want, because this job it's really demanding. If you're not doing something that you really love, working way too many hours a day from Monday to Sunday is definitely impossible. We'll probably keep getting better at entertaining other people as we keep making games, but there's no such thing as improving without making mistakes.

Patrick Klepek on Google+

60 Comments

Avatar image for jbg4
JBG4

711

Forum Posts

1349

Wiki Points

0

Followers

Reviews: 0

User Lists: 12

One click too far...

Avatar image for naoiko
Naoiko

1680

Forum Posts

2703

Wiki Points

0

Followers

Reviews: 0

User Lists: 2

I'm honestly glad they revisited the difficulty (the chance events mostly) of the game. With such an well written story it would be a shame if people missed out just because of the 'luck of the draw' so to speak. I also really appreciate the not hand holding experience the game provides. All games are not for everyone and trying to make them appeal to everyone is a fruitless and sad endeavor. Kudos for the article/interview Patrick! Keep up the great work. =)

Avatar image for ripelivejam
ripelivejam

13572

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

Edited By ripelivejam

i should really get this. love the art style to fucking bits.

also gods will be watching.... co-mander...

Avatar image for ripelivejam
ripelivejam

13572

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

i should really get this. love the art style to fucking bits.

@slowbird said:

WHY DO PEOPLE JUDGE EACH OTHER OVER THEIR PERCEIVED VIDEO GAME SKILL?

ALL DIFFICULTY LEVELS ARE VALID. EASY IS BEST FOR SOME. HARD IS BEST FOR SOME. NONE IS "RIGHT" OR "WRONG" STOP JUDGING AND JUST PLAY.

[/rant]

this x1000 and what i want to scream at a select few Dark Souls fans. maybe less caps though.

Avatar image for elincoln
ELincoln

16

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I can appreciate difficulty in games, but I don't get the nostalgia for old-school quarter sucking unfairness. If I fail in a challenging game I want it to be because I fucked up, not because the rng was being uncooperative.

Avatar image for key_skills
key_skills

30

Forum Posts

25

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

I really loved this game.

The Russian roulette sequence was the only random aspect of the game which really frustrated me. Having it about 30 - 40 mins into the level meant a good few hours wasted to a 1 in 7 chance.

I'm not sure what they've done about that sequence in the update. It'd be interesting to play it again.

Avatar image for player1
Player1

4180

Forum Posts

6263

Wiki Points

0

Followers

Reviews: 1

User Lists: 2

Edited By Player1

Great article Patrick.

After my initial experience with the game I just (sadly) accepted the fact that I wasn't cut out for this game. Can't wait to be able to give this game another go in one of the easier modes.

Avatar image for mangopup
mangopup

121

Forum Posts

70

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

@ghostiet said:

@hailinel said:

Basing difficulty on invisible die rolls does not strike me as an ideal way to implement challenge. It discourages learning from trial and error by leaning too heavily on random elements. What the game ideally needed was better puzzle design that didn't require random elements to be challenging.

I felt it actually worked so well precisely because it was random chance - it encouraged the player to be elastic with his moral compass. Once you start getting out of the mindset that you are saving everyone and start cutting corners, the way its puzzles are structured starts making sense.

On its intended difficulty, it's not a game about finding the perfect sequence. It's a game of "where can I compromise my morals to get by and feel the least shitty about it". It clicked to me early on when I made a promise to be sexist and not be aggressive with the female hostage. I ended up finishing that chapter by shooting her in the leg so I wouldn't have to handle both kicking her so she wouldn't get too cocky and negotiating with the SWAT team.

It's kind of brilliant, because most games rarely make your moral choices to be something else than sociopath/saint or Hitler/Stalin, let alone forcing you to be practical about the shit you do. It doesn't appeal to everyone, but to me the choice for the game to be about so many random elements that they make you cut corners to even finish a segment is genius.

I agree with you to an extent, but then you get randomly shot 3-4 times in a row on the first, second, or third round and you basically wasted 2 hours because of RNG.

Avatar image for humanity
Humanity

21858

Forum Posts

5738

Wiki Points

0

Followers

Reviews: 40

User Lists: 16

@player1 said:

Great article Patrick.

After my initial experience with the game I just (sadly) accepted the fact that I wasn't cut out for this game. Can't wait to be able to give this game another go in one of the easier modes.

I think it's very important to note that it was this game that wasn't cut out for most people, and not the other way around. It's actually very refreshing that thanks to these changes a lot of people are coming out of the woodwork and willing to give it another shot after inevitably hitting a wall of frustration that simply wasn't worth the trouble to overcome.

Avatar image for raven10
Raven10

2427

Forum Posts

376

Wiki Points

0

Followers

Reviews: 27

User Lists: 5

@ghostiet: You can put a player in a no win situation without resorting to chance based difficulty. The film The Dark Knight was all about the Joker creating no win situations where no matter what you did you ended up the villain. You can put similar mechanics in a game. You have 1 minute to beat the level but there are two hostages that need to be saved. The hostages each take 30 seconds to get to in the opposite directions when going at your fastest speeds. You only have time to save one. Choose. You've now put the player in a no win situation. The Walking Dead (at least the first season, I haven't played the second) puts in quite a few situations where no matter what you do you fail in some way. And, again, there is no chance to it. Another way you could do it in this style of game would be to have limited resources with no chance of winning unless you sacrifice someone to get more or preserve what you have. By making it impossible to do without sacrifice you can achieve the same goal while making gameplay fair.