1The Main Mechanic
Characters with a Different Language
Drayk and Aevi do not share the same language and we had to make that miscommunication exist within the game.
We tried to twist how co-op games are usually designed, because they have a channel and build trust through it. However, we were taking that away, so we had to design some other kind of communication channel.
Distorted voice chat
Unity Voice Channel Distortion plugin
Voice chat is run through a distortion plugin in Unity. The only thing that players can receive is the tone, but not the words.
- Decision
- It breaks the voice channel and it is present since the beginning of the game.
- Why
- These two characters cannot understand each other. If the voice chat was completely removed the experience would have been less genuine, but we wanted to create the sensation that the characters are able to communicate but they simply cannot understand each other at all. Adding the distortion just keeps the character audible but without any meaning, adding up to the kind of story we were trying to tell. This also protects the dual narrative, as it gives the players different stories that they cannot share through any channel.
- Player impact
- We noticed that the players focused on playing and not on talking. Voice could have a specific tone but does not have any meaning at all. This builds-up mistrust or the opposite when reading the others behaviour.
A rule outside the game
Players have to agree not to talk during the game. This restriction has to exists outside the game to keep the intention of the whole design.
- Decision
- For experiencing the game as it was designed, we asked the players to not talk outside of the sessions.
- Why
- The game design decisions were focused on miscommunication and this is also part of the story. We expect the players to respect these rules. Shattered Skies could have had a voice chat like most co-op game do, but the ambiguity is what this game was built from and every decision was taken towards that direction. Players can break it, but they will not experience the game properly.
- Player impact
- Players become part of the barrier the games require. This is the first cooperative mechanic. Eventually, this could grow in them as suspicion or trust.
Gestures get lost in translation
Some render differently per player
Simple gestures, but some render differently to each player, so even body language is lost in translation.
- Decision
- This gives the player a non-verbal expression, but for each character means different things.
- Why
- We thought that different cultures could have different meaning for each gesture, this could be part of the miscommunication system. This doesn't work in all gestures since sometimes players need to know the minimum to understand each other.
- Player impact
- Players ended up sharing a gesture language for themselves and communicating without talking. Through trial and error they were able to relate actions to gestures.
Telepathy window
5 seconds with the voice filter off
This resource grants five seconds with the filter off and voice chat perfectly clear. It is a rare one. It is not too long for building a proper phrase, but gives the opportunity to communicate through a voice. Players can use this for lying too. Linking this to the Mutual Destruction ending.
- Decision
- We wanted to give the players at least one chance to talk with each other before the ending and even relate to it.
- Why
- If talking is constant, it stops being a design decision that was set at the tutorial. This unique opportunity turns it into a great decision for the players: what is worth saying? Connecting it to the ending is what makes it an interesting mechanic since they can also lie to each other, which was impossible during the game.
- Player impact
- These five seconds of communication becomes a prisoner's dilemma. Players used this window for warning, planning, confession or lying, getting to the ending they wanted.
How the Telepathy Works
Here is a graph explaining the mechanic
Scroll the flow sideways to follow it →
This window does not pick the ending by itself, only the final decision does. This moment can be used to express what players know and believe or the complete opposite.
The reason behind this was to let the players decide a single moment of communication. However, every single mechanic embraces the miscommunication, while the telepathy permits what players have been missing the whole game.
