Enslaved: Odyssey to the West Dev Diary – Building Story & Character

Ninja Theory have launched the first in series of Developer Diaries that allow us – that’s you too Train2Game students – a look at their upcoming title Enslaved: Odyssey to the West.

The first Enslaved Dev Diary is titled ‘Building Story & Character’ and looks at the process of doing this for Odyssey to the West. The developers talk about creating the characters of Monkey and Trip, along with developing the relationship between the two. (Monkey is apparently ‘Like Tarzan having a bad day) We also find out a bit about the Chinese origins of the story.

The Ninja Theory team also discuss how the importance of both the acting and writing of Enslaved. Actor Andy Serkis provided character motion capture for Monkey, while screen writer Alex Garland – famous for his work on 28 weeks later – has provided help with writing the game.

The key thing to take from the video seems to be how the developers want Enslaved: Odyssey to the West want the game to feel like a movie. You can watch the Enslaved Developer Diary below.


So Train2Game, what do you think of the Enslaved Developer Diary? Do you think having film writers involved will help the game feel more like a movie? Will you be buying Enslaved: Odyssey to the West?

As usual, leave your thoughts here or on the Train2Game forum.

Train2Game’s 2nd Webinar – Part 3

Part 3 sees the Train2Game webinar panel answer questions on if you’re video game idea is worthy enough to be pitched, if the video game industry is in danger of coming to a full stop and where the games industry will be in ten years time.

Key quotes include:

Carsten Maple on moving away from producing sequels : “Where is an idea that’s quite unique and pivotal to a game rather than just an idea for a game…most [games] are quite derivative and what makes it sell is the branding around it”

Pete Hickman on protecting your idea and getting it implemented: “it’s very difficult to protect just an idea, and IP protection law is a very complex subject. The best way I think to protect an idea, especially when you’re showing around to different publishers is to make sure that it’s not just an idea there’s some physical assets that you can use, you can show. We’re talking about storyboards, character design, and level design…”

Tony Bickley on publishers and video games – “I do know of quite a few publishers that refuse to accept ideas that are unsolicited because the ideas are fairly worthless unless they’ve been worked up into a full pitch, but they could impact on a current development and most big publishers and developers have 30-40 ideas that they’re kicking around, they prototype a few, they play with a few more, they take them to a storyboard etc.”

Let us know your thoughts either here, or on the Train2Game forum.