- I don't like how HWC turned out at all. At its core, the gameplay consists of crawling around and moving crates. It's really quite awful... but at this point, I've worked too long on it to simply let it drift away, so I decided to polish this turd until it's pretty shiny and set it off into the wild. The scope of HWC definitely exploded out of control, and in its current state it's an absolute mess. I never want to open the map up in the editor again. Mein gott.
- People complained how Polaris needed voice acting. Well, be careful what you wish for... I really wish I had time (and the motivation) to re-write the script and do another recording session, but the whole process of recording / cleaning up / lip-syncing just takes way too much time. I don't think I'm going to do voice acting of this scope (~50 lines of dialog I think?) ever again.
- If Polaris was about the short story, then HWC is about theater, "the short play." As level designers we constantly rely on artifice to keep the player "immersed" (I hate that word, by the way) - some things work worse than others (e.g. perpetually locked doors) but I think a lot of level designers need to realize that REALISM IS NOT DESIRABLE. Realism is a means, not a goal; and the key to good level design is to incorporate just enough realism that the player won't really question it - in other words, we build sets and populate them with actors and props. Complete and robust simulations of entire worlds, or at least things that claim to be (*cough* Oblivion) always fall short of their lofty ambitions, so the solution is to not even try. Or to try and fail repeatedly. But modern theater doesn't even try to be "realistic" in this traditional sense, so why not embrace the artificiality of a set? This is mostly a problem in FPS's, which are fixated on visual fidelity and blah blah blah I don't care.
- Half-Life 2 was the launching point for the concept of HWC; throughout the game you find these small hidden caches of supply crates in hard-to-reach areas. From a narrative perspective, it makes you wonder, who bothered to climb all the way up there and stash the crate there? I planned a level called "Caching" which revolved around going around City 17, with the goal to stash crates in random places without breaking them. However, I ran smack dab into one of my own rules ("Don't use City 17") and the setting didn't seem very interesting anyway, so I moved it to a Psychonauts-style abstraction of some guy's brain.
- The other major influence for HWC is Flashbang Studios' excellent Minotaur China Shop. I liked the idea of channeling "failure" into an alternate objective - that way everyone wins!... Kind of. But then I ran into a problem of mixed feedback. From a narrative perspective, the therapist would want you to break all those crates and "release" all your pent-up emotions... but then I attached lots of negative buzzes and sounds to mark it as undesirable... Of course, one Mr. Maidlaw interpreted the progressive destruction as a "reward" - and maybe it is? I don't even know anymore. All I know is that it's problematic and that's what's kind of interesting about it.
- There are three endings, as in Polaris - (1) leave early, (2) get divorced, (3) stay together. They're all kind of the same (with a different ending monologue from Dylan) because I figure most players won't play through HWC more than once, so why should I waste my time crafting a special ending that no one will see or even distinguish? Also, I don't think "divorce" is really so bad - what if it's the right thing to do? If you read the signs in Central Repression, you see that James kind of has some issues... and James isn't really a sympathetic character at all. (Then again neither is Dylan. And everyone hates the therapist) - so instead of seeing it as a trite binary of "good ending = married" and "bad ending = divorced" why not wonder if divorce is really the better option for both of them? I wish I had more time to record more dialogue for Dylan to flesh out the backstory for the couple, but alas, I'm too fucking tired of this particular project.
- I also tried to be funny in this one, with the crazy amount of signs and the magazines and all the hopefully smart funny writing and all that. Video game levels in industrial / sci-fi settings are OBSESSED with caution stripes. They're everywhere. It's almost worse than the perpetually locked door. I wanted to point out how ridiculous this was, but also communicate how fragile the crates are, all while addressing any localization issues by including all these languages.
- A joke the European players might not understand - the "Internal Repression Service" is like the American government's tax collection agency, the "Internal Revenue Service." It is both the most efficient government agency and also the most reviled. I based my own seal off of the real IRS seal - plus their ACTUAL motto is so breathtakingly evil: "Service plus enforcement equals compliance." Devoid of emotion, devoid of sympathy... ladies and gentleman, the tax collector.
- Gay marriage, a hot topic. I didn't really set out to make something political, and I don't think HWC is... but given the revelation (for some) that Dylan likes men, it makes you wonder what's going on in Polaris...
