In these scenes, we follow several characters, their stories and different gameplay as each scene have a specific gameplays (it can be hide and seek, stealth, fight, runnin, dialogues exploration etc.) that need to be taught in immersive tutorials.
Depending of the path of the player, each situation must lead to a coherent story taking into account all player choices so he can live the whole story of each character.
CHALLENGE & APPROACH
As gameplay is very specific in Detroit Become Human, the challenge was to teach the simple mechanic to the player as how to interactions or how choices can be made. « A New Home » scene is perfect to show the player how to interactive with a lot of things in the environment while maintaining a coherent narrative context . Dialogues are also essential to build character’s relationship. In « Wainting for Hank« , the purpose is manly to build that relationship between Connor and Hank, while the player is learning how to explore dialogues and environment.
« Jericho » was a scene made for « treasure hunt » to put the player in Marcus shoes: looking for Jericho. We use diegetic clues to make the player explore his environment while passing easy obstacles to tech a new mechanic allowing Markus to visualize and realize impressive stunts.
The challenge in « Last Chance Connor » was to allow the player failing to realise the objectif to get an other chance. We give him in that scene every clues collected until now so he can reach the objective by winning a difficult logic puzzle.
« Battle for Detroit » to « The Border » were made to put the player under pression as Kara. Player needs to make important choices in very quick time leading to liberty or death. Knowing that, each decision turns into impossible choice.
THE RESULT
Here, you can see the result of the design in some gameplay sequences.