All apps and companies

App · Games

LA Noire

The studio behind the Grand Theft Auto series.

rockstargames.com13 sources16 tips

Where LA Noire comes up13 episodes and tests

Gcreator of Game Maker's Toolkit testWhy Capcom is the King of RemakesGMark Brown is the creator of Game Maker's Toolkit; Evan Hill is a former level designer at Naughty Dog testMaking The Last of Us Part II's Best LevelGcreator of Game Maker's Toolkit testCan We Make Talking as Much Fun as Shooting?Gcreator of Game Maker's Toolkit testWhy Metro Exodus is so ImmersiveGcreator of Game Maker's Toolkit testImproving Games for Those with Cognitive Disabilities | Designing for DisabilityGcreator of Game Maker's Toolkit testHow Return of the Obra Dinn Turns You Into a DetectiveGcreator of Game Maker's Toolkit testBuilding Better Skill TreesGcreator of Game Maker's Toolkit testThe Rise of the Systemic GameGcreator of Game Maker's Toolkit testWhat Makes a Good Detective Game?Gcreator of Game Maker's Toolkit testDeus Ex: Mankind Divided's Amazing Open WorldGcreator of Game Maker's Toolkit testHow Her Story Turns Video Clips into CluesGcreator of Game Maker's Toolkit testFollowing the Little Dotted LineGcreator of Game Maker's Toolkit testAdaptive Soundtracks in Games
In short

LA Noire made evidence gathering work: players present notebook clues, read nervous faces, and hear music fade when a scene is exhausted. Deduction was weaker. A handful of questions with three responses, plus automated detective steps, took power from players. Lesson: design a mechanic for each investigative step and let players do the reasoning.

At a glanceGathering clues is easy; deduction is the hard part
  1. 1Gather cluesEasy: spin 3D evidence objects
  2. 2Expose liesPresent notebook evidence, read faces
  3. 3Follow leadsGame picks witnesses and places
  4. 4Connect and deduceReduced to a multiple choice question
  5. 5AccuseLater steps are the real challenge

From Mark Brown's design analysis

What was said about LA Noire

1LA Noire's detective and interrogation design

  • LA Noire lets players present notebook evidence to catch a lying witness. Clues go into Cole Phelps's notebook, and when someone lies you can present contradictory evidence to catch them off guard.

    Mark Brown uses it as a model for making talking as interesting as sneaking or shooting, imagining a Deus Ex scene where letters found in a cop's house become leverage in a negotiation.

  • Reading faces and body language gives players a second signal of deceit. In LA Noire interrogations you watch a suspect's face and body for signs of lying, and a nervous character may be lying, so you push harder.

    "a character's body language could be just one more weapon in your arsenal"

  • Gathering clues is the easy part; deduction is where LA Noire struggles. LA Noire lets you spin and handle 3D evidence objects, showing that collecting clues and dialogue trees are already easy to build.

    Breaking detective work into gathering, exposing lies, following leads, connecting, deducing and accusing, Mark Brown argues the later steps are the real design challenge. "It's the next bit that's really tricky."

  • Automating the detective process made players feel like Watson, not Sherlock. LA Noire chooses your questions, witnesses, places and items, then reduces reasoning to a multiple choice question.

    Mark Brown groups it with Frogwares' Sherlock Holmes games as automating real-world processes "in ways that take power away from the player".

  • Limiting interviews to a few questions and three responses cheapened the payoff. Cole Phelps gets a handful of questions and three responses, which Her Story creator Sam Barlow cited as interview games restricting the player and cheapening the thrill of nailing a killer.

    Barlow concluded unlimited talking was impossible, so Her Story shifted from asking questions to listening to answers.

  • Fading the music out tells players a crime scene has no more clues. When you wander outside the crime scene in LA Noire, the soundtrack fades out, signalling that further searching is pointless without any UI message.

2GTA's wanted system and scripted missions

In a pictureIn GTA, one crime ripples through the world's systems
  1. 1Kill a civilianOne action by the player
  2. 2Wanted level risesFeeds the wanted system
  3. 3Cop cars chase youConsequences ripple into other systems

From Mark Brown's design analysis

  • GTA's wanted level makes one crime ripple through the world's systems. Killing a civilian matters because it feeds the wanted system, which sends cop cars after you. Mark Brown calls the wanted level a stroke of genius.

    "your action actually has consequences that ripple out into the different systems in the game."

  • GTA's linear, scripted main missions waste its rich systems. The main missions are scripted and full of fail states for not following on-screen commands, ignoring the systems underneath.

    Mark Brown pairs this with Far Cry, whose missions are less fun than its open-ended camps, and argues systemic levels should set a goal and not care how the player reaches it.

3World size: Los Santos versus Bully's small town

  • A huge map works when scale suits the game, as in Los Santos. Grand Theft Auto V's Los Santos works as a goofy playground, an example of size serving the tone rather than the usual arms race for bigger, emptier worlds.

    Fallout 3's lonely capital wasteland is the other example given.

  • Bully's small setting makes character routines visible and meaningful. In Bully characters go to class and go home at curfew, and the compact world makes those schedule changes readily apparent.

    Majora's Mask's Clock Town is cited for the same effect.

4Red Dead Redemption: detail, navigation and progression

  • Red Dead Redemption 2's tactile detail tipped into tedium without gameplay consequences. Hyper detailed animations and menus like an authentic catalogue of cowboy hats rarely changed what the player did.

    "at times, it tipped the balance into tedium"

  • Red Dead Redemption 2 unlocks upgrades automatically, with no skill menu. Skills for Arthur and his horse improve as you play, avoiding a menu that pulls players out of the world.

    Downwell is the contrasting fix: three quick upgrade choices between levels.

  • An optional GPS line helps players who struggle to know where to go. Red Dead Redemption 2 offers a red GPS line to your objective as a navigation aid, cited as good practice for players with cognitive disabilities.

  • Markerless treasure maps reward players who study the landscape. Red Dead Redemption's treasure maps show only a crude drawing of a landmark, and players must find the real match with no markers.

    This lets a mainstream game keep accessible navigation aids while giving devoted players a reason to explore.

5The cost of Rockstar's production model

  • Rockstar's hand-crafted level process is not a budget most studios can copy. Rockstar is named with Naughty Dog as one of the few studios able to hand-craft levels at this quality, but reports of crunch on Red Dead Redemption 2 suggest it strained even them.

    Mark Brown says the transferable lessons are the design techniques, not the budget of each person working on only a few areas.

  • Delisting the original GTA games for remasters backfired. Rockstar pulled the Grand Theft Auto games from Steam for remasters that turned out disastrous, a cautionary contrast to keeping originals available alongside remakes.

    Capcom kept a moddable Resident Evil 4 HD remaster alongside its remake, and Nightdive released the original System Shock with source code. "it just means we need better game preservation"

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips