In a recent discussion at GDC, the creative minds behind Dispatch, Nick Herman and Dennis Lenart of AdHoc Studio, shared insights into the evolution of the game’s mechanics. Their journey began with a clear intention: to create engaging gameplay that transcended the traditional boundaries of narrative-driven experiences.
Innovative Gameplay Mechanics
Initially, the team sought to incorporate light puzzle elements that would resonate with the protagonist Robert’s role in dispatching. Interestingly, the concept did not start with a dispatching minigame. Lenart firmly stated, “We are definitely not doing QTEs,” reflecting a common skepticism surrounding quick time events.
Herman illustrated their early brainstorming with an example involving a character named Invisigal, where players would switch between security camera feeds to guide her through a heist. This early iteration was intriguing but left the team questioning its fun factor. “With the games we used to make [at Telltale], we were so conditioned to gameplay being a thing you had to do to check a box… We just needed it to not suck,” Herman remarked, highlighting their desire for quality gameplay.
As they revisited their concepts, the team drew inspiration from the game This is the Police, which features a management simulation where players oversee a team of officers. This led to the creation of the Z Team, a group of ex-villains that players would manage, thus giving rise to the dispatching minigame.
Reimagining Quick Time Events
With a newfound focus on interactive elements, the question of incorporating QTEs arose. The team recognized the potential for cinematic action but felt that interaction was essential. They decided to embrace QTEs while setting a low bar: “just trying to not make them suck,” as Lenart put it. The realization dawned that it wasn’t QTEs themselves that players disliked, but poorly executed ones.
To ensure a positive experience, the team established several guiding principles:
- No jumpscares with prompts
- Avoid unfair penalties for missed prompts
- Limit QTEs to two types: a timed prompt and a directional swipe
Lenart explained, “We learned that as long as people hit 80% or more of the prompts, they reported back that it actually felt good.” To simplify the experience, players were allowed to mash any button without penalties for premature presses.
Understanding that some players might still harbor resentment towards QTEs, AdHoc made the decision to render them optional. “This was not a hill we wanted to die on,” Herman noted, emphasizing their commitment to player satisfaction.
In a surprising twist, the team discovered that QTEs could indeed be enjoyable when designed thoughtfully. While the hacking minigame proved to be a challenging aspect for some, the overall balance struck by Dispatch has resonated positively with players, showcasing a fresh approach to gameplay in a genre often criticized for its linearity.