If you’ll indulge me, I’d love to talk about the game, Tacoma. After completing the game a few times, talking to Steve Gaynor, writing about the game’s relationship mechanics, and reading-up on Derek Lieu’s process for both trailers, I think I get what’s really special about the game.
Tacoma’s critical consensus seems to be, “it won’t make the same impact as Gone Home.” But it would be a shame if we didn’t celebrate Tacoma on its own terms: that of its unique medium for connecting with the characters.
In Introverts Welcome: A reflection on Tacoma, I said:
Tacoma’s body-frame recordings are so special to me: I can engage, rewind, process them. I dream of the future where I can receive a recording from a friend or loved one that I can watch over and over, feel connected while not feeling like I have to immediately know what to say.
This creates an imaginative playground—that opens my mind to the possibilities of this new form of interpersonal communication. While I’m more-present with this in-game character than any game experience I can recall, I’m also daydreaming about the future of communication preferences for introverts like me.
There’s something beautiful about being able to feel connected to others, while also not being forced into being present with them, but rather electing to be there.
You can read the full piece if you like.
Motivations for designing a game like this really matters to me. So I was deeply excited when my buddy Drew told me Steve Gaynor wanted to come back onto our show to talk about what led to the design of Tacoma after his team’s work on Gone Home — and how his beliefs affected that. I was curious how they wove a story that diverged away from popular “Us vs Them” narratives. Be sure to add that interview to your podcast player of choice.
A trailer-crafting reflection
Since trailers are why you’re here, and what you want to think about, I’ll say that first-person narrative games are clearly Derek Lieu’s wheelhouse (especially after his work on Firewatch). So his writeup on the game capture process is pretty valuable, especially since it highlights what made Tacoma’s Launch Day trailer such a joy to craft. In Derek’s words:
At any point during playback you can pause, rewind or fast-forward the recordings. It’s necessary to do this because you can only hear conversations in your immediate vicinity. For game capture purposes, this meant at the press of a button I could rewind a scene, change the camera angle, and get a new take with a different shot composition.
Derek goes on to highlight the unique way he applied the Rule of Thirds, and some physical solutions for recording gameplay that way. I recommend reading his whole post.
Derek also had the opportunity to make a shorter Launch Trailer for the game, and provides some sage advice for rapid turnaround, that largely comes back to game and project familiarity. Derek says:
I managed to do this on a Sunday in about 7 hours (with some breaks for food/cats etc.), with only a few small tweaks the day after. My familiarity with the game greatly expedited my edit/capture creative decisions, otherwise I never would’ve considered taking on a project with so little time available.
That blog post is also very worth reading, as he details a bit more about giving the audience “a bit more about the universe, and set it to pretty images and music.”
I loved this game, and I would encourage anybody thinking about a first-person-narrative game trailer to study this game and the trailer resources around it. Tacoma is available now on PC and Xbox One.