Game design document of Red Dead Redemption 2
Red Dead Redemption 2
“You are the only feller who got half of their brain eaten by wolves and ended up more intelligent.”
1. Game Overview:
The game is the third entry in Red Dead Redemption Series designed by Rockstar and Epic Games build in Rockstar Advanced Game Engine Published on PlayStation4, Xbox one and on Microsoft Windows Platform. The Game is also available in Microsoft Windows Platform with a support a DirectX Raytracing (DXR)and high texture mapping at maximum support of 8K Resolution, the game is also available
2. Game Concept:
The story is set in 1899 in a fictionalized representation of the Western, Midwestern and Southern United States and follows outlaw Arthur Morgan, a member of the Van der Linde gang. Arthur must deal with the decline of the Wild West whilst attempting to survive against government forces, rival gangs, and other adversaries.
The Game is the most highly optimized in terms of textures and commendable Texture and environment clarity. The game supports more than 50 hours of active gameplay involving more than 100 characters to play with. The main genre of the game which is designed is Action-Adventure Game and Shooter Game which is both first-person and third-person shooter games.
4. Target Audience:
Due to being set in the medieval time of the USA in late 1899 the game features an austere life of a Cowboy who tries to save civilians from misogynist and malevolent people. The target audience is undoubtedly adults. This is because killing, drinking, smoking, and cursing are all at the forefront of the game. Even though there is no nudity in Red Dead 2, sexual acts are mentioned and eluded to throughout the entirety of the game. The game is mandatory only to be sold to an appropriate audience above the age of 18 under IGN ratings and rules for publishing the game.
5. Game Flow Summary:
Look And Feel
‘Red Dead Redemption 2’ is an impressive look at the oppressive Old West
To go from “Grand Theft Auto V” to this is not a transition just any studio could’ve made. Heck, even going from “Red Dead Redemption 1” to this is a stretch, though at least that game had some more oppressive themes. Still. A Rockstar-developed game where criminal activity is actively encouraged and the best course of action is often to role-play like you are actually in a society of living, breathing people — that was not expected. The optimization percentage of the game is so high as to provide a constant 60fps at 4k resolution and can support a maximum refresh rate of 320hz for the monitor. The Game provides Vsync and Gsync capabilities and also support AMD freesync for enhancing upscaling the pixel density in the game is splendid understanding the environment and textures quality the game even supports PCSS and PCSS ultra shadows by Nvidia which is optimized in Rage game engine
RDR2 at 4k 60fps with a 240hz monitor and GSYNC ON with rtx 2080ti and i9 9900k 16gb ram
6. Gameplay and Mechanism
The Gameplay provided in Red Dead Redemption 2 provides a maximum of 150 characters each having its own story while playing and completing the game. The Gameplay includes the use of main character a cowboy Arthur Morgan who starts from a single village traveling on a behemoth map provided in this game which about 150 square km which to massive as compared to any other map ever designed in any other open-world Game before
7. Game Progression :
There are four different progression hooks in Red Dead Redemption 2: cores, weapons, horses and your camp.
Cores progress by getting kills and sprinting around the map, whether you play the story or not. They never feel like a meaningful source of progression, as being able to sprint for 10 percent longer or take one extra hit is far from empowering.
Weapons could have offered a more exciting solution to the power curve problem, but none of the guns you unlock after the second chapter feel markedly different from the ones you started the game with. Unlocking a pistol that has a slightly longer range than your last pistol is underwhelming.
Horses also offer a potential avenue for progression, but the difference between a mid-range horse and an elite horse is negligible. Also, you can access one of the best horses in the game, for free, in the first few hours of gameplay, which removes this sense of progression from the equation entirely.
The biggest investment in the game, your camp, has some decent upgrades (notably a fast-travel system), but those also peter out about halfway through the story. The best available satchel is the most challenging camp upgrade and it gives you, somewhat comically, the ability to carry 99 cans of beans.
The story missions begin to feel like homework without meaningful progression. It’s especially brutal given the tone of these missions, which is consistently dark and depressing. The sole motivating factor becomes seeing how this horror show ends.
To the game’s credit, the writing and performances are compelling from scene to scene, but even those upsides aren’t enough to motivate a playthrough of a story that can take 60-plus hours to complete and requires a lot of joyless and repetitive trotting on the same paths. Side missions offer a respite, with their hour-long story arcs and lighter tone, even if you quickly accept that the rewards for completing them are, effectively, the missions themselves.
The game rarely gives Arthur new tools, limiting even the best side missions to a handful of similar tasks framed in a slightly different way: collect a debt, play a parlor game, ride a cart from A to B, do some cover-based shooting and then scamper away before the law shows up. Little else keep these missions fresh beyond the cutscenes and dialogue.
The counter-argument to all of this is that Rockstar wasn’t trying to make a power fantasy. It was just trying to make a real adventure game set in an open world, and constantly earning new rewards runs counter to that. Which would make sense if there were simply no rewards? But there are a ton of them, from weapons to treasures to horses to cores. They are just rarely meaningful rewards.
8. Physics :
Character Physics has always been a strong point for Rockstar gamer. Rockstar took the unusual step of integrating euphoria physics middleware into the rage engine in Grand Theft Auto 4. Rage and it’s resultant Physics interaction elevated sandbox gameplay in GTA from the expected running and gunning into something more. At times appallingly realistic simulation of violence. Euphoria was toned down a bit in the next iteration.
Well, I’m glad to let you all know that euphoria is definitely making a comeback in Red Dead Redemption 2. Red Dead Redemption 2’s more refined implementation of euphoria is easy to see at the 2 minutes and 3-second mark in the second gameplay trailer. Arthur shoots a bounty hunter on the horseback and as the bounty hunter falls he actually extends his hand to try to cling to the horse for a moment.
Euphoria uses a biomechanical simulation of characters tied to their musculoskeletal and nervous systems. This results in emergent animations or characters behave as they might in real life. Knock a dude off his horse and he will most likely scramble to hold on to it for a moment longer.
It does not make much sense to talk about Red Dead Redemption 2’s animation as Red Dead Redemption 2 with euphoria does not have the canned animation you would expect it to have. Instead each physical interaction of a character or character is informed by an approximation of what they do in that situation in real life.
At the 3 min and 15-second mark in the second gameplay trailer Euphoria adds additional impact to the rough and tumble of a brawl. A part of character animation improvements to the physics engine is evidenced elsewhere. For starters, there is hair physics now. As seen at the 4 minutes and an 8-second mark of the first game-play trailer the long-haired bandit’s hair flows as he falls.
While hair works may get some flacks for being a proprietary platform but the effects have done much for the in-game hair rendering. Gone are the days of hair helmets and purposefully short haircuts of last gen. Instead, we now have realistic and animated tresses of hair across a variety of titles.
Consume Different types of Liquors
Optimized game and weapon wheels Optimize by purchasing new weapons
- Sidearms. Pistols and other one-handed firearms.
- Fists. For punching.
- Knives. For stabby punching.
- Longarm back. The first of your two longarm slots — you’ll find things like rifles and bows here.
- Throwables. Unsurprisingly, things you throw at bad guys, like lassos or dynamite.
- Longarm shoulder. The second longarm slot.
Advanced Graphics Settings
This allows for grass to cast shadows on the ground and on itself. We recommend using Medium or Low here as both options display the shadows and it helps image quality without the performance hit you get from High, which appears to only offer a placebo increase in image quality.
Level Of Details :
The Game is pretty awesome and huge take 4500 hrs to complete with all side quests there are 1000 of side quests in each and every city you visit.
Red Dead Redemption 2 is set in an open world consisting of five American regions, which the player can explore as they proceed with the story, and can be played through both third-person and first-person view. As Arthur Morgan, players can interact with the game world in several ways, including story missions, side quests, challenges, randomized events, and hunting. An Honor system, returning from the previous game, changes accordingly to the player’s actions towards non-player characters.
The Main Gang that is Van der Linde Gang
The main villain characters that oppose the Van der Linde Gang.
Visual System. If you have a HUD, what is on it? What menus are you displaying? What is the camera model? [HUD (head-up display) or Status Bar is the method by which information is visually relayed to the player as part of a game’s user interface. The HUD is frequently used to simultaneously display several pieces of information including the main character’s health, items, and an indication of game progression (such as score or level).]
Control System — How does the game player control the game? What are the specific commands?
Audio, music, sound effects
11. Artificial Intelligence
Agents having superior access to in-game information or ‘complete knowledge’. In some cases, enemies could ask the game engine directly for the player’s location, or spawn in unfairly advantageous positions. This wouldn’t be credible when trying to recreate human-like behaviour. Humans are a lot of things, which is why they’re far from perfect. A degree of imperfection in decision-making has to be embedded in the AI, so that it makes believable decisions, rather than ideal ones.
AI technology could be used at runtime in sandbox games to determine emergent story lines and dialogues. In such games, the world would provide constraints and resources the AI system could consider to create a unique narrative. The narrative would be customised to each user, based on the interaction they may have taken in the world.
12. Target Hardware :
- OS: Windows 10 — April 2018 Update (v1803)
- Processor: Intel® Core™ i7–4770K / AMD Ryzen 5 1500X
- Memory: 12GB
- Graphics Card: Nvidia GeForce GTX 1060 6GB / AMD Radeon RX 480 4GB
- HDD Space: 150GB
- Sound Card: DirectX compatible
13. Network requirements :
The Rockstar Advanced Game Engine (RAGE) is a proprietary game engine developed by RAGE Technology Group, a division of Rockstar Games’ Rockstar San Diego studio.
Installation, activation, and online play require Rockstar Games Launcher & log-in to Rockstar Games Social Club (varies 13+); internet required for activation, online play, and periodic entitlement verification; software installations required including Rockstar Games Launcher, DirectX, Microsoft Visual C++ 2015–2019 Redistributables (x64), Chromium Embedded Framework, Rockstar Games Social Club Framework and authentication software that recognizes certain hardware attributes for entitlement, digital rights management, license enforcement, support, system, and other purposes.
- Game Art — Key assets, how they are being developed. Intended style.
- Grand Theft Auto V’s multiple protagonist design was envisioned to improve the series’ core mechanics
The game uses a cinematic camera mode when to provide maximum clarity in the cutscene and also live during gameplay.
HUD: Any transparent display that presents data without requiring users to look away from their usual viewpoints.
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