Designer Notes

Designer Notes 87: Caroline Marchal - Part 1

Apr 19, 2025
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ANECDOTE

Metal Gear Psycho Mantis Anecdote

  • Caroline described the iconic boss fight with Psycho Mantis in Metal Gear Solid as a creative, meta moment involving swapping memory cards to defeat him.
  • This early example of breaking the fourth wall amazed her and showcased innovative game design narrative integration.
ANECDOTE

Joining Quantic Dream and Scripting

  • Caroline joined Quantic Dream to work on Fahrenheit (Indigo Prophecy) and started assembling over 50% of the game's levels.
  • She learned deeply about scripting, scene assembly, and became a central part of the scripting team.
INSIGHT

Showing Branches Builds Player Trust

  • Showing players all branching paths at chapter ends builds trust and reveals the game's non-linear nature without breaking immersion too much.
  • Heavy Rain avoided revealing all choices live, keeping flow, but showed paths at chapter end to balance player awareness and narrative immersion.
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