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Postmortem: Media Molecule’s Historic Dangers: A Bat’s Story

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Sport: Historic Dangers: A Bat’s Story
Media Molecule
Author: Sony Interactive Leisure
Launch Date:
PS4/PS5 (Needs)
Number of Builders: Core group of 10 — further assist of 11 plus QA group
Dimension of Development: 
18 months
Development Devices: Needs (PS4)


Richard Franke was Lead Designer/Sport Director on Historic Dangers: A Bat’s Story for Media Molecule. He will be found parading spherical in drag as alter ego ‘Kitty Powers’. 

Catherine Woolley was a Designer on Historic Dangers: A Bat’s Story and DreamsShaping Reshaped for Media Molecule.


Richard: Like LittleBigPlanet sooner than it, Needs is a broad and peculiar issue — it not solely provides avid gamers points to play and experience, nonetheless the chance to make and share their very personal creations. As such, our methodology to our dungeon crawling journey Historic Dangers: A Bat’s Story wanted to be multi–dimensional; the discharge needed to provide one factor that felt good to play, nonetheless that moreover catered to the potential creators available on the market!

The evolution of Needs‘ create kits

Richard: Historic Dangers: A Bat’s Story was on a regular basis alleged to be part of our assortment of kits. Obtainable inside the Dreamiverse — primarily, our searchable in–game database of all of the items ever made by anyone in Needs — these are Media Molecule–made themed collections of belongings, music, gameplay units and totally different bits that anyone can merely put collectively to make their very personal video video games. Our kits began with Historic Events, Dreamiverse Dash and Welcome Residence in the middle of the beta, and continued with Welcome Yard and Historic Temple upon official launch. These kits superior over time, as we turned accustomed to what was useful to Needs‘ “create” viewers. Beforehand, the bundle on a regular basis obtained right here first, adopted by development of the playable occasion ranges. Nonetheless with Historic Dangers, there was a change a few third of one of the simplest ways into development the place we decided to focus on the playable content material materials as a priority. I imagine this was on account of doing it the other means spherical had beforehand led to playable content material materials that felt significantly compromised by the reality that the bundle had come first.

We moreover had ideas that our studio director Siobhan Reddy was obsessed with addressing: we needed further trials and hazard for the kits, points for creators to have their avid gamers overcome. Beforehand, the kits had been much more art–focused; with this new crop we wished in order so as to add further contraptions, music, sound outcomes, enemies and hazards. Welcome Yard started this improvement, nonetheless Historic Dangers was to take it to the following stage.

Catherine: I was lucky to be working with Richard on the Kits group, as we known as it, after ending up with him on the Dreamshaping Workshop — a bunch of tutorials designed to help out new prospects to Needs wanting to get their fingers dirty with creating.

Welcome Yard was an precise evolution from the beta creations we made, as we had further time to create a sport out of it, and Ash & Rowan’s journey was good — although we did uncover various prospects felt cheated by the abrupt end (sorry!). So we immediately knew the following sport wanted to one-up Welcome Yard!

From the get-go, we had been going for a particular model and making a model new set of mechanics for regardless of our characters might be — nonetheless we had been making it inside the ideas of being a bundle first as soon as extra. This did make designing areas a bit tough, as within the occasion you are attempting to keep up points straightforward and easy for avid gamers to know, you lose out on quite a few the polish you’d anticipate.

One factor for our “play” viewers

Richard: There was a fundamental feeling that our “play” viewers needed some Mm sugar poured on them, as a result of it had been a while since Art work’s Dream had been launched, and we had had a great deal of ideas that we could try and react to with a big piece of newest content material materials. Creating isn’t all people’s cup of tea, and by no means everybody appears to be drawn to that side of Needs — nonetheless an official Mm sport launch could reconnect with our “play” viewers and maybe draw some new eyes.

On a non-public stage, I wanted in order so as to add some replay value and gameplay depth to this subsequent sport — causes to come back again once more and compete (albeit asynchronously) with totally different avid gamers. As quickly because it was established that we had been shifting forward with the dungeon crawler, native cooperative play was a most well-liked thought for me and Mm’s ingenious director Mark Healey, having every grown up with Gauntlet. Social play is on a regular basis important to us at Media Molecule, and we hadn’t truly pushed that button with Art work’s Dream. Art work’s Dream was moreover much more a sign of the capabilities of Needs as a tool; with Historic Dangers, we instead wished to focus in on a further restricted scope of core gameplay and procure higher depth inside it.

Catherine: When the selection was made to go sport first, any sort of worries went out the window. The next steps had been in order so as to add to what we already had, and iterate until it felt greater.

Proper now I was engaged on Historic Dangers solely. We added new enemies, created ranges, refined character mechanics and added the Berserk mode after a super–fun group jam as soon as we wished to see how we could push the combat system.

The need to reshape DreamShaping

Richard: After the change in priority from bundle to sport, there was a push from the community–focused part of the group — and additional notably from Ed Hargrave, John Beech and Kevin Watt — to revamp DreamShaping (the interface of Needs‘ “create” mode) to get creators creating faster, and to deal with factors inside the tutorials. The Historic Dangers bundle turned a part of that push, and was actually expanded in scope, to swimsuit that short-term. So in the long term, every the “play” and the “create” components of Historic Dangers turned pretty large initiatives!

Catherine: As development on the Historic Dangers advertising marketing campaign was drawing to an in depth and we had been proper right down to our last few bugs, I moved all through onto the DreamShaping group, who had been engaged on the following step in educating avid gamers create inside Needs. By creating a bunch with templates to level out examples of how a accomplished sport should play, how each issue of assorted genres of video video games might be created, and use pre–made elements from the kits efficiently, we hoped to offer a complete new viewers of potential creators the braveness to offer it a go on their very personal!

Kevin Watt — our OG Designer who labored on DreamShaping Reshaped from the beginning — had carried out loads very good work on the templates already that I in truth felt a bit nervous leaping in at a late stage. Nonetheless I was welcomed into the group with open arms, and helped get these last few areas nailed down so we might presumably be pleased with what we had been releasing to the Needs group.

What went correct

1. Time to shine

Richard: Historic Dangers was a implausible platform for some members of Media Molecule to take coronary heart stage — of their given self-discipline — for the first time on a product of this scale: Cat, Lisa Devon, Maja–Lisa Kehlet and Dave Campbell particularly, with help from Christophe Villedieu (this was not his first rodeo!). Clearly, Historic Dangers was a bunch effort and the extended group of assist staff was sizable, however it certainly was an precise take care of to see these proficient artists, musicians, animators and designers shine. In a studio the dimensions of Media Molecule it is implausible — and important — to have the power to present youthful creatives options like this.

2. Testing, testing…

Richard: A variety of rounds of shopper testing resulted in a extremely polished product. As a result of shopper testing group at Sony, we managed to primarily hone the details that avid gamers and creators cared about with every the game and the DreamShaping content material materials. Points like accessibility and the non-obligatory digicam controls had been iterated upon quite a few situations, and solely improved with every spherical of testing.

3. Don’t be useful

Richard: Being a small core group of creatives (numbers numerous over the course of the enterprise, nonetheless had been typically beneath 10) enabled us to pivot quite a few situations over the course of the occasion, whether or not or not that was resulting from studio stage priorities altering, ideas from inside opinions or ideas from shopper assessments. Having a a lot greater group might have some benefits, nonetheless having a smaller one did enable us to be very agile in the middle of the expansion of Historic Dangers — as an illustration, as soon as we decided to vary priorities from bundle to sport, or as soon as we had been requested to implement a free digicam chance. Correctly, that and being open–minded to evolution, and by no means too useful regarding the particulars.

4. Teamwork makes the Needs work

Richard: Having the assistance of the central writing group and the net group was truly helpful to the tone and polish of the product, along with its supporting provides. I am not an professional creator, so although I obtained right here up with the story, it was Jen Simpkins and Luci Black that mainly made it shine with humour and panache. The web group did a implausible job decoding our needs and using the belongings we gave them to create the supporting provides such as a result of the character bios, which had been truly gratifying and useful as promotional supplies on social media. Teamwork does make the dream work — you can’t do all of it your self!

5. Autonomy and in addition you

Richard: I was lucky adequate to be given various autonomy by the franchise administration group at Media Molecule. Whereas I do have a number of years of experience making video video games, I nonetheless appreciated this current of confidence from the group on this enterprise. I’m glad my earlier experience instructed me to not let it go to my head, and to keep up a low profile and gives the group as loads ingenious freedom as doable, whereas nonetheless being able to hold out my place.There was one wobble in that method as you could study beneath, nonetheless for primarily essentially the most half it was terribly creatively worthwhile.

What went mistaken

1. Phrases, phrases, phrases

Catherine: There have been various firsts for us when it obtained right here to the Dungeons, Dragons & Templates substitute (our establish for the blended launch of Historic Dangers and the DreamShaping modifications). We would launched quite a few content material materials beforehand, nonetheless certainly not with loads textual content material! The Historic Dangers Tools was higher than one other bundle we’d launched, with a whopping 192 elements. This meant various textual content material needed to be translated into utterly totally different languages. Nonetheless the issue didn’t stop there: due to our shopper assessments on the DreamShaping substitute, we obtained right here to the conclusion that further tutorial documentation hosted on our Needs web portal,, may very well help prospects out. Nonetheless, as we had been engaged on the content material materials too, this ended up pushing the writing of documentation once more — whether or not or not that was walkthroughs of the ‘Play & Edit’ exercises, fundamental troubleshooting concepts, or ideas of points avid gamers could create which may work correctly with the Historic Dangers Tools. We then had in order so as to add far more textual content material fairly late inside the day, then get it labored on by Luci, carried out onto the website online by Taty Bernado — and THEN localized!

2. Learning too late

Catherine: One issue that was good when engaged on the DreamShaping templates was that if one factor wasn’t pretty correct with how one factor was being taught, we could go in and do some little modifications to the climate inside the bundle, and all of the items would work in top-of-the-line delicate. When it obtained right here to creating the templates for Historic Dangers, nonetheless, the game was nearly accomplished bar some bugs — so we didn’t have an unlimited amount of wiggle room. This meant we each didn’t educate some areas of the bundle, or could solely write out supporting paperwork for the net to elucidate positive components of it. Going forward, if we do make further templates, we’ll be making them in tandem with content material materials, so that the content material materials and templates can inform each other. Plus it then means the content material materials will get further shopper testing too, which is on a regular basis good!

3. Bugging out

Richard: Upon launch, there have been a number of bugs found that affected the unlocking of 1 or two rewards — notably, our new Historic Dangers ‘imp’ cursors and PlayStation trophies — that had been pretty vital to some avid gamers. We had been very rigorous with bug testing, nonetheless making a sport of this scale in Needs is an enormous downside for debugging, so it’s hardly gorgeous {{that a}} contact of human error slipped in there. Undoubtedly a case for bettering the debugging devices in a future substitute, I imagine.

4. Being inexperienced

Richard: Initially, Herb the bat was known as Alby and was based on my rabbit, Albert, who has albinism. I had wished to offer the characters some humanity, and real–world emotional struggles. Basing Alby on my own fears of rejection having grown up inside the closet, I wanted to make his ‘distinction’ further seen so it might be less complicated to convey in a gameplay setting. It dawned on me upon sharing the idea further broadly that this had further parallels to several types of inequality, which I am not licensed to debate — so we decided to make Alby into Herb, a inexperienced bat who had been the sufferer of some sort of misfired magic spell. Centring the idea of feeling like an outsider sometimes, reasonably than albinism particularly, put the character further notably inside the ballpark of what I’m actually licensed to discuss from my very personal experience.

5. Subjective subjects

Richard: Being the all–round good particular person I am (some would disagree, I’m optimistic), when it obtained right here to the altogether subjective downside of naming the characters, I decided to throw the online huge and ask your complete group for ideas. As a sport director I believed this was the noble issue to do, however it certainly backfired after I made up my mind to go along with my gut and choose the names I had initially offer you. Understandably it left some with a foul model of their mouths, which I regret. In future I would possibly keep once more from doing the an identical issue with such subjective topic materials.


Richard: Complete, I had fun making Historic Dangers — the reality that I struggled to think about many ‘wrongs’ says all of it. I was given the enviable job of making a sport in one amongst my favourite genres alongside a bunch of quite a few essentially the most proficient of us I’ve ever collaborated with, with devices and on a platform that I actually like.

We managed to tug inspiration from all types of sources, all through generations of video video games and movies, to provide a story that — even having written it — I utterly cherished because of the magic of all people that was involved. We’ve had higher than 20,000 prospects play Historic Dangers: A Bat’s Story, with over 400 complete days of playtime — I hope all people else cherished it as loads as I did!

Catherine: It was utterly very good to have the power to work on some many options of the Dungeons, Dragons and Templates launch, and seeing Historic Dangers: A Bat’s Story from Tools, to Sport, to Tools whereas working with a bunch of amazingly proficient builders. It was moreover implausible to have the power to do some further educating inside Needs as I cherished my work on the Needs Workshop and the Templates truly do actually really feel like the following evolution in our educating methodologies.

The early outcomes of the DreamShaping overhaul are literally promising; we’ve got seen a 19% enhance in prospects unlocking the DreamShaping mode, leading to an basic enhance inside the internet number of prospects creating in DreamShaping. Tutorial utilization is up 7% –and we’ve got had a 5% enhance in new prospects actually saving a creation.

Significantly from the Historic Dangers ‘create’ content material materials we launched, we’ve got tracked 90,000 elements stamped into of us’s private creations, impressed over 6,000 new creations, and generated over 3 complete years of play time!

Richard: As you can take into consideration, the Historic Dangers group will be absorbed once more into the broader studio at Media Molecule to be reassigned to the various initiatives now we’ve got deliberate to assist the continued service that is Needs.