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Alan Wake 2's Sam Lake On Resolving Mysteries: "The Tension Goes Away When You Have One Definite Answer"

We asked Remedy's creative director about answering (or not) the many mysteries the team includes in its games.

Like the puzzling TV shows that inspired it, Alan Wake is full of mysteries. Presumably, Alan Wake 2 will be, too. After all, several of Remedy's other games, namely Quantum Break and Control, are laden with enigmas--many of which are left unresolved. Instead, players are left to try and unravel these lingering mysteries in their own heads. I sat down with Remedy creative director Sam Lake to discuss the team's approach to writing mysteries and ask why, as he put it, questions are sometimes better left unanswered.

"To me, usually the tension goes away when you have one definite answer," Lake said. "And to me, in fiction and in real life, there rarely is one clear, defining answer. [There's] a way to kind of spin it around and look at it from different directions," Lake said, going on to admit, however, that there are some definitive answers in Alan Wake, and the recent QR codes hidden in Alan Wake Remastered do provide details to answer some of the lingering questions fans have been discussing over the last 13 years.

"For those fans who really really want to dig in, I feel that there are answers[...] I feel it's about balance," Lake continued. "It's about giving breadcrumbs of answers but always asking enough new questions or leaving some big fundamental things open for interpretation."

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To me, the question is a fascinating one not just as an Alan Wake fan, but as a fan of the mystery-box genre. Things like Lost, Twin Peaks, Westworld, Cloverfield, and other mystery-laden series over the years have made a habit out of weekly cliffhangers and years-long riddles that work fans into a frenzy, sending them onto fan sites, Discord servers, and subreddits where they tirelessly theorize about what's unfolding. Alan Wake is very much a part of that genre, albeit in video game form, and it's a big part of why I love it.

For those hoping for clarity in the case of Wake, however, it may be best not to forget that the original game opens with a Stephen King quote addressing the natural desire for cognitive closure and how, in a horror story, the author ought not provide it.

"Nightmares," said King, "exist outside of logic, and there's little fun to be had in explanations; they're antithetical to the poetry of fear. In a horror story, the victim keeps asking, 'Why?'--but there can be no explanation, and there shouldn't be one. The unanswered mystery is what stays with us the longest, and it's what we'll remember in the end."

To me, horror is about uncertainty. To not be given that release from something that conclusively wraps everything up

For Lake, the quote seems to be a guiding light all these years later. "I love the quote myself," he said. "When you don't have that answer, your mind tends to go back to the question and spin it around and be engaged with it. And often when everything is wrapped [up] very neatly and conclusively, we tend to forget about it and move on to the next set of questions."

With Alan Wake 2 leaning more into the horror elements that the series has previously only toyed with but never fully committed to, it makes me wonder just how many conclusive answers players will get. And does a writer even have an obligation to give a concrete answer to fans' questions? Not always, says Lake.

"I do think this is a big part of the storytelling that I'm interested in, with questions and sometimes no conclusive answers," he told me. "To me, horror is about uncertainty. To not be given that release from something that conclusively wraps everything up. I think that there is horror, also, in having this nagging question that you don't know the answer to. I think that is part of the style of psychological horror that we are exploring [in Alan Wake 2]."

That chase for closure, for me, is a big part of the fun for any mystery, but even before my chat with Lake I've been wondering whether I really do want all of my burning questions answered. When I watched Lost around 2010, I definitely felt like I needed answers to the seemingly record-setting number of mysteries it set up, but when I watched The Leftovers about seven years later, I was entirely content not having the show's central question resolved in a neat and tidy way.

Looking back, it feels like my strongest memories with the mystery-box genre are always related to the speculation and rarely the resolution. The Leftovers' ambiguous ending, for example, only helps cement it as my favorite TV series of all time, but some of Lost's answers on the other hand don't make a ton of sense and weaken an otherwise great series. Will inarguable clarity improve Alan Wake 2? Only time will tell, but after talking to Lake, I think it's easy to see the logic of the team wanting to keep Alan Wake 2's answers ambiguous.

The town of Bright Falls is home to many secrets and few definitive answers.
The town of Bright Falls is home to many secrets and few definitive answers.

So, if you're like me and you've been waiting over a decade to have your questions answered, you may not want to hold your breath. It seems as though Alan Wake 2--and perhaps any Remedy project in which Lake is creative director--will provide few, if any, definitive resolutions. And wherever it does provide an answer, be prepared for several new questions in its place.

Alan Wake 2 launches on PC, PS5, and Xbox Series X|S on October 17. It may be that we get few definitive answers in this sequel, but that didn't stop us from listing seven unresolved mysteries in Alan Wake that we'd like to see addressed. For more on Alan Wake 2, don't miss our exclusive deep dive on the game's co-protagonist, Saga Anderson, read Lake's thoughts on the 13-year journey to Alan Wake 2, and catch up on a few clues you may have missed from the most recent trailer.

Mark Delaney on Google+

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markdelaney

Mark Delaney

Mark is an editor at GameSpot. He writes reviews, guides, and other articles, and focuses largely on the horror and sports genres in video games, TV, and movies.

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Blk_Mage_Ctype

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Oh-boy! I love Alan Wake, but sentiments such as these make me fear that Alan Wake 2 is going to have a barely coherent story with a vague conclusion, which I personally hate.

As a writer, I feel that it's important for stories to be as coherent as possible, and have always felt that vague, inconclusive storytelling is a copout by an untalented writer who is essentially counting on the reader to arrive at their own satisfactory conclusions on an individual level, then praise them for writing such an excellent story which is actually a work of the reader's own imagination.

That being said, I respect that others enjoy that style of writing, I only wish they'd stop giving the writer credit for the amazing story that isn't actually present anywhere in the script, and only exists because the reader themselves filled in the blanks with their own conclusions. If you're going to praise that style of writing, then praise it because it enables the reader to arrive at their own conclusions, essentially tayloring the story to their own individual preferences, not because the writer is a storytelling wizard.

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Kintaro5000

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Listen to Max Payne. He's a smart man

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uninspiredcup

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uninspiredcup  Online

The tension goes away when you have a checkpoint every 20 feet and the character never shuts up.

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Crazy_sahara

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Edited By Crazy_sahara

If we look at the movie: a quiet place 1 Vs a quiet place 2, we see a massive difference what happens when you tell the audience about 1 thing.

And that's why a quiet place 1 is a better movie then it's counter part for not holding the audiences hand, or explaining anything.

Another example would be the series FROM, it reveals nothing nor explains that 1 thing.

That's what makes a captivating story.

The unknown allow the audience to insert their own conclusion.

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HellsChicken

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I'm the opposite. If I know something doesn't have a proper ending that makes sense, I'm likely to just avoid it. I'm happy to have a long standing mystery... as long as it's eventually solved. I don't find enjoyment in loose ends; coming up with a cohesive story where mysteries can be explained in a way that makes sense in the universe is a lot harder, and I do think sometimes the desire to avoid explanations can feel lazy.

In any case, I push back on the idea that leaving you with lingering thoughts is a good thing. I get why an artist wants you to think about their work for as long as possible, but I don't think that should be the goal. We all have so much cognitive load these days, I don't need every game/movie/etc... to add on to it such that I'm still pondering how it could all work years later. That's too much. On the other hand, if it was well thought through and wrapped up cleverly, I will probably think about that every now and again for years to come, have a little smile about it, and move on. Coming back to something that was never explained will just distress me, and who needs that out of their entertainment?

If it doesn't wrap up nicely, I'm probably just going to pass.

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JamesHetfield89

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Edited By JamesHetfield89

@HellsChicken: that’s certainly a valid personal preference and it’s one the market overwhelmingly prefers and suppliers supply in the commercial space. The entertainment industry.

Everything Lake and King said is taught though. Everywhere. It’s early undergraduate English and lit stuff and no doubt in some high schools. When we are framing the conversation around ideas like art and something of a reserved term here: ‘good fiction’. Throw out the word entertainment.There are more dimensions and elements to fiction than what you call ‘story’, which is usually mostly talking about narrative. Really good fiction fundamentally can’t be hyper focused on just the narrative elements and proceed cleanly from plot detail to plot detail, asking nothing of the viewer or reader. It just can’t. Good fiction demands someone bring their intelligence to bear on the material.

King and Lake are playing in both arenas here, for sure. Neither want to make purely commercial entertainment vehicles. They also aren’t trying to do anything as artistic as Ulysses or War and Peace or Hamlet, or even something like The Sopranos, which absolutely excelled in both spaces. If you’re familiar with the stunningly great finale and it’s controversy:Tony does die in the end but David Chase wants - requires - you to think about it to get there. Not a lot though. It’s really not that hard…

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deactivated-64efdf49333c4

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Yep. When writing, it's best to avoid definite explanations and minute details except when you need them.

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naryanrobinson

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Edited By naryanrobinson

“To me, horror is about uncertainty. To not be given that release from something that conclusively wraps everything up.”
You can enjoy the ambiguity throughout 90% of the game,
while still having a solid story underlying it all.
You wouldn't forgo a strong premise,
and likewise I tend not to have much sympathy for stories lacking an ending.
In my mind that's essentially a bait & switch.

I was watching a Nerdwriter1 video on YouTube the other day about The Innocents, the 1961 film adaptation of the 1898 book by Henry James, The Turn of the Screw.
In that example, the uncertainty is baked right into the story from the start,
and every scene has been carefully written from start to finish,
to simultaneously maintain continuity for two mutually-exclusive versions of events.
That takes a skill, patience, and restraint that a majority of writers lack,
and I worry that by praising ambiguity
we're signalling support for lazy, unfinished stories.
We gravely underestimate and undermine the value of good stories in modern society, and it has a marked effect on our mental health.

The number of films I've watched that start off strong,
before just falling apart or giving up in the second half... it's beyond count.
I would go as far even as to say, it's probably the majority of film and TV fiction.
What does that tell us about our endeavours in our lives?
What's the message being conveyed there?

By all means, have ambiguity in your dramatic media,
but have some faith in your audience while you do it. Don't be lazy.
Write your solid story first, then blur out sections as necessary,
because an audience can feel the difference between genuine ambiguity
and straight-up missing plot devices.

Any schmuck can start many narrative threads,
then entangle them all together in some way.
The hard part is then doing something balanced and meaningful with them all.

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deactivated-64efdf49333c4

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@naryanrobinson: To be fair, studios like Remedy are always angling for that sequel-they have to if they want to stay in business-and cliff hangers are a large part of serial television which is a huge theme in Alan Wake. Clearly it worked because fans have been begging for a follow-up for years.

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naryanrobinson

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Edited By naryanrobinson

@Barighm: To be even more fair, if fans thought there was a chance there'd be no more Assassin's Creed, they'd beg for a sequel to that too, and those games are just 90% fluffy filler busywork at this point.
That's just scarcity more than anything else.

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deactivated-64efdf49333c4

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@naryanrobinson: No, that's fans wanting a sequel to a quality product with an interesting premise.

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naryanrobinson

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@Barighm: How do you know?

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