Goes into funding, Psychonauts, beancounters, sequels, etc.
― kingfish holiday travesty (kingfish 2.0), Thursday, 22 December 2005 09:11 (twenty years ago)
― Craig Gilchrist (Craig Gilchrist), Thursday, 22 December 2005 10:29 (twenty years ago)
― Laura H. (laurah), Thursday, 22 December 2005 13:57 (twenty years ago)
Go fuck yourself, Gamespot. No points for trying.
― TOMBOT, Thursday, 22 December 2005 18:36 (twenty years ago)
― TOMBOT, Thursday, 22 December 2005 18:39 (twenty years ago)
OK, I'm done.
― Jordan (Jordan), Thursday, 22 December 2005 18:48 (twenty years ago)
― remy (x Jeremy), Thursday, 22 December 2005 18:51 (twenty years ago)
― s1ocki (slutsky), Thursday, 22 December 2005 19:04 (twenty years ago)
― Jordan (Jordan), Thursday, 22 December 2005 19:07 (twenty years ago)
― sleep (sleep), Thursday, 22 December 2005 19:30 (twenty years ago)
― s1ocki (slutsky), Thursday, 22 December 2005 19:45 (twenty years ago)
― metonymus prime (rgeary), Thursday, 22 December 2005 20:01 (twenty years ago)
I mean when they put up Katamari and Psychonauts as examples they're kind of showing their hand, to the industry "innovative" just means "weird."
― TOMBOT, Thursday, 22 December 2005 20:25 (twenty years ago)
― metonymus prime (rgeary), Thursday, 22 December 2005 22:17 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 00:06 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 00:09 (twenty years ago)
― The Wanderers' Wandering Daughter (noodle vague), Friday, 23 December 2005 00:15 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 00:22 (twenty years ago)
― The Wanderers' Wandering Daughter (noodle vague), Friday, 23 December 2005 00:33 (twenty years ago)
I hope that emergent cell-phone and portable gaming technologies will force the hand of larger manufacturers toward production of longer programs with casual- and quick- episodes related through the ubiquity of plot and character but not as heavily dependent on emotional/psychological engagement.
― remy (x Jeremy), Friday, 23 December 2005 03:05 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 05:26 (twenty years ago)
Black hat White hat does seem to be par for the course nowadays though, I wonder why it was OK to be morally complex in the 90s, but not anymore. Have some more 9/11 with your potatoes I guess.
― TOMBOT, Friday, 23 December 2005 14:47 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 14:58 (twenty years ago)
― TOMBOT, Friday, 23 December 2005 15:10 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 15:19 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 15:20 (twenty years ago)
The thing to bring up here is games like Planescape: Torment, where the plot is more or less on rails. Here's your start, middle and end, here's a few spare bits that you can do at various times through the game or not at all. But the control over your companions through dialogue was great, at each set-piece there were a lot of ways to go through it, each of which would have an effect on your party, and some of which might have been made impossible due to previous decisions. And some of which would have serious effects on your party EG adding or losing members. But the plot kept on keeping on.
― Andrew Farrell (afarrell), Friday, 23 December 2005 15:41 (twenty years ago)
The Fallout series does probably the best job of that that I've seen. Chrono Trigger certainly allows for a lot of different choices to be made which have an effect on the outcome but it's still a much more obvious decision tree.
― TOMBOT, Friday, 23 December 2005 15:44 (twenty years ago)
It seems like the way to do it is to have lots and lots of interlocking side quests which affect each other while having marginal (haha! side quests! marginal!) effect on the central "plot" of the game (kill evil boss).
That brings up an interesting problem - why does "kill evil boss" have to be the climax of everything? I mean movies and literature have found many more ways of bringing about resolution to a narrative, how come video games are still just retelling the first third of Beowulf over and over?
― TOMBOT, Friday, 23 December 2005 15:45 (twenty years ago)
i'm not really neccessarily against plots being on rails--i certainly don't mind that in books and movies and stuff...
― s1ocki (slutsky), Friday, 23 December 2005 15:57 (twenty years ago)
How would you write a game that ends more like, say, a tale of two cities? How you make it FOON?
― TOMBOT, Friday, 23 December 2005 16:03 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 16:10 (twenty years ago)
― s1ocki (slutsky), Friday, 23 December 2005 16:11 (twenty years ago)
― TOMBOT, Friday, 23 December 2005 16:14 (twenty years ago)
With ample cutscenes of sunsets, armies, and sidekick hijinx.
― remy (x Jeremy), Friday, 23 December 2005 16:43 (twenty years ago)
this lack is pretty glaring with something like Icewind Dale or even leading back to Ultima III. Sure, you can invent dialogue between the NPCs, but it's FAR more fun to hear them bust on each other for the entire game, yell about throwing stones at squirrels, etc.
Hopefully, they'll someday finally rig up the game's AI to auto-generate a whole new narrative on the fly, instead of the focus on graphics that we've had since Quake.
But until then, I like the story aspects. You can introduce non-linearity into it(Fallout 2, Divine Divinity, Ultima VII), but you still have the strongest narrative with something plotted out in advance.
― kingfish holiday travesty (kingfish 2.0), Friday, 23 December 2005 17:47 (twenty years ago)
― TOMBOT, Friday, 23 December 2005 19:45 (twenty years ago)
Anyway, this thread has made me come up with a brilliant idea for a strategy game that is kind of like SimLife + Civilization + Warcraft + Princess Maker + Sims. Also, it will teach kids about GENETICS.
― GET EQUIPPED WITH BUBBLE LEAD (ex machina), Friday, 23 December 2005 20:06 (twenty years ago)
― melton mowbray (adr), Friday, 23 December 2005 20:11 (twenty years ago)
― GET EQUIPPED WITH BUBBLE LEAD (ex machina), Friday, 23 December 2005 20:20 (twenty years ago)
=
Spore
― remy (x Jeremy), Friday, 23 December 2005 20:37 (twenty years ago)
― remy (x Jeremy), Friday, 23 December 2005 20:38 (twenty years ago)
― TOMBOT, Friday, 23 December 2005 21:12 (twenty years ago)
― kingfish holiday travesty (kingfish 2.0), Friday, 23 December 2005 21:13 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 01:47 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 01:48 (twenty years ago)
― kingfish holiday travesty (kingfish 2.0), Saturday, 24 December 2005 01:51 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 02:07 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 02:09 (twenty years ago)
Jon, that is actually the one I was looking for! You are so OTM you could behttp://blackzarak.co.uk/adi/upload/upload_files/dabf05_05_otm_shank.jpg
― melton mowbray (adr), Saturday, 24 December 2005 02:10 (twenty years ago)
ilm, you big dummy. thus the "reactionary" bit
― kingfish holiday travesty (kingfish 2.0), Saturday, 24 December 2005 02:48 (twenty years ago)
http://solidsharkey.com/pm2marry1.giffrom http://solidsharkey.com/pm2.html
― älänbänänä (alanbanana), Saturday, 24 December 2005 03:10 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 03:28 (twenty years ago)
― s1ocki (slutsky), Saturday, 24 December 2005 03:39 (twenty years ago)
― s1ocki (slutsky), Saturday, 24 December 2005 03:40 (twenty years ago)
― I GUARONTEE ::cajun voice:: (Adrian Langston), Saturday, 24 December 2005 04:18 (twenty years ago)
No one will ever care about The Need for SOCOM Turismo Ultimate 3 2005 in 10 years.
― GET EQUIPPED WITH BUBBLE LEAD (ex machina), Saturday, 24 December 2005 05:33 (twenty years ago)
― s1ocki (slutsky), Saturday, 24 December 2005 19:01 (twenty years ago)
― GET EQUIPPED WITH BUBBLE LEAD (ex machina), Saturday, 24 December 2005 19:38 (twenty years ago)
I think the controls are even wonkier.
― kingfish holiday travesty (kingfish 2.0), Saturday, 24 December 2005 22:29 (twenty years ago)
― Gravel Puzzleworth (Gregory Henry), Saturday, 24 December 2005 22:35 (twenty years ago)
― TOMBOT, Tuesday, 27 December 2005 19:53 (twenty years ago)
― TOMBOT, Wednesday, 25 January 2006 20:25 (twenty years ago)
50 Cent: Bulletproof was universally panned and mocked (EGM nailed it with a two 3.5s and a 3.0), yet somehow there were enough people in America and the United Kingdom interested in living out the man's fantasy life to put it over the million mark.
― TOMBOT, Wednesday, 25 January 2006 20:27 (twenty years ago)