Well the thing is I don't really care that much/take it all that seriously. I've seen it before, where developers consider their gameplay process as something that merely exists alongside story, or even impedes it, and time after time, it has led to games that were either mediocre and/or quickly forgotten after release. ![]() As you can see, it still keeps quite a lot hidden, yet manages to give us a much better idea of who they are as people.Īuthor=NTC3 I suppose it's good that you are at least honest about the game's shortcomings, but it is really not a right attitude to have as a developer. Both of them reflect on the past and try to figure out when and why they became so distant from each other. Work and a divorce created a rift between Anne and her father, John. May is trying to figure out how to cope with losing the love of her life. They were together until the day he died. At a young age, May met William on a cable car - it was love at first sight. Her newfound fame has introduced a dazzling world into which she is trying to fit her old life and her spouse. Rose is a recent newlywed and up-and-coming novelist. Jim is now struggling to establish a new life and a new home for himself in a place full of strangers. Recently graduated from college, Jim's dream job required him to move across the country and leave everything familiar behind. Now alone in the apartment they once shared, he is trying to work through his thoughts and feelings about her and the years they spent together. Nick is a comic artist who just got dumped by Madison, his girlfriend of four years. As an example, here are the character summaries from A * part * ment, a game that's hoping to get funded on Kickstarter: The current character descriptions sound like you're keeping a bit too much in the dark, IMHO. A good rule of thumb when designing a certain mechanic is "How does it relate to their player character? What facet of their personality does it reflect?" If done right, it'll not only maintain the player interest, but it will also lead to deeper characters overall. Of course it doesn't mean you ought to add gameplay for its own sake. ![]() It is also why the gameplay needs to engage: if the player is bored when controlling the player character, they simply won't care about their story as much as they would others. It is the reason why so many people still remember Shadow of Colossus so many years after its release, for instance. To me, the real goal is to achieve a complete integration of storyline and gameplay, where the latter actively complements the former, and the games that achieve it are ones that stand the test of time. ![]() I suppose it's good that you are at least honest about the game's shortcomings, but it is really not a right attitude to have as a developer. This, however, gives pause: Matteroffact the gameplay is a little boring as the story is more important to me. Well, as someone who studied psychology for a little bit, I can only welcome a game inspired by one of its chief personality metrics.
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