by Psyborg » Jun 15 2009
Hey Campaignjunkie, thanks for the mod, it was pretty excellent. The liner notes (and manifesto, natch) were interesting and very well thought out, and gave a lot of insight into your design process.
A few thoughts:
I have no problems at all with text as substitute for spoken words to give instructions or plot information- you rightly bring up Minerva, a system where it worked very well. However, in this case I feel that the game might have been effected negatively for its usage. As you said, you were trying to make 'looking' into a game mechanic, and therefore having to switch from looking at the game itself to the instructions was a lot more distracting than it would be in a traditional gameplay mechanic. I realize trying to dick about with Faceposer is a pain in the ass, but I think the effort would ultimately be worth it in this case. Not only would you gain the ability to allow the player to continue engaging with the gameplay while being fed the instructions, you'd also gain a level of immersion which the beautifully realized map calls for (the table, for example, is fantastically lit and the scattered bottles and so on feel like they actually belong there, a feat not often seen in even professionally created mods).
Speaking of immersion, you talk about not wanting to go the hardcore art-game route, which is admirable (despite the massive critical acclaim The Graveyard got, it was better as a concept than as an actual experience), but I feel like you could go a lot further in developing the actual gameplay in a new direction without it feeling too 'gamey'. Let me explain- right now the storyline, as fresh as it is, seems simply tacked on in order to explain the gameplay; what I'm suggesting is actually incorporating the story AS the gameplay. Games like Indigo Prophecy (and presumably Heavy Rain) have attempted this to an extent- your choices ARE the gameplay. So, for example, a game where you play a hunter whose friend has accidentally just shot another hunter in the woods. From that point you have a branching tree of options, each carefully selected with a logical endpoint (to keep the game within logical boundaries)- for example, you could try to talk your friend down, whereupon he'd freak out and pull a gun on you and force you to bury the body, and you could alert a passing car while getting the shovel and try to escape. Or, alternately, you could just run away immediately, and disappear into the woods, without learning any more about what your friend is going to do. The way you've decided to keep the episodes small, and stick with a 'short story' format really allows for such scenarios; they don't have the issues of branching huge convoluted storylines that a larger format would; and they allow you to break away from stories revolving around a narrow gameplay mechanic.
I would encourage you to explore the boundaries of what you can do with the format you've chosen, and freely offer up any assistance I can give (uh... I can... uh... voice act... and... uh... shit.).
Of course, Episode 1 was fantastic without any of this, and you probably know what you're doing far better than I do. Just food for thought, anyway.
Thanks for the good times, really looking forward to the next one.
Jon
Hey Campaignjunkie, thanks for the mod, it was pretty excellent. The liner notes (and manifesto, natch) were interesting and very well thought out, and gave a lot of insight into your design process.
A few thoughts:
I have no problems at all with text as substitute for spoken words to give instructions or plot information- you rightly bring up Minerva, a system where it worked very well. However, in this case I feel that the game might have been effected negatively for its usage. As you said, you were trying to make 'looking' into a game mechanic, and therefore having to switch from looking at the game itself to the instructions was a lot more distracting than it would be in a traditional gameplay mechanic. I realize trying to dick about with Faceposer is a pain in the ass, but I think the effort would ultimately be worth it in this case. Not only would you gain the ability to allow the player to continue engaging with the gameplay while being fed the instructions, you'd also gain a level of immersion which the beautifully realized map calls for (the table, for example, is fantastically lit and the scattered bottles and so on feel like they actually belong there, a feat not often seen in even professionally created mods).
Speaking of immersion, you talk about not wanting to go the hardcore art-game route, which is admirable (despite the massive critical acclaim The Graveyard got, it was better as a concept than as an actual experience), but I feel like you could go a lot further in developing the actual gameplay in a new direction without it feeling too 'gamey'. Let me explain- right now the storyline, as fresh as it is, seems simply tacked on in order to explain the gameplay; what I'm suggesting is actually incorporating the story AS the gameplay. Games like Indigo Prophecy (and presumably Heavy Rain) have attempted this to an extent- your choices ARE the gameplay. So, for example, a game where you play a hunter whose friend has accidentally just shot another hunter in the woods. From that point you have a branching tree of options, each carefully selected with a logical endpoint (to keep the game within logical boundaries)- for example, you could try to talk your friend down, whereupon he'd freak out and pull a gun on you and force you to bury the body, and you could alert a passing car while getting the shovel and try to escape. Or, alternately, you could just run away immediately, and disappear into the woods, without learning any more about what your friend is going to do. The way you've decided to keep the episodes small, and stick with a 'short story' format really allows for such scenarios; they don't have the issues of branching huge convoluted storylines that a larger format would; and they allow you to break away from stories revolving around a narrow gameplay mechanic.
I would encourage you to explore the boundaries of what you can do with the format you've chosen, and freely offer up any assistance I can give (uh... I can... uh... voice act... and... uh... shit.).
Of course, Episode 1 was fantastic without any of this, and you probably know what you're doing far better than I do. Just food for thought, anyway.
Thanks for the good times, really looking forward to the next one.
Jon