This is the kind of questions that would require a very long answer...
Yes, we are learning a lot from the feedback we get about the game. When you work on a title for two years, you need to have other people's opinion.
What worked :
- playing with the story,
- the fluid narrative,
- the innovative action interface,
- the characterization.
- MoCap and directing,
- Acting in general (at least in english),
- Multiple Characters and MultiView,
- 75% of the story.
What will have to be improved :
- the camera system,
- the PAR system for action sequences (interesting idea, but we will try something different next time),
- Decisions should have even more impact on the story,
- the last 25% of the story. Now that the format is accepted, we will probably go for a more personal story next time.
The main lesson is that adventure and innovation can sell.
I don't think I will reinject traditional puzzles in the experience, but I will definitely try to find to solutions and expand the possibilities. I have the feeling that I have just explored 10% of what was possible with this concept.
I have seen the new Nintendo controller. It is definitely something very interesting that would work perfectly within Fahrenheit.
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