View Poll Results: Do You Like Multiple Playable Characters in Adventure Games? | |||
Yes, if it is done well. | 63 | 92.65% | |
No, it usually hurts the pacing and flow of the game. | 5 | 7.35% | |
Voters: 68. You may not vote on this poll |
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02-22-2006, 05:56 AM | #21 | |
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02-22-2006, 06:25 AM | #22 |
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Yep, I like it, I think it´s brings another dimension to the game, like in BS games, where you can play both Nico and George..
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02-22-2006, 01:39 PM | #23 |
Not like them!
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Whether or not the narrative technique of switching between characters has been well utilized is a matter for debate. Nonetheless, there are a million and one very good ways to do so, and I can't think of a single reason, even in theory, not to go with multiple PCs if the story calls for it. (Of course it all should start from the story, but that's a general issue and is not a unique concern with this feature.) What's this "interruption of flow" you talk about? As far as I can tell, it doesn't actually mean anything. Are you afraid the player would get confused? We're not that stupid. Or are you worried that the game will feel disjointed? But disjointedness can be a good thing, if used well! It all boils down to the reasons for using it.
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02-22-2006, 01:57 PM | #24 | |
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There are a lot of novels that work very well with multiple points of view (think As I Lay Dying). But there are also novels that do it because the author apparently couldn't come up with a good way to tell the story from just one character's point of view, and in the finished product it comes across as disjointed and lazy. Same with games, I think. If you have a valid reason for doing it that works with your story or enhances your gameplay, then do. But if you're just doing it because it seems like a novel or trendy idea -- or if it's the easiest way to get around certain issues that you can't figure out how to rectify in the story or gameplay -- then maybe you should rethink whether it's really vital. |
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02-22-2006, 02:35 PM | #25 |
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Oh, and please don't forget Day of the Tentacle... The three characters interact and even merge in an excellent way...
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02-22-2006, 02:39 PM | #26 |
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Good points Moriarty and fov. Multiple PCs should certainly be important and helpful to the story, not just tossed together as a gimmick. I think the way I'm wanting to use it is pretty good, but I still don't know if I want the two characters sort of working together at times and sharing inventories (like DOTT) or just be completely independent of the other (like in the GK games).
Anyway, back to the engine issues... We are looking at WinterMute now because of recommendations here. The only issues I see are the resolution (we want a 1280x720 max, if possible), and I'm not sure if it's good for animated backgrounds. Let me try to explain the look we are going for ok? I have already said a Syberia II look would be nice, but let me go further. Think Myst IV, without the 360 degree panning (just one flat screen for each environment), but with the level of detail of Myst IV in terms of animation. We want the trees to blow in the breeze, clouds to drift slowly, maybe fog to gently glide across certain environments, flames to flicker, water to move, bugs to fly around in certain scenes (maybe birds too), rain and snow to fall, etc. We want the environments to be pre-rendered shots, but ALIVE with animation. Can this be done effectively in WinterMute? As for our characters, we are still toying with the idea of 2D or 3D. That's not as important to us right now. |
02-22-2006, 02:40 PM | #27 |
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I think I'm with MoriartyL here. I mean, it's always possible, of course, to go wrong with anything, but I've tried thinking of all the games I've played that allowed you to play multiple characters to some extent*, and I can't really think of any where it felt awfully wrong. The worst case is possibly GK2, where having Gabriel and Grace communicate by mail introduced some interesting time distorsions, but that's about it. Can anyone provide an example of a game which used multiple playable characters and where it felt like a design flaw?
(Of course, I'm not saying that it's the magic recipe to make a great game; just that I'm not convinced there's much chance of it feeling bad if there's some remote reason to introduce it.) * That would be: DOTT, Still Life, BS2, BS3, GK2, GK3, Lost Files of Sherlock Holmes 2, Feeble Files, TMOS, Indy 4, KQ7, Indy 3, Maniac Mansion, Zak, Heart of China, LSL3, LSL5, Fahrenheit, Schizm. Wow, that's a lot! Don't think of using multiple playable characters just because you think it's innovative: it's not.
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02-22-2006, 03:11 PM | #28 | |
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And do you need to go to such (possibly utopic) extent to reach your goal? I mean, look at Darkfall. It was years behind in terms of graphics, but still was sold all around the world, and, I terms of amateur AGs, was rather successful. I'm not trying to diss you or anything, I'm just curious...
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02-22-2006, 03:29 PM | #29 | ||
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However, I recently had an idea that maybe we could do a much less ambitious 1 hour to 2 hour little "preview" game that could potentially get some developers interested in helping us create the game we really want to make. But would that really work? There doesn't seem to be a whole lot of interest in adventure games as far as picking up new "talent". Indie designers generally stay indie designers. Also, Dreamcatcher wouldn't even pay for Jane Jensen's new game, so what the hell kind of chance do WE have, you know? |
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02-22-2006, 10:32 PM | #30 |
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Hmm, multiple characters is all good and well when its worth doing, and generally of the purpose to build the character. Putting them in because of a certain puzzle of can be a little cheap, unless it happens alot i guess and is generally a mechanic of the game.
As for winterminute that looks pretty sweet was news to me, has got me interested it anywho. As for animated backgrounds etc, while i'm not syberia/myst buff surely ya could just use techniques like tMoS does i.e 3d rendered backdrops with little animations of ceiling fans, trains passing in the backdrops to make them seem more alive, from reading lightly it supports sprites and video entities, guys were talking aboot making animated skys etc using various techniques based on performance preference in the forums. Project Joe, is it looks awesome. I hate ppl that can draw |
02-22-2006, 11:47 PM | #31 | ||
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(Not that it's likely to see something like this as a commercial game, sadly. In fact, it isn't much of a game. At all. Play and see.) Quote:
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02-22-2006, 11:51 PM | #32 | ||
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Design your game, work out the animation requirements for the gameplay related stuff, then see if you can really afford to be so ambitious with the background stuff. Quote:
I think that publishers will pick up aventure games, but only if the prospective sales justify their investment. What you're suggesting sounds like it will need an expensive budget, which is what scares away the publishers.
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02-23-2006, 01:28 AM | #33 | |
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For example, Simon the Sorcerer screens were still, but sometimes a small animal would randomly cross it, which upped the immersion factor by a few notches.
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02-23-2006, 05:06 AM | #34 | |
Not like them!
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I must echo others (Boy, it's an unsettling feeling, being in agreement with others. ) and say that you shouldn't aim so high with side issues like background animations. The lower you aim there, the less you'll be tied down when it comes to more important issues like story. See, Myst needed to be gorgeous, because the world design needs to be the main attraction. But you're telling a story, with interesting characters; a "dead" background doesn't matter much in the larger scheme of things. You tell a good story, with good characters, and good puzzles, and the background pictures will become a moot point.
On the other hand, it sounds like you've worked this all out in your head already, in which case you won't listen to what we're saying. That's good. It's better for you to figure it out for yourself, and you will. Just make sure that as you're working hard on those beautiful backdrops you don't forget to make the story excellent, and you won't have any problem. Quote:
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02-24-2006, 09:10 AM | #35 | |||
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There's one thing I find inspiring though. I remember when Metal Gear Solid came out on Playstation and everyone was like, "Wow! How did you guys manage visuals like that on an old system?" Hideo Kojima said he got a young, inexperienced team on purpose because they didn't know the "limitations". Now, that's probably a very rare case, but it's still sort of refreshing. Quote:
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02-24-2006, 10:11 AM | #36 | ||||
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Be careful when using texcture packs or models from different sources - they may not match each other without some tweaking. Having said all that, you seem to be aware of many of the issues, so you're not going into it with your eyes closed. I hope you're able to realise your dream.
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02-27-2006, 08:09 AM | #37 | |
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02-27-2006, 09:04 AM | #38 |
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I have mixed feelings about this. If it's a means to an end in a puzzle then it shouldn't be used, all it does is help make people look like tools and that's a bad message to convey. If however it's used to give an insight into the character, their story, background and the inner-workings of their mind (Day of the Tentacle is indeed a fine example of the latter) then I'd say it's laudable.
Anyone who's seen my posts about adventure games and other genrés would know that I'm as much about plot as I am about the actual game, I like cutting away from the main character if it's going to reveal something to me about another character and the way in which they work. Conveying individuality in a game and that not one person is suited for all roles can be a very good thing. Demonstrations of talent based on a person's life spent are admirable. I also like it when a game follows the character's mindset in how they solve a particular puzzle, I remember the Pandora Directive being a fine example of that. In fact, the leading character or characters in a really good game can define the kinds of puzzles each character can have without making them look like tools in this way. That's when it's done right, when you don't feel like they're just other objects in your inventory. I'd say that since there are examples that show it can be done right, it's a good thing, then. |
02-27-2006, 02:38 PM | #39 |
Sky is not the limit
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just like it was put in a poll, yes, if it is done well.
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03-03-2006, 05:08 PM | #40 | |
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It happens so many times in the game that it becomes quite annoying - you are in the middle of a really intense part of the story but you don't have time to enjoy it because your attention is taken away by the fact that you have to make a swift decision which will determine the outcome of the game. This is fine in real life, because you probably wouldn't have the time to think about what you were going to do next, but in a gaming environment it just becomes frustrating.
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