03-13-2005, 09:31 AM | #1 |
Magic Wand Waver
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Dreamfall demo with Ragnar Tornquist
Once again Chris - excellent article! This sounds absolutely wonderful - I can't wait! And you simply MUST write more - I'll get to Marek, and see that he gives you more writing assignments! You are really good at this and your enthusiasm shows through! That makes it much more interesting for us to read! Keep on writing - you hear?
FGM
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03-13-2005, 09:59 AM | #2 |
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Funny, I alway thought TLJ came out in 2000. Good article though.
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03-13-2005, 10:03 AM | #3 |
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Depends on which territory you're thinking of The first release date was in 1999.
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03-13-2005, 10:19 AM | #4 | |||
Rattenmonster
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Excellent preview.
I'm still pouting because I had to miss that demo. Quote:
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-emily |
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03-13-2005, 10:24 AM | #5 | |
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03-13-2005, 10:28 AM | #6 | |
Rattenmonster
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03-13-2005, 11:00 AM | #7 |
Iconoclast
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I find it funny that wanting an immersive, cinematic experience led to no visible interface, yet the character will wave around a blue beam of light to find items to interact with. So much for immersiveness, eh?
I'd rather have the simple head turning of other games. It works much better to keep you in the game, and only needed a little tweaking to avoid some of the annoyances past implementations had. |
03-13-2005, 11:40 AM | #8 |
merely human
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But really, hon, would you rather we go back to the oft frustrating pixel hunting? I was watching niece playing the CSI demo yesterday and she almost had a cow simply running the mouse up and down the crime scene just to see it light up.
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03-13-2005, 11:49 AM | #9 | |
Iconoclast
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03-13-2005, 11:56 AM | #10 | |
merely human
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Why don't you just wait until you actually play the game, or at least the demo of it?
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03-13-2005, 12:02 PM | #11 |
A search for a crazy man!
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No matter what, there's eventually going to have to be something on the screen, whether it's a beam or some text or your inventory or whatever. That's a given, at least until someone makes a game with a natural language parser and voice input. The focus field allows you to look at items which are right next to you or on the other side of the screen (and whether you are near or far will actually change the character's response, I forgot to mention)and the Funcom guys felt it was superior option to point and click. And as far as Grim Fandango goes, remember that actually quite a few people had problems with its control scheme. If the PC interface for Dreamfall is in fact "mouse-only" as Ragnar claims then I suspect it will end up acting somewhat like a point and click anyway from the user's perspective (this is only speculation though). The focus field allows for a system that works whether the player has decided to use a mouse or a controller. Maybe Funcom has ****ed up badly but I haven't been this confident about a modern adventure game in years and I'd be surprised if we ended up with a shitty control scheme.
Anyway, glad most of you liked the preview. I really am excited about this game, and Ragnar's enthusiasm is practically tangible. I sort of feel like it's been a while since we've had an adventure designer who really seems like he has the ability and the ambition to do something noteworthy in the genre.
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03-13-2005, 12:04 PM | #12 | ||
merely human
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I hear you Ragnar. Heh... Quote:
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03-13-2005, 12:09 PM | #13 | |
Iconoclast
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I just don't think it's the best solution. That DOES NOT mean I dislike the game, won't play it, or won't buy it. In fact, it doesn't even matter what game we are talking about. Adding GUI elements ALWAYS distracts from the game and I don't need to play any demo to know that. |
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03-13-2005, 12:27 PM | #14 | |
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So yeah, I read that and was also disappointed about the lack of timed sequences. It's not particularly realistic. OH WELL! I'll deal with it.
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03-13-2005, 12:31 PM | #15 |
merely human
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Well, I of course won't diss all of Dreamfall just because of that one instance, but surely it would still have been in the service of the story and the player's emotional involvement had the 'very real' dangers of death, dying, and injury been present while at the same offering alternate choices and consequential scenarios should the things go awry like this.
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03-13-2005, 12:49 PM | #16 |
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I completely agree. Maybe in the next game...?
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03-13-2005, 01:58 PM | #17 |
The Dartmaster
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By the way, Bastich - Dreamfall uses an interface similar to the Grim Fandango-style "head turn" thing when you are close to objects. The focus beam is just for interacting with things far away - its just for getting your character to look at things that aren't within the immediate small sphere around their head. Ragnar used the focus field for instance to get the character to loom more closely at and try to listen in on some events occurring on the other side of a room without going over and interrupting, but usually just used one click Grim-style interface for interacting with anything within arms reach of the character.
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03-13-2005, 02:03 PM | #18 |
merely human
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Well that definitely explains a better deal.
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03-13-2005, 04:00 PM | #19 | |
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Anyway, how exactly does the combat work? I see it referenced in some of the articles, but no details. You see, the Bastich doesn't negotiate, and he sure as Hell doesn't run. I open up a can of whoop-ass and frag the beyotches. Has anyone seen the combat in action? Is it some Dragon's Lair style "pretend to be action" or do you actually have some control? |
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03-13-2005, 04:32 PM | #20 |
The Dartmaster
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To be honest once the "combat segments" started, the game transitioned into what really reminded me of an honest all out fighting game... well, without ridiculous special moves and stuff. From what I saw, Ragnar was controlling Zoe very directly, throwing punches and dodging. There were Street Fighter or Fate of Atlantis-style health meters even, though I've got no clue if that was a piece of placeholder UI which will be replaced later with something more subtle.
If that description makes it sound like some jarring shift into another game, don't misunderstand me - the flow was very natural, and awesome. The receptionist behind the counter completely freaked out, and more or less lunged at Zoe, at which point you could start fighting back. It didn't cut to a cheezy fighting camera angle or anything, it all takes place within the same world as the exploring... it feels very cohesive and organic. I was excited. The fact that you could have avoided the fight entirely by distracting and locking the receptionist in the closet is also good. To me it seemed like the point was that while you often don't have to fight, if you're going to fight it should at least be compelling and ... real. Not just a faked up thing that looks like fighting but is just pressing a button at the right time. Ragnar's not pulling any punches, if you will
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