Name: Anonymous 2018-08-08 9:11
ITT we discuss how to collaboratively design our games.
agreed, but who said that this is supposed to be an RPG or simulation? it's supposed to be a survival horror, which is generally a rather linear genre.Too much linear gameplay will be boring, regardless of difficulty. Replay-ability and diversity of gameplay choices is more important: when a plot dictates something must happen it has to allow choices instead of forcing the player to be a pawn in a scenario.
but it did give us some interesting game series - things like Shenmue or Metal Gear Solid.These are not realistic for an indie dev, both these games had a giant art budget.
there's place for games like that tooYeah, and its called a 'Visual Novel'.
Too much linear gameplay will be boring, regardless of difficulty. Replay-ability and diversity of gameplay choices is more important: when a plot dictates something must happen it has to allow choices instead of forcing the player to be a pawn in a scenario.your're are still thinking in framework of narrative-heavy games. pure skill games can be as linear as they want - nobody ever complained about DoDonPachi not having branching storyline.
These are not realistic for an indie dev, both these games had a giant art budget.so? I'm not talking about 'realistic for indie dev', I'm giving counterpoints to your're are absolutes. don't move the goalposts
Studios cranking out risky movie-like games are an anomaly, generally the more time is invested in linear elements(like cutscenes and one-way quests) the less there is gameplay content to replay.their're are not risky for the studios. in fact, their're are a safe choice
Yeah, and its called a 'Visual Novel'.or 'interactive fiction'. or 'point and click adventure' your're are talking in absolute quantifiers without breadth and depth of knowledge required to make such statements
pure skill games can be as linear as they want - nobody ever complained about DoDonPachi not having branching storyline.But the subject is RPG/Rpg-like games. Survival horror isn't a pure skill game either.Shmups are not pure skill either.
so? I'm not talking about 'realistic for indie dev', I'm giving counterpoints to your're are absolutes. don't move the goalpostsWell, you're mentioning polished AAA games costing millions of dollars to make. Obviously they can make a shitty game(with shitty gameplay) look fabulous.
their're are not risky for the studios. in fact, their're are a safe choiceIts actually a bubble in the gaming industry. All the non-gamers playing these interactive movies will not support it long-term and these studios will get bankrupt or merged with some industry giant. The whole cutscene-centric gameplay will be ridiculed in the future as some braindead attempt to emulate the film industry by gaming studio executives.
or 'interactive fiction'. or 'point and click adventure' your're are talking in absolute quantifiers without breadth and depth of knowledge required to make such statementsThe niche genre which supports the type of interactive movie-game is currently best represented by visual novels. Western "interactive fiction" is dead.
But the subject is RPG/Rpg-like games.not it isn't
The whole cutscene-centric gameplay will be ridiculed in the future as some braindead attempt to emulate the film industry by gaming studio executives.probably
Western "interactive fiction" is dead.it isn't, it's just very niche. but it can do some really creative stuff with the pure text-based medium. even making systems/mechanics-heavy games. check out Counterfeit Monkey or Hadean Lands if you don't believe me