TSL - Cease and Desist
Started by Baggins, August 29, 2011, 03:09:00 PM
QuoteMarch 1997; I've always felt that the adventure-game genre was sort of mine. Other people have dealt with it and been very successful, but most times I was able to define where the genre would go next. With my next game, Mask of Eternity--we're trying to have it out by Christmas--I'm hoping that what I'm doing now is the beginning of the final answer Is this the next King's Quest? Yes. In all the previous games we explored a script-oriented approach to telling people an interactive story. I always felt like every game I did would have a more intricate story, a richer feel, more characterization, more music. But I think I went as far as you can go with the story approach and still be a game. If you go any further, you go into moviedom. I hit a wall. I'm totally backing off that. I think the true right answer is to give people the widest possible means of exploring that you can get. So in this new game I'm trying out 3-D worlds, new worlds where players can venture anywhere they want to go. But in order to accommodate this total freedom in exploration, I have to back off the story and go more free-form. It's the hardest project I've ever worked on.Why is it so hard? How can we do it and still keep somewhat of a semblance of a story going? What technology do we use? In Phantasmagoria I used almost 3,000 pictures, and each one was as pretty as I could possibly make it. But now we want people to explore, to see what's there all around them. I can do that, but the pictures won't be as pretty. Right now computers can't handle that. But my dream is that what we're working on now will be the kernel of what people will be playing 17 years from now.
QuoteI hate to call them games. I think of them more as interactive stories. Every story has well-written and engaging but it's up to the designer to add the interactivity--the roundness of exploration and the challenge of puzzles."
Quote from: Baggins on August 29, 2011, 07:56:51 PMIt sounds like a visual novel, with movie scenes...I remember a ride at Epcot Center that had these buttons at the end, that would decide the fate of the last sequence of the ride. People could all vote on which they'd like to see, and the most votes would lock in the ending.Here is a comment from Roberta back in 1992 during hte development of KQ6 about her view of Adventure games;QuoteI hate to call them games. I think of them more as interactive stories. Every story has well-written and engaging but it's up to the designer to add the interactivity--the roundness of exploration and the challenge of puzzles."
Quote from: Baggins on August 29, 2011, 10:24:30 PMFierce Diety, that's why I think it sounds more like its following the visual novel genre. Have you ever played any of those? They are mostly popular over in Japan.Think basically "Choose Your Own Adventure" Books from the 1970-80s. The books that inspired "Interactive Fiction" (I.E. Adventure Games) in the first place.