"I believe many
smart choices helped us give the sensation that this was a game that had a
large universe, but the player was only seeing a fraction of it. By keeping
the story focused on character interactions and conflicts instead of a great quest
like saving the world, we were able of giving more coherence to the
boundaries of the protagonist's capacity to explore."
That was a quote from the designers of Zeno Clash; a nice little first person brawler and was about how they added a sense of exploration to the world. Given they are a indie team who know how to work with limited resources effectively, I think they have ideas worth considering.
I think dragon ages biggest strength was its character interactions but the plot got in the way more often than not in terms of developing its world.
Here is a link if anyone wants to read the full article
http://www.gamasutra..._zeno_clash.php
So what do you forumites think?
Aren't saving the world stories more for teenagers and less suited to an adult audience who want more mature stories.
Go on, be a rebel





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