AlanC9 wrote...
Fast Jimmy wrote...
Agreed. I was merely demonstrating the concept that when you begin to shift your focus from one aspect of development to another (such as production value versus divergent narrative), it can result in very different games. Currently, Bioware's idea of Production Value roughly mirrors that of CD Projekt, where they sacrifice game length to provide divergence. I was simply pointing out the opposite of that, where Production Value is dropped, game length remains the same, but divergent narrative is vastly increased.
I'm not sure it's quite right to say that game length is being sacrificed to provide divergence. Judging from the low DA:O completion rates, I get the feeling that 30-40 hours is all anyone should shoot for anyway. I'd phrase the tradeoff as length being held constant with divergence being traded off for production value.
Which leaves your proposal exactly the same, of course
Right. If we envision video game narrative as some magical, hypothetical mathematical equation of:
(L X D)^V = Z
where L = Game Length, D = DIvergent Content, V= Production Value and Z = equals the narrative zots of a game, we'd see that none of these values could be increased with consuming more zots.
You could say the V value of Bioware [V(bio)] is roughly the same as the V value of CDProjekt [V(cdp)]. Therefore, the only way to increase D while still maintaing the same relative Z (cost) is to decrease D (the length of the game).
However, if you decrease the value of V, you could increase the value of L and D equally (I would imagine a good example of this is Arcanum, which had a lot of reactivity and options, while also being well over the traditional RPG 40+ hours of length), you could drastically increase the value of L (an indie game like Grimoire, which has, LITERALLY, tens of thousands of maps you could spend a lifetime wandering through) or you could drastically increase the value of D, which would give you the game I described, with around 35 hours of content, but with drastically divergent paths.
Modifié par Fast Jimmy, 12 août 2013 - 11:02 .