Maria Caliban wrote...
Deflagratio wrote...
It's really hard to pull off a "Great and catastrophic war" theme in even a 50 hour game.
Yet they're able to do it in 2 hour movies.
Oh, and here I was under the impression that Games and Film were separate mediums.
In Exile wrote...
Deflagratio wrote...
It's really hard to pull off a "Great and catastrophic war" theme in even a 50 hour game. Even more so when said game is basically a series of scripted events not particularly related to fighting "The war".
I think it'd be very easy to do. But then you don't have superpowered plot weapons that end the war. You just have death, destruction, the world being torn apart... and then you just showcase human misery. I can't imagine why anyone would want to be exposed to that for 50 hours, but I'm sure it can be done.
"Very easy" and game development are mutually exclusive states of existence.
Anyway, I feel like a certain someon else, you're not fully grasping the idea that games are a separate medium from novels and film. Sure it's easy to say "Bad guys comin, bad guys killin, now you win" but to involve the player, to engage the player... Entirely different and infinitely more difficult task. And I really feel you can't accomplish that feeling without a severe investment into the atrician aspect of campaigning, especially in the "Fantasy" setting. The current model is little more than Mideival James Bond. Show up, talk to Q, Race around the world in less than a week and bang the chick.
It comes down to how much you'll rely on suspension of disbelief. Call me particular, but when I've solved the world's greatest catastrophe in less than a week (Game time) it feels dishonest.
In Exile wrote...
Deflagratio wrote...
I think if they ever want to do another "Blight" storyline, Bioware should take notes from Destiny... at least the theory of Destiny. A single player persistent world with dynamic and volatile content while still maintaining a narrative. And before you say "Destiny isn't Single Player", I know it's not, but the game is designed (Particularly the Narrative) to be accessible to a single player.
Anyway, that framework makes it possible for a realistic timeframe to exist with "MMO like" expansionary content added over time that eventually concludes the story.
Yeah, I'm going to say that this idea, on the other hand, doesn't work. It's all just buzz worlds. What's a single player "persistent world"? Is the game going to play itself while the player isn't there? What does it mean to have "volalite" content?
Persistent world means the game environment exists independent of player interaction. This is something you're going to be hearing a lot more about when Destiny (And in about 3 weeks) GTA:Online hit. I'll point out that "Single Player Persistant World" is exactly as you described it. A world that plays itself. I suppose you've never heard of Skyrim have you? Or Oblivion? Those are single-player and persistant worlds. They just have a low level of dynamic (Volatile) content, which brings me into my second point.
Volatile is another word for Dynamic, but I prefer volatile because it properly illistrates the unstable nature of true dynamic worlds. So when I refer to "Volatile Content" it means the result can A) Result in a kind of Failure state and

Doesn't have to involve the player.
Modifié par Deflagratio, 14 septembre 2013 - 08:02 .