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Bioware ever thought of developing a truly reactive game?


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#1
CarlSpackler

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  Just a curiosity I have about designing games.  I've been following some of the game development of Quantic Dream's Heavy Rain.  Now to be honest I have no interest in playing the game itself because the subject matter is a little too dark in a realistic sounding manner for my taste.  However the description of game design and some of the reviews have expressed an impressive sounding choice in narrative.  With the story truly changing and morphing based on player decision. 

  Now I realize that the kind of truly dynamic story that I'm talking about here would be incredibly difficult to develop and there's no way an RPG designed this way could hit the 30-60 hour expectation.  However I would certainly be more than willing to pay for and play a game that had say a 10-15 hour playtime with wildly different story branches to pursue.  Obviously the number of paths would still be static but you could end up with a narrative that would supremely satisfying from an individual player's perspective.  


I don't know if this type of attempt should be limited to the forgotten adventure game genre or if an RPG of the sort Bioware make would work.

  Thoughts?  Suggestions?

#2
BrotherJason

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I wouldn't call Heavy Rain a game. It's more like an interactive film. You interact with the environment by pressing the right button at the right time, so basically it plays like Guitar Hero mixed with a bit of oldschool Resident Evil like movement at times. By the way the "game"s story is by no means dymanic, basically the only difference is the number of forks on the road and the length of the different ways until they're merged again.



However I don't even want to know how expensive the production of the game was.

#3
CarlSpackler

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Yeah, like I said I haven't played heavy rain, but it just got me thinking more in terms of game design. I was more interested in the dynamic storytelling idea. I still think it would interesting to design a game didn't have a merging story so to speak.



JADE EMPIRE SPOILERS BELOW:



Just as an example, lets say in Jade Empire after coming back from the spirit realm instead of holding up in the temple for a last stand, you have the option of doing the last stand. Escaping into the countryside and trying to rally support, or even making a second covert attempt on the palace. With different ending locations and outcomes. (Just trying give an example, by no means is this a critique on JE just trying throw out what I'm getting at.) Although perhaps a game like that would be easier to develop using a much more personal story instead of an epic quest to save the world. I really don't know.