Opening sequence preferences

Started by SSH, Tue 02/12/2003 12:54:58

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SSH

My game is going to have quite a long opening sequence. I am wondering if I should make it more interactive, to make it more interesting for the player? The interaction would be pretty linear, because it would just be having a dialog with a couple of characters. Of course, if it was played as a movie rather than interactive, it would be skippable and individual lines of dialog would be skippable, to allow the whole thing to go quicker if you are a fast reader and don't care about the voice sound (if I do do a voice pack)

So: choice is :

Skippable intro scene that plays as movie*
Or two very linear dialogues at the beginning of game

I did think about making it a game option to have one or the other, but the way dialog scripting works doesn't make that easy...


EDIT:
* by movie I mean you sit and watch without clicking, rather than AVI or anything...
12

Timosity

A playable intro is a possibility and having it skipable aswell can be done.

Just as an example, in FOA, it has a playable intro that is simple and linear, and also skipable.

so you could consider that type.

If not, I don't mind movie style intros, sometimes I like sitting back and seeing how the game is presented to me.

on the other hand, not many people have an interactive intro, so that would make it different to most.

and as you can see, I haven't helped you make any decision, but I also confused you more with a 3rd alternative.

Goldmund

I think that the most common error is that designers make opening sequences garrulous.

I hate it when a game presents me with lots of talk before having me interested with playing at all. I believe that the best opening sequence is one without dialogues, or little dialogue. Of course, you have to describe the quest to the players, but I think it's better when they have to discover it on their own.

So - I vote for interactive, yet not too wordy.

Darth Mandarb

#3
I am also using a rather lengthy intro movie type thing.

What I have it do is this; you can click to make it go faster (proceed to next dialogue option) or you can use the 'main menu' button which is discreetly located at the bottom right corner.

So they can either speed up the intro by clicking through the text ...
or they can skip the intro all together.

I think it's important 'cause it's annoying to not have those options.  It could be the coolest intro I've ever seen but if I've already seen it, I just wanna skip it and get to the game!

]).]v[.

Snake

#4
Hmm

The intro for Leitor's Edge is huge...

But of course it isn't going to be the usual AGS cliche with the characters standing by eachother talking for an hour. It'll be almost fully animated with background music, so hopefully it'll help out. I'm one for long intros anyway. Especially movie-style.

Hopefully Goldie won't think it sucks...heh

If you think that a playable intro will work and tie in with everything, then I'd say go ahead, it'll definately be a good thing. Also, I wouldn't mind sitting back aswell and watching a movie-style intro since, I love long intros.


--Snake
Grim: "You're making me want to quit smoking... stop it!;)"
miguel: "I second Grim, stop this nonsense! I love my cigarettes!"

MillsJROSS

First off, I'd have a menu screen before the intro, so you could skip the intro (if you haven't done so already). Also make text skippable, unless you want it timed with the music. As far as interactivity, I'm all for it. When I'm making my cutscenes, with a good bit of talking, I make it so that every once in a while the player has to click something, even if there's only one choice. I also try to make several responses to something, where each can still carry the story forwards, but it allows the player a choice, and in the end, makes the game more replayable (as someone is more prone to see what would have been said had this option been chosen instead. While more applicable in a comedy game, I think it could be used quite succesfully in a serious game). You could offer both options, if you want. The main thing is not to bore us. If the intro is interesting and compelling, having interaction may not be necessary. Goodluck with whatever route you choose to take.

-MillsJROSS

RickJ

#6
I would rather sit back and watch an interesting presentation than to have to tediously click something whenever the designer decided that I should be pying attention.    

Of course it is necessary to have the ability to click-out of the thing, preferably with only 2 or 3 clicks.   An option to skip the whole thing is a must  as well.  

To make it interesting consider not fully and explicitly explaining everything that is going on. In addition to setting mood, context, etc,  use the intro to create a mystery ... a mystery that can be solved by playing the game.

Just my thoughts....

Harvester

Quote from: Snake on Tue 02/12/2003 18:59:26
Hmm


But of course it isn't going to be the usual AGS cliche with the characters standing by eachother talking for an hour.

Now THIS reminds me of a certain game... (hint, hint)  ;D

Anyway, if you ask me, I simply LOVE long intros, even if all that's happening is someone staring at the wall. Don't make it interactive, just make it skippable. Wow, now that's original...
None shall pass!

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