Hokay... first draft: WAY over the word limit... Anyone else having trouble wrapping these things up in 1000 words? There are a lot of strings to tie together.

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Show posts MenuQuote from: Snarky on Wed 16/06/2010 22:00:49
I'm a bit scared of us giving you our opinions and you changing the game based on it; since it's a commercial title - and who knows whether our preferences are what the market wants?
Quote from: Eggie on Thu 17/06/2010 14:21:58
Obviously that's a rule made to be broken; it could very well be interesting and entertaining to hear how the mummy-powered spaceship generator works or why the gangster loves that toy bunny he keeps under his hat so much or where the snake does his hair.
Quote from: Tramponline on Tue 15/06/2010 16:48:04
Having said that, obviously I can't generalize on data I don't have - didn't know there was demo of Resonance
(may i ask if you still have one?![]()
)
QuoteI have to say that in my view there shouldn't be any conversation segments whose only purpose is to convey backstory that isn't relevant to the game.But isn't it relevant to the game to know who the characters are, personality-wise, and where they're coming from, emotionally, etc?
Quote from: anian on Mon 14/06/2010 18:04:05
but how exactly did you separate the essential (the ones that tell you how to solve puzzles or a code to a door etc.) parts/questions from the exposition and the "unnecessary" ones? Or is it up to the player?
Can't help thinking that people will miss something (or for example accidentally exit the dialog). I'm not saying it's a bad idea (far from it) but as you describe it, there might be a need for some caution/playtesting.
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