Quote:Original post by scumble Have any of you played Anachronox at all? That is a good example of a game with excellent writing, and it's a shame it didn't do better - the reason is probably that it was somewhat behind in the graphical department by the time of its release. |
Anachronox is one of those gems that I've been tinkering away on for about 6 months now (many,
many things to explore in that game)... I agree on the excellent writing, and it really is a shame that the game itself wasn't a "commercial success" (as market-speak would say it). I don't think the graphics were so much the problem, but rather Ion Storm and Eidos' tremendous focus on Daikatana that engulfed and stifled Anachronox's release. (FWIW,
Planet Anachronox is a great fansite.)
Quote:Original post by Garmichael ...all those extra details in the world is what makes the game feel less like a game. We play video games to explore another realm of exsistance...The player may or may not conciously notice the details in the level design...However...all those things help fool the players brain into beleiving your game's world really does exsist somewhere. |
In general, I agree with this. I recently examined the PsychoToxic demo (NuClearVision Entertainment). The level design was very subpar and lacked any sort of detail to
define the game's identity. After struggling with generic soundbytes, erratic physics, invisbile barriers, and catching myself constantly saying, "gee, that just doesn't seem
right", I gave up completely on the story. (I confess I wasn't so much interested in the game itself as I was on analyzing the Trinigy 3-D engine.)
Now, if the level detail and general "if I do this action, then I expect this response" feel is present, it is at that point that I can lose myself in a game and begin to engage and absorb the story.
Quote:Original post by Jiia ...that reminds me of Deus Ex 1...this stage where you have to confront this other mech character...the game wouldn't let me win...Because I was meant to die and be taken to a holding cell. |
Agreed - I suppose it's one of those drawbacks to writing for interactivity; at some point, the player needs to be put on a leash and "pulled" in certain directions for story advancement (or so writers may feel).
In my opinion, Deus Ex had an enormous amount of story data that wasn't necessary to complete the game, but existed for those who wanted to explore and find it. The books you didn't
have to read, the NPCs you didn't
have to engage, the myriad email accounts you didn't
have to access and read - but if the player chose to do these "extracurricular" things, many interesting elements were revealed about characters, entities, etc... One may say, "oh, those are just easter eggs", but I strongly disagree.
Any opinions?
Much thanks for reading,
-Razorguts