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Less Interactivity than before?
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Streetboat Offline
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Post: #11
RE: Less Interactivity than before?

Guys, it's fucking Frictional Games. They know what they're doing, and the game will still be a very playable, and scary, game. Let's just wait out the remaining 9 days and see what happens.

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09-02-2013 07:42 AM
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Geoff Offline
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Post: #12
RE: Less Interactivity than before?

Keep in mind Streetboat, Thechineseroom is developing the game, Frictional is publishing.
09-02-2013 07:43 AM
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Streetboat Offline
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Post: #13
RE: Less Interactivity than before?

Isn't FG at least doing some quality control?

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09-02-2013 07:47 AM
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Dagrocks Offline
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Post: #14
RE: Less Interactivity than before?

(09-02-2013 07:47 AM)Streetboat Wrote:  Isn't FG at least doing some quality control?
They'll look at the game. If the game is completely broken they'll obviously make them delay, but it's coming out soon and looks finished. The quality control doesn't matter when it comes to the game, they just have to make sure the game works.
09-02-2013 09:23 AM
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Ossie Offline
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Post: #15
RE: Less Interactivity than before?

I think some people have missed a few posts over the last few months (easy to do!) - while The Chinese Room did develop the game it was with Frictional's advice and guidance when required. Also, when TCR delivered the final game to Frictional there was more than just testing involved; tweaks were made by Frictional, some gameplay elements apparently changed and, if my memory is correct, Frictional even swapped around some of the ending sequence.

All gameplay decisions will have been fully 'approved' by Frictional and, from what I've seen of the first 30 mins of gameplay, everyone has done a magnificent job. So stop worrying about a 'lack' interactivity, there are plenty of objects for you to pick up and throw around (or dangle in front of you while walking if that pleases you). Smile
09-02-2013 09:44 AM
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felixmole Offline
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Post: #16
RE: Less Interactivity than before?

Personally, I am fully confident that the game will be at least as much enjoyable as TDD, because it is FG-approved. It is actually why I don't play custom stories: I have nothing that indicates how close each of them are to the original game's gameplay.
09-02-2013 10:36 AM
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Googolplex Offline
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Post: #17
RE: Less Interactivity than before?

I want to move objects even when they are useless.
I hope there are boxes or other crap in the environment I can pick up and move.
Not every thing must be an inventory object, but to grab in the environment makes a game more immersing and interesting. It's really boring when I only can pick up special objects with sense, which are waiting for you to get picked up.
09-02-2013 04:52 PM
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Derxor Offline
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Post: #18
RE: Less Interactivity than before?

Maybe it will be too easy (just speculating) scince you can just hover over everything in the room, and whenever you see a hand, you will know that it's a point of interest... and that might spoil some puzzles. Unless I'm proven wrong in a couple of days

My youtube channel where I do some guitar covers.
https://www.youtube.com/channel/UC84Ttln...muSOA0bFHA
(This post was last modified: 09-02-2013 05:08 PM by Derxor.)
09-02-2013 05:07 PM
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Cuyir Offline
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Post: #19
RE: Less Interactivity than before?

ITT: Overblowing stuff.
09-02-2013 05:21 PM
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The Raining Brains Offline
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Post: #20
RE: Less Interactivity than before?

It does seem like very questionable design choice. Basic object interaction is pretty much a given standard now, regardless of whether it directly compliments a gameplay mechanic or not.

One criticism I can see arising of TCR is their somewhat forced approach to storytelling. In Dear Esther you weren't able to interact with objects either. I appreciate that they value storytelling, but I don't like being sheep-herded like that. I don't like being able to sense the restrictions of the gaming world.
(This post was last modified: 09-02-2013 05:46 PM by The Raining Brains.)
09-02-2013 05:34 PM
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