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The Five Foundational Design Pillars Of SOMA
Thomas Offline
Frictional Games

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#1
The Five Foundational Design Pillars Of SOMA

New video + outline of SOMA's foundational design:

http://frictionalgames.blogspot.se/2013/...rs-of.html
12-12-2013, 02:20 PM
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Kappa048487127 Offline
Junior Member

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#2
RE: The Five Foundational Design Pillars Of SOMA

Quote:1) Everything is storyFirst up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.
Does that mean there won't be any sort of inventory in SOMA?

I've seen some drag, and drop mechanics in the other videos, but will there be more in-depth puzzle solving using inventory like in the Penumbra games?
(This post was last modified: 12-12-2013, 02:28 PM by Kappa048487127.)
12-12-2013, 02:21 PM
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plutomaniac Offline
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#3
RE: The Five Foundational Design Pillars Of SOMA

You guys are on fire this week! Keep it up! Smile
12-12-2013, 03:38 PM
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Bridge Offline
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#4
RE: The Five Foundational Design Pillars Of SOMA

The monsters potentially have separate AI? If that's true, I'm very impressed.
12-12-2013, 09:45 PM
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Daemian Offline
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#5
RE: The Five Foundational Design Pillars Of SOMA

Great.
You know, you should turn this blog entry into a spoken video while it shows the game.
Keep it up.

12-12-2013, 11:48 PM
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Gunslingerjh Offline
Senior Member

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#6
RE: The Five Foundational Design Pillars Of SOMA

Sounds very impressive! Still don't know if i should play it on PS4 or PC..

12-15-2013, 03:57 PM
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