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Why no Item information?
Googolplex Offline
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#1
Why no Item information?

If you are investigate objects in Penumbra, there was an eye and by right mouse click, you can investigate objects, what Philip is thinking about.
This did a great contribution to atmosphere, because the player interact more with environment and there are more sights to investigate in the game.

Why this texts are missing in Amnesia?

For the next game, I please to frictional, that they create this item information like in Penumbra.

For example:
The player find an object on the ground.

In Penumbra you can see, what the player is thinking about it: "Looks like a rusty saw or some kind".

In Amnesia you can see no minds of the player, only a short text: "Picked up: rusty saw"

A great game should involve the player and this texts are important content of interacting with objects.

What do you think?
Would you have this information system back in next game?
07-12-2011, 05:39 PM
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Serena Offline
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#2
RE: Why no Item information?

I, as a player, can think for myself. I don't need the game to tell me what I'm thinking.

I liked how Amnesia left you to your own reactions and made no assumptions as to how you should play.
07-12-2011, 05:44 PM
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jenskaj1 Offline
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#3
RE: Why no Item information?

No, frictional wants you to immerse yourself into Daniel, just someone doing the speaking for you just makes the gap wider.
07-12-2011, 05:46 PM
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Googolplex Offline
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#4
RE: Why no Item information?

But you need it to better stage the puzzles.
(This post was last modified: 07-12-2011, 05:51 PM by Googolplex.)
07-12-2011, 05:51 PM
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jenskaj1 Offline
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#5
RE: Why no Item information?

Well, if you can see it you obviously know what it does, i don't need a saw with the description *you can cut that dead guys arm for X and Y and W* because if you see it, i asume you know what it does, it's common sense, every human has it.
07-12-2011, 06:08 PM
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hollowleviathan Offline
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#6
RE: Why no Item information?

Frictional said that the next game will be more adventurey, less horror, so it's very likely that they'll work a lot more on peripheral world-building such as item examination, which they decided was distracting/nonessential for Amnesia.
07-12-2011, 06:16 PM
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Gharren Offline
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#7
RE: Why no Item information?

I would totally like some item or environment descriptions.

I'm a werewolf. Meow.
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The Beauty of Nature.
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07-12-2011, 07:34 PM
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Chrysler Offline
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#8
RE: Why no Item information?

I actually liked these item descriptions in Penumbra, too and missed them a little bit in Amnesia. For me it helps in immersing myself into the environment, because you can get much more details on things if you like.

I also loved these texts that sometimes appear whe you enter a new section in Penumbra. This exists in Amnesia, too, but only one or two times: e.g. when entering the storage Daniel puts a note in his diary "It's suspiciously dark in the storage". I liked that very much, but iirc you had to open the diary yourself to read Daniel's message, in Penumbra it appeared automatically.
07-12-2011, 11:49 PM
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LucaP1000 Offline
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#9
RE: Why no Item information?

I just love the descriptions in Penumbra. It was funny in some way to see Philip's actual thoughs. Also, if you read well, the memorandums WERE written personally by Philip, while in Amnesia it doesn't feel realistic at all because they are like "YOU must do" not "I must do", i mean, wtf i'm doing, giving orders to myself???

[Image: classic-76561198012894588.png]
(This post was last modified: 07-13-2011, 12:03 PM by LucaP1000.)
07-13-2011, 11:59 AM
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Serena Offline
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#10
RE: Why no Item information?

(07-13-2011, 11:59 AM)LucaP1000 Wrote: ... they are like "YOU must do" not "I must do", i mean, wtf i'm doing, giving orders to myself???
Yes, exactly. Daniel left the notes for himself, knowing he was about to drink Amnesia potion and forget.... So yes, you are giving orders to yourself.
07-13-2011, 01:27 PM
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