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I actually red some of Thomas' tweets and I got a very bad feeling about Unannounced Project 2 and his future concepts.

It seems to me FG decided to go an other way of development to make it easier. Thomas said:

"For our next game we will probably remove user input altogether. Bound to remove most common development problems and bug issues."

One user had a good answer to this:

"@ThomasGrip you should make your next game a black screen that plays some creepy noises. That way, you don't have to spend money on graphics."


Thomas also said that 99% of all bugs are part of interaction. But is this a reason to minimize interaction? Yust to make work easier and save time? I personally think a game with interaction but some little bugs is even better than a game without that feature. Interaction means immersion for me, that let me feel to be IN the game when I grab objects in the world and use it to come forward. I find it's a shame to choose an easier way and rip off one of the best features which increased immersion and complexity.

I don't want an other Dear Esther, I want to work in the game like repairing a generator - step by step!

Since Penumbra they seems to make games simpler and even simpler than the previous one.

In my opinion this is not a good way.

The name Frictional Games originally means interacting physics. And I always enjoyed the combination of physics, puzzles and horror in all their games. But somehow I think they got too much inspired by Dear Esther to create something different, a primarly story based game.

I hope I'm wrong, but I feel they won't keep the good work.
They are still one of the best developers out there, but the best concepts they had are already six years ago.
Dude...


They were joking.
I think the 'frictional' might be a reference to the tension which arises as one plays one of their games (horror and all that).

I believe that they know what they are doing. Perhaps they have some sort of idea for a game which cannot be explained, but rather, has to be played to be understood. Sometimes one needs to take a shot in the dark to discover something great, and they might just do that.

Otherwise, if it turns out to a failure, they'll surely return to what they know works (= Amnesia/penumbra styled games). That way it's a win-win for us gamers!

Edit: Oh, as Aldi said it's probably joke..
Yeah that tweet was, a joke..
A game with no interaction is called a movie after all Wink

If you are interested though, there are minimal input and interaction experiments (like One
Button Bob) and also minimal display experiments like "Capsule" by Adam
Atomic.
Quote: "For our next game we will probably
remove user input altogether. Bound to remove most common development
problems and bug issues."
It's a joke but, he's not wrong either Tongue

Physics interaction is a massive pain in the ass, I wish God never invented it
(09-03-2013, 09:20 PM)DavidS Wrote: [ -> ]A game with no interaction is called a movie after all Wink

Or Heavy Rain :3
(09-04-2013, 03:22 PM)LHudson Wrote: [ -> ]
(09-03-2013, 09:20 PM)DavidS Wrote: [ -> ]A game with no interaction is called a movie after all Wink



Or Heavy Rain :3
The number of diverging paths in that game was awesome.