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What new features would you add in a non-Amnesia Frictional Games Adventure?
Robby Offline
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RE: What new features would you add in a non-Amnesia Frictional Games Adventure?

(09-11-2012, 12:29 PM)Hirnwirbel Wrote: Ah if only AI wasn't so hard to do... I mean c'mon, graphics and physics and whatnot have been improving like crazy the whole time but most enemies in games haven't gotten past the point of see player > attack player yet. If an NPC soldier ducks into cover or tries to flank you, that's already the best you'll get in most games nowadays...
So yeah, I'm all for AI innovation.

Also as for a feature I'd like to see a more open world. This has to be treated carefully of course, because the more open the world is, the harder it gets to "stage" cool stuff (like monster encounters) and get a proper dramatic pacing into the game.
On the other hand it would make for a more organic experience and it would work well with that whole thing of making the player come up with his own motivations that I like so much. If we take Rockworms setting from the first post for example, let's say you could explore the whole university. Now it is up to you - do you try to find a way out? (Smash a window, look for keys, try to find a phone and call for help maybe?) Or do you want to find out what happened? (Look for evidence, follow the trail of blood into the cellar?)
The thing is, I wouldn't want this to play out like a choose your path adventure, it should more feel like a world you can interact with. So maybe this setting wouldn't be optimal for that, as it seems very plot-driven.


Free-roam-ish. I like it.

Infrequently active. Don't expect an immediate response. Best to contact me at a different locale. If I create a thread, expect me to be quite active.
09-11-2012, 03:47 PM
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RE: What new features would you add in a non-Amnesia Frictional Games Adventure? - by Robby - 09-11-2012, 03:47 PM



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