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Oni2:Slaves of War/Design: Difference between revisions

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the new gamedeveloper.com site is not being reliable about carrying over all their old articles and they aren't always laid out properly when they do, so let's just use archive.org for all Gamasutra links
m (link fixes)
m (the new gamedeveloper.com site is not being reliable about carrying over all their old articles and they aren't always laid out properly when they do, so let's just use archive.org for all Gamasutra links)
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Create a feeling of '''anticipation''' in players to get to the next level. This can be done through making a plot that they want to advance, as well as by providing thumbnails for future levels.  These thumbnails would be large, vivid and carefully composed. They could be a fading slideshow of different parts of the level, or even a short, seamlessly looping movie with ambient sounds from the level.<br />
Create a feeling of '''anticipation''' in players to get to the next level. This can be done through making a plot that they want to advance, as well as by providing thumbnails for future levels.  These thumbnails would be large, vivid and carefully composed. They could be a fading slideshow of different parts of the level, or even a short, seamlessly looping movie with ambient sounds from the level.<br />
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Allow '''veteran players''' to do more or find more stuff in a level. Allow players who train more to unlock moves earlier. See [https://www.gamasutra.com/view/feature/6583/examining_subjective_difficulty_.php this article] for reference points.<br />
Allow '''veteran players''' to do more or find more stuff in a level. Allow players who train more to unlock moves earlier. See [https://web.archive.org/web/20120108214148/https://www.gamasutra.com/view/feature/6583/examining_subjective_difficulty_.php this article] for reference points.<br />
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The '''training level''' can start with the ABCs from Oni, perhaps even the same level, and if the player plays it, she hears Mai reminiscing about Shinatama. But she can also skip straight to later “lessons”; these lessons can be taken in-between any mission. If there is a voice guiding Mai and instructing the player how to throw, it would be a great moment if they tell the player that you cannot throw someone who is facing you unless you knock them off-balance first, and then the player is instructed to try it, just to see that it’s not possible. Mai then successfully throws the person, surprising the voice in your ear. She’s strong enough to do this, but the average character class used in MP cannot (see “throw spamming” notes below). Shapeshifter should be allowed in VR training. The premise can be that Mai can see through the eyes of her opponents to better understand how they fight. A message can be displayed at the bottom of the screen saying “Shapeshifter enabled. Press F6 to cycle back, F8 to cycle forward, and F7 to return to Mai.” Later on, we only have to say “Shapeshifter enabled" to remind the player that they can do this.<br />
The '''training level''' can start with the ABCs from Oni, perhaps even the same level, and if the player plays it, she hears Mai reminiscing about Shinatama. But she can also skip straight to later “lessons”; these lessons can be taken in-between any mission. If there is a voice guiding Mai and instructing the player how to throw, it would be a great moment if they tell the player that you cannot throw someone who is facing you unless you knock them off-balance first, and then the player is instructed to try it, just to see that it’s not possible. Mai then successfully throws the person, surprising the voice in your ear. She’s strong enough to do this, but the average character class used in MP cannot (see “throw spamming” notes below). Shapeshifter should be allowed in VR training. The premise can be that Mai can see through the eyes of her opponents to better understand how they fight. A message can be displayed at the bottom of the screen saying “Shapeshifter enabled. Press F6 to cycle back, F8 to cycle forward, and F7 to return to Mai.” Later on, we only have to say “Shapeshifter enabled" to remind the player that they can do this.<br />
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Relevant links:
Relevant links:
;[https://www.gamasutra.com/view/feature/2722/video_games_are_dead_a_chat_with_ Video Games are Dead: A Chat with Storytronics Guru Chris Crawford]
;[https://web.archive.org/web/20120202110041/https://www.gamasutra.com/view/feature/2722/video_games_are_dead_a_chat_with_ Video Games are Dead: A Chat with Storytronics Guru Chris Crawford]
:Provocative interview with Chris Crawford on interactive storytelling.
:Provocative interview with Chris Crawford on interactive storytelling.


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:On what made Deus Ex almost unique in the world of games.
:On what made Deus Ex almost unique in the world of games.


;[https://www.gamedeveloper.com/design/tears-in-rain-remembering-the-blade-runner-game Gamasutra: Tears in Rain: Remembering the Blade Runner Game]
;[https://web.archive.org/web/20150427003814/https://www.gamasutra.com/blogs/RadekSmektala/20150423/241726/Tears_in_Rain_Remembering_the_Blade_Runner_Game.php Gamasutra: Tears in Rain: Remembering the Blade Runner Game]
:On the subject of the player’s actions allowing the story to play out differently each time, the Blade Runner video game is famous for this, even swapping roles for NPCs based on the player’s choices.
:On the subject of the player’s actions allowing the story to play out differently each time, the Blade Runner video game is famous for this, even swapping roles for NPCs based on the player’s choices.


;[https://www.gamedeveloper.com/design/tightening-the-world-plot-interface-or-why-i-am-obsessed-with-conversation-models Emily Short: Tightening the World/Plot Interface, or Why I Am Obsessed with Conversation Models]
;[https://web.archive.org/web/20150609183312/https://www.gamasutra.com/blogs/EmilyShort/20150609/245530/Tightening_the_WorldPlot_Interface_or_Why_I_Am_Obsessed_With_Conversation_Models.php Emily Short: Tightening the World/Plot Interface, or Why I Am Obsessed with Conversation Models]
:Emily talks about exactly the kind of challenges I have been contemplating for the Totally Interactive concept. I think that Oni 2 would naturally avoid some of the challenges that she faces with a text-based interface.
:Emily talks about exactly the kind of challenges I have been contemplating for the Totally Interactive concept. I think that Oni 2 would naturally avoid some of the challenges that she faces with a text-based interface.


<div align=center>{{Pullquote|1=The real question: is game design a hard science (study of things, forces, etc) a social science (study of people), or a humanity/liberal art (analytical/critical study of people)? I'd argue it encompasses all three.|2=[https://archive.is/lSmZW Comment by Lars Doucet]|width=450px}}</div>
<div align=center>{{Pullquote|1=The real question: is game design a hard science (study of things, forces, etc) a social science (study of people), or a humanity/liberal art (analytical/critical study of people)? I'd argue it encompasses all three.|2=[https://web.archive.org/web/20121109063246/https://www.gamasutra.com/view/feature/172587/a_way_to_better_games_.php?page=3#comment155730 Comment by Lars Doucet]|width=450px}}</div>


[[Category:Oni 2]]
[[Category:Oni 2]]