Oni2:Slaves of War/Overview: Difference between revisions

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(→‎Backstory: There, I've read it. Expect a visit to the talk page at the most inconvenient time, muahahaha.)
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*Replayability: Oni 2 needn't be a long game if we make design choices that encourage the player to replay it. Various ways to extend the life of the game are: shapeshifter, multiplayer, and interactivity during cutscenes (see [[../Design#Free_agency|HERE]] for details).
*Replayability: Oni 2 needn't be a long game if we make design choices that encourage the player to replay it. Various ways to extend the life of the game are: shapeshifter, multiplayer, and interactivity during cutscenes (see [[../Design#Free_agency|HERE]] for details).


On the subject of the story mode's length, Oni is approximately 6-8 hours long if you take your time, and speed runs are only an hour long. This isn’t uncommon. Here’s an [http://arstechnica.com/gaming/news/2011/04/the-incredible-shrinking-game-the-truth-of-game-length-in-the-modern-industry.ars article] about how even the biggest games these days are very short. An Oni 2 made by a few fans could be excused for being even shorter, if we take into account MP and the aforementioned replayability factors.
On the subject of the story mode's length, Oni is approximately 6-8 hours long if you take your time, and speed runs are only an hour long. This isn’t uncommon. Here’s an [https://arstechnica.com/gaming/2011/04/the-incredible-shrinking-game-the-truth-of-game-length-in-the-modern-industry/ article] about how even the biggest games these days are very short. An Oni 2 made by a few fans could be excused for being even shorter, if we take into account MP and the aforementioned replayability factors.


Conversely, we might choose to label the big-budget blockbuster games like ''Uncharted'' and ''God of War'' as the “Hollywood approach” of gaming — creating those huge spectacles takes up a lot of the development process — and then label ourselves “indie filmmakers” by comparison. If we focus on building less ''expensive'' and more ''expansive'' areas as a fighting sandbox to provide hours of basic gameplay, with fewer specially-scripted events, we could conceivably create a game at least as long as Oni. This isn’t to say that we don’t want memorable cutscenes and boss fights, but we probably shouldn’t plan any events that require a lot of special coding just for one scene if we’re aiming for a lengthy game.
Conversely, we might choose to label the big-budget blockbuster games like ''Uncharted'' and ''God of War'' as the “Hollywood approach” of gaming — creating those huge spectacles takes up a lot of the development process — and then label ourselves “indie filmmakers” by comparison. If we focus on building less ''expensive'' and more ''expansive'' areas as a fighting sandbox to provide hours of basic gameplay, with fewer specially-scripted events, we could conceivably create a game at least as long as Oni. This isn’t to say that we don’t want memorable cutscenes and boss fights, but we probably shouldn’t plan any events that require a lot of special coding just for one scene if we’re aiming for a lengthy game.