Despite the promise to be more open about his new project, the creator BIOSHOCK Ken Levin (KEN LEVINE), it seems, is still not ready to announce your next game or tell at least something specific about it. Nevertheless, attempts to shed light on it the developer does not leave.
In a recent interview Levin He told that one of his main tasks is to do everything possible to play a game that does not even have a name, you could go again and again. At the same time, not forgetting, of course, about strong narrative.
According to the developer, the plot -oriented games of the AAA class with a single campaign like BIOSHOCK Overwhelm their age. They are made less and less, because, firstly, it is extremely expensive, and secondly, gamers themselves are extremely clearly stated that they are not ready to spend 40-60 dollars per game, which lasts less than ten to twelve hours.
Boss Irrational Games, In principle, people understand, therefore, even after the end of work on Bioshock Infinite He and the team of like -minded people began to invent how to turn the game with a leading plot into a game that can be held not one, but many times.
As he says Levin, He took everything good from BIOSHOCK and began to impose elements that contribute to repeated passage. The result was a kind of “narrative designer Lego”, as the game designer calls him. The point is that the plot elements can be folded into many different combinations, and as a result, each user should get his own story, albeit in the framework given by the studio.
And since Irrational going to allow players to manage events, avoiding linearity, then the environment should be appropriate. So the world will still be open, albeit small scale, confirms Levin.
True, he immediately emphasizes: the project is still far from completion, which means that it is not a fact that all of the company’s ideas will certainly undergo a check and find themselves in the final version.
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He “invents” RPG and non https://nongamstopcasinosites.co.uk/review/magic-win/ -linearity and calls it “narrative designer Lego”. Looks like RPG-mechanics in the 90s and other mechanics making games with reigree, have a fatal flaw: they were not invented by Levin.
Well, I said this, not everyone is ready to make important decisions, give everyone a choice of the color of the hat and pretend that this hat will determine the fate of the world. I would be glad if not only the 2nd chapter was chosen from 2 options but also according to the same scheme the third chapter, in the end it would have turned out 4 different plots with a total starting point. Personally, in my understanding, non -linearity is exactly what the Poles did, and not those pseudo -elections that affect only some trifles, and they are pleased to notice, but in the vast majority of cases somehow, you made a choice or not, the result is one and therefore the meaning in choice 0. The ideal game with nonlinearity should have simply diametrically opposite options for the ending of the game, like the death of the hero when trying to save the world, or the epic capture of the castle at the head of the army, the formation of the king or, on the contrary, the collapse of the country. That is, it is the options for the ending and quite strong. Then there will really be a meaning in reiglabiness, I do not want to save the world first a warrior and then do exactly the same magician, I want to save the world first, then to destroy and enslave for the third time, and already in the process of these visits to change the style of the game and the class class of the character.
Well, what to do, not everyone is ready to look at how the situation can open if you look at it from the other side, a lot of people could not take the side of the Yervet, and after that quite interesting details open, there were no “good” choice, there was “less evil”, and not the fact that it was an Ervet. It’s just that the audience is not yet ready for such global elections, although everyone is beeing that they are not in linearity, they are maximum ready to choose the color of their own caps. The Poles made such a bold move too early.
Well, I don’t agree with the “goodness” of non -linearity in Dragon Age: Origins, there will be an alister king or will not, will we leave the wall in the cage or take with us whether the hero will survive or not, this is all the color of the hat, and the hat does not change, it doesn’t matter how and what you will do, you will overcome the archdemon, Morigan will go to the fog in any case and in any case, will go away in any case TD. That is, to influence the most interesting possibilities just. Telteil seems to have the same song (played only in the first 2 episodes of the dead), it seems to have a choice, but in fact only an illusion and the result is always the only one. Therefore, I want real nonlinearity, let it be 10-12 hours long, but the second 12 hours will be similar to the first first 2 while the epilogue and the first fork is coming. Dragneeja has a purely formal non -linearity, it seems to be there, it seems to be possible to choose, but it is like with a character class, you play an archer or magician, the main result is still alone.
As a result, they will not see most of the content, and the duration of the game will be reduced, the plot will count.
Duc is a problem of specific people, they can as well run Skyrim with a fork in his hand in 3 hours and not see anything.
IMHO for SOUZ. oriented game is well suited for Dishonored. Leave the nonlinear passage of levels, but the level of levels is still determined. +Your passage style affects the world.
I read the news and classical games with various plot turns and the extraordinary passage are presented before my eyes. The most vivid and memorable in this regard for me were Morrovind and Arkanum. Nonlinearity, freedom of action, various options for passing, a huge world. And although Levin plans to make a world of small scale, but if, by freedom and variability, his game will be like the named by me, then it will be just excellent.
I will not say. There is nothing outstanding in the Alan Wake gameplay, nevertheless, thanks to the stunning plot and atmosphere, I want to return to the game. Max Payne 2 in terms of gameplay is simpler than the first part, but the emphasis on the plot is made even more, which also provided a desire to plunge many times into the world of the game.
In general, I am to the fact that the powerful plot itself is the reason for reiglabia, even if there is no non -linearity and you see the same story with each passage of each passage.
And by the way, the Poles with an emphasis on as much nonlinearity as possible in the second witcher got stuck (There were a lot of negative reviews). No matter how Kevin repeats the same mistake ..
Time, Karl, time! Estimate, it happens that people are limited, for example, if they need to go to work. And it is difficult to pass the game at least once if it takes 50+ hours.
Yes, what the difference is the difference how many hours? This is not necessary to measure, but how impressive the game is. To me Brothers – A Tale of Two Sons in two hours of complete passage gave as many emotions as many AAA do not give in 15 hours.
At the Dark Souls, the plot is at least, but this does not prevent people from recalling her horseradish know how many times. So first of all there should be an interesting gameplay.
I’m wondering, however, this does not change anything, just like other people go to work, do housework, also spend time on self -training (IT sphere, nothing can be done), but this does not prevent me from playing games periodically. It all depends on the game, the Witcher pulled me to 2 passes and I am waiting for a new addition to make another entry, but 4 falls do not delay at all, I play periodically, but the game has never been added to more than an hour at a time (I got a total of 25 hours and I already doubt it, I’ll go bored). But in general, if you do not have time for something, maybe you don’t really need it?
The game is no longer interested in the game, but the development of the characters and the plot. I am ready to forgive everything if the game is as good as the bioshok infinite.
They are made less and less, because, firstly, it is extremely expensive, and secondly, gamers themselves are extremely clearly stated that they are not ready to spend 40-60 dollars per game, which lasts less than ten to twelve hours.
Yes, people like jerking off more for 50 hours, for which it is not a pity to give 60 bucks, because the towers can be conquered for days. This, of course, is a tragedy.
The whole system of auto -speakers and checkpoints that inflated everything and the entire system of auto -speakers is very successful. For something it became fashionable not to let the player decide when he wants to survive.