My only regret about modern adventure games is that they’re called “adventure games” - that legacy description seems to categorize things in a way that doesn’t do justice to the many diverse and creative interactive experiences that are coming from the indie developers. I think the large publishers are less inclined to take risks with creative new ideas, and the indie developers become a kind of proving grounds where new ideas can spring up and encourage new ideas higher up the chain. I love the creative indie resurgence that is pushing the creativity of a whole new range of adventure games. What’s your attitude towards modern adventure games? Using the latest technology has definitely enabled our small team to do much more in much less time. It was swapped out of Arizona on the night of the. The town there was originally called Hartnell, after John Hartnell, Sr. For Obduction we quickly massed the game to get a feel for scale, and then implemented many of the puzzles to get a feel for scope – and allow for early testing. Hunrath is the Human settlement in Obduction. We draw physical, top-down, maps of the worlds as they are designed, with notes that document the story and puzzles. We start with the overall concept, and from there the design proceeds very architecturally.
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