Interview with IndieGameMag

General discussion and socializing.

Re: Interview with IndieGameMag

Postby Amanda44 » Sun May 24, 2015 1:56 pm

Potjeh wrote:
Amanda44 wrote:Interesting .......... I'm intrigued by this section;

Björn: The way we’re approaching it, the players will need to – through the event and narration system that I was talking about earlier – players will need to get experiences and trigger them in order to advance in terms of learning. How they trigger experiences is far from obvious. It is not simply that you can develop a mechanistic formula for how to trigger experiences because we have hidden a lot of the information on how the experiences are actually triggered. Which will, from the perspective of the player, hopefully, appear as a mysterious thing that simply happened. And people have some idea as to why it happened, because the experience will be related to something that you did in the game.

Like, you can get an experience for chopping down a tree, for example. But you won’t get it every time you chop down a tree, and hopefully, our idea is to allow players to get experiences but it will not allow them to seek experiences in a particularly theological fashion. Which, hopefully, will make the players approach the game in a less mechanistic way because the entire blackbox of how experiences are triggered, is, again, a blackbox. They don’t know how they’re triggered. We hope this engenders a more casual playstyle or approach to the game.

Fredrik: One point I might add perhaps is that, the idea is since not all the characters will have all the experiences, different characters will be meaningfully different.

Björn: Yeah, a lot of the experiences will be extremely hard to trigger and obscure in terms of conditions.


For the first time I actually feel a touch of excitement and am keen to try it out, lol, better late than never ....... :)

For me, that's the most worrying part. People *will* figure out these supposedly mysterious things, and then they'll just be hoops to jump through. They may as well implement red tape.


Actually you are right, it is after all the reason it has drawn my interest.

And yeah ninja, Xcom will have a field day, lol, he'll have it all figured out within the first month. :lol:

Thanks for dampening my little spark guys ...... lol.
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Re: Interview with IndieGameMag

Postby Patchouli_Knowledge » Sun May 24, 2015 2:36 pm

That is the problem with games; many people do not see it as a simulation; they see it as statistic with pretty pixels. Nevermind that we have people disregard this and make some pretty creative things, despite of which.
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Re: Interview with IndieGameMag

Postby simimi » Sun May 24, 2015 3:01 pm

If there is meaningfull PVP, there is competitive min/max population, you have to deal with it or do another game.
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Re: Interview with IndieGameMag

Postby loftar » Sun May 24, 2015 3:01 pm

Potjeh wrote:People *will* figure out these supposedly mysterious things

Consider it a challenge, then. I, on my hand, I'm not as worried. :)
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Re: Interview with IndieGameMag

Postby VDZ » Sun May 24, 2015 3:07 pm

simimi wrote:If the game is not good after all the mystery is known; it will faild, if it is god after all the mystery is know, what the point of the mystery ?


Solving the mystery itself is fun.
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Re: Interview with IndieGameMag

Postby simimi » Sun May 24, 2015 3:12 pm

There will always be dedicaced players and casuals noobs.
Narowing the gap betwen them is called "diminushing return", not "noobs are more cluless than veterans about improving".

Solving the mystery itself is fun.

Yea, its the same as "finding how to exploit bugs", the sort of fun that is out of noob reach.
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Re: Interview with IndieGameMag

Postby LadyV » Sun May 24, 2015 3:56 pm

It sounds exciting to me. The idea no one character may find all the things. It for once gives us variation. :)
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Re: Interview with IndieGameMag

Postby burgingham » Sun May 24, 2015 4:06 pm

Potjeh wrote:
Amanda44 wrote:For the first time I actually feel a touch of excitement and am keen to try it out, lol, better late than never ....... :)

For me, that's the most worrying part. People *will* figure out these supposedly mysterious things, and then they'll just be hoops to jump through. They may as well implement red tape.


I was thinking the exact same thing.

That being said I am excited and hope the statement of not being as naive as they used to be when they started developing Haven holds true for the new learning system as well.
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Re: Interview with IndieGameMag

Postby Metruption » Sun May 24, 2015 4:42 pm

Rewarding players for playing the game instead of chugging down curios sounds great :D
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Re: Interview with IndieGameMag

Postby slipper » Sun May 24, 2015 4:46 pm

Steam Greenlight, when?
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