Tweets by Thomas - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Off-Topic (https://www.frictionalgames.com/forum/forum-16.html) +--- Thread: Tweets by Thomas (/thread-22700.html) |
Tweets by Thomas - Googolplex - 09-03-2013 I actually red some of Thomas' tweets and I got a very bad feeling about Unannounced Project 2 and his future concepts. It seems to me FG decided to go an other way of development to make it easier. Thomas said: "For our next game we will probably remove user input altogether. Bound to remove most common development problems and bug issues." One user had a good answer to this: "@ThomasGrip you should make your next game a black screen that plays some creepy noises. That way, you don't have to spend money on graphics." Thomas also said that 99% of all bugs are part of interaction. But is this a reason to minimize interaction? Yust to make work easier and save time? I personally think a game with interaction but some little bugs is even better than a game without that feature. Interaction means immersion for me, that let me feel to be IN the game when I grab objects in the world and use it to come forward. I find it's a shame to choose an easier way and rip off one of the best features which increased immersion and complexity. I don't want an other Dear Esther, I want to work in the game like repairing a generator - step by step! Since Penumbra they seems to make games simpler and even simpler than the previous one. In my opinion this is not a good way. The name Frictional Games originally means interacting physics. And I always enjoyed the combination of physics, puzzles and horror in all their games. But somehow I think they got too much inspired by Dear Esther to create something different, a primarly story based game. I hope I'm wrong, but I feel they won't keep the good work. They are still one of the best developers out there, but the best concepts they had are already six years ago. RE: Tweets by Thomas - Ghieri - 09-03-2013 Dude... They were joking. RE: Tweets by Thomas - Acies - 09-03-2013 I think the 'frictional' might be a reference to the tension which arises as one plays one of their games (horror and all that). I believe that they know what they are doing. Perhaps they have some sort of idea for a game which cannot be explained, but rather, has to be played to be understood. Sometimes one needs to take a shot in the dark to discover something great, and they might just do that. Otherwise, if it turns out to a failure, they'll surely return to what they know works (= Amnesia/penumbra styled games). That way it's a win-win for us gamers! Edit: Oh, as Aldi said it's probably joke.. RE: Tweets by Thomas - Traggey - 09-03-2013 Yeah that tweet was, a joke.. RE: Tweets by Thomas - DavidS - 09-03-2013 A game with no interaction is called a movie after all If you are interested though, there are minimal input and interaction experiments (like One Button Bob) and also minimal display experiments like "Capsule" by Adam Atomic. RE: Tweets by Thomas - Adrianis - 09-04-2013 Quote: "For our next game we will probablyIt's a joke but, he's not wrong either Physics interaction is a massive pain in the ass, I wish God never invented it RE: Tweets by Thomas - LHudson - 09-04-2013 (09-03-2013, 09:20 PM)DavidS Wrote: A game with no interaction is called a movie after all Or Heavy Rain :3 RE: Tweets by Thomas - Froge - 09-04-2013 (09-04-2013, 03:22 PM)LHudson Wrote:The number of diverging paths in that game was awesome.(09-03-2013, 09:20 PM)DavidS Wrote: A game with no interaction is called a movie after all |