Googolplex
Banned
Posts: 2,340
Threads: 246
Joined: Oct 2008
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RE: Research on "who" you felt like in Amnesia
Hello Thomas, that's a very interesting and problematic poll.
After playing Penumbra first, I understand how to immerse myself in the game and not Philip. The problem of Amnesia are primary the missed player thoughts, where you can examine objects in Penumbra and thinking more about the environment. And secondary the bad written texts. For example:
"Follow the liquid trail and find its source."
"Find the key for the Wine Cellar."
"Search for another way around the barred gate."
"Repair the machine powering the eastern bridge."
The problem is that this texts are not immersing. They are not written by the player himself, they are written by a third person or a computer. That seems more like "hints" instead of player thoughts.
In Penumbra this texts would call:
"Seems like a liquid trail, perhaps I should follow it and find its source?"
"I think, the Wine Cellar door won't be open without the key."
"Hmm, the barred gate is locked, I should search for another way around."
"The eastern bridge is not working, I have to repair the machinery."
That's just an example. Because of that I felt more like "Daniel is" instead of "I am".
It's amazing how just the texts can change the feeling. In Amnesia it was more "You are" and not "I am". I really missed the immersing formulation of Penumbra.
This is why I revised german language file to make Amnesia more immersing, like we know that of Penumbra.
I really hope, your future projects (including AMFP) will have text formulation like Penumbra and not like Amnesia.
Thanks
Googolplex
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12-23-2012, 01:12 PM |
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