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The Five Foundational Design Pillars Of SOMA
Kappa048487127 Offline
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RE: The Five Foundational Design Pillars Of SOMA

Quote:1) Everything is storyFirst up, we want the player to constantly feel as if they are inside a flowing narrative. It is so common that a game is distinctly split into story and puzzle/action moments. We want to blur the boundaries here and make it impossible to distinguish between the two. Whatever the player does it should feel as if it is part of the story. We do not want to have sections that simply feel like blockers to the next narrative moment. From start to finish the player should be drenched in a living, breathing world of storytelling.
Does that mean there won't be any sort of inventory in SOMA?

I've seen some drag, and drop mechanics in the other videos, but will there be more in-depth puzzle solving using inventory like in the Penumbra games?
(This post was last modified: 12-12-2013, 02:28 PM by Kappa048487127.)
12-12-2013, 02:21 PM
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RE: The Five Foundational Design Pillars Of SOMA - by Kappa048487127 - 12-12-2013, 02:21 PM



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