Silence - News Gameplay

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Stef
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Silence - News Gameplay

Beitragvon Stef » Mi 19. Mär 2014, 17:08

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**** For English version see below ****

GDC in San Francisco? Da dürfen auch wir nicht fehlen! Das bedeutet für euch natürlich viele neue Infos rund um unser diesjähriges Line-up. Unter anderem präsentieren wir hier der Presse erstmals unser neues Adventure Silence. Besonders in Punkto Gameplay gibt es da einige interessante Details zu erfahren. Neugierig geworden?

„Eine der wichtigsten Motivationen für Silence – The Whispered World 2 ist es, uns im Bereich des Game Designs weiter zu entwickeln und neue Möglichkeiten zu ergründen“, erklärt Ulrich Wanitschke, Game Designer unseres kommenden Adventures. „Unser Ziel ist es, die Story dynamisch voranzutreiben und eine flüssiges Erzähltempo zu erzeugen. Dazu werden vor allem die Rätsel, aber auch die Spielmechaniken neu gestaltet. So führen wir in Silence eine neue, einfach zu bedienende 1Click-Steuerung ein. Diese passt sich der jeweiligen Situation und Aufgabe an, so dass Spieler die Rätsel und Probleme wesentlich intuitiver erfassen können. Weiterhin verzichten wir auf ein Inventar und entsprechende Rätsel. Vielmehr ergeben sich die Lösungen für den Spieler aus den jeweiligen Situationen und der Story in der Spielwelt und nicht auf Interfaceebene.“

Als vielfältig einsetzbares Tool dient auch Sidekick Spot, ein Charakter, den ihr schon aus dem ersten The Whispered World-Spiel kennen könntet: Spot ist eine Raupe, die verschiedene Formen annehmen kann und so zusätzliche Lösungsansätze ermöglicht.
„Insgesamt ist Silence – The Whispered World 2 viel mehr als eine bloße Fortsetzung seines Vorgängers. Wir beschreiten mit diesem Adventure sowohl grafisch als auch in Sachen Gameplay neue Wege“, fasst Ulrich Wanitschke zusammen.



**** English version ****


GDC in San Francisco? The place to be for game developers at the moment – we heard. We're here too and that means a lot of news about our future games for you all. We’re presenting Silence here for the first time to the press and there are some quite interesting details to learn about. Curious?

“One of the most important motivations for creating Silence – The Whispered World 2 is to pursue news ways of adventure game design, and explore new possibilities modern adventure gaming offers”, explains Ulrich Wanitschke, Game Designer of our upcoming point & click adventure. “It is our goal to implement a more dynamic progress of storytelling and create a fluent game experience. Puzzles are designed to support the overall storyline, and carry it forward. To accomplish this, we are implementing new ways of puzzle design and use new game mechanics: We will, for example, be introducing new and easy-to-learn one-click controls, which adjust to the current gameplay situation, allowing players to understand puzzles and situations more intuitively. Furthermore, we won’t be using inventory-based puzzles and an item-inventory at all. Solutions to our puzzles will arise from each specific situation in the game itself”, Ulrich Wanitschke continues.

One very diverse and useful tool will once again be sidekick Spot, a character you might know from the first The Whispered World game: Spot is a caterpillar, that is able to shift its shape into many varieties – thus allowing many additional solutions to puzzles. All these improvements will turn Silence – The Whispered World 2 into much more than a sequel. Silence allows us to explore new ways in gameplay as well as in graphic design” Ulrich Wanitschke summarizes.
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Daedalic Entertainment


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Mozalbete
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Re: Silence - News Gameplay

Beitragvon Mozalbete » Do 20. Mär 2014, 15:06

No inventory? Interesting, very interesting if well made. I guess it will mean more dialog puzzles, puzzles where spot is used, and in general, puzzles that perfectly merge with the story/world (like Riven) and add variety and dynamism (like the Momoria spells). At worst it will mean lots of forced mechanisms and contraptions around the world and "traditional" puzzles like the 8 queens one.

However, I'm a little worried about something. If there is only basic 1 click interaction and no inventory, how much will the protagonists talk? That's what I liked the most about TWW1: almost every item combination had unique dialog lines. That's what gave personality to Sadwick and allowed the emotional impact. What will happen now that traditional interaction is so limited? And is it really a necessity? The kind of people who enjoys these games usually don't have problems with control. And 2 cliks is, in my opinion, more intuitive: observation/interaction, instead of mixing them. Can we expect to see growth in other areas of the game in exchange?
Zuletzt geändert von Mozalbete am Do 20. Mär 2014, 22:56, insgesamt 3-mal geändert.

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Geron1985
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Re: Silence - News Gameplay

Beitragvon Geron1985 » Do 20. Mär 2014, 20:01

I agree with Mozalbete. For me it sounds like an oversimplification as we have seen it before in many other gaming-genres. Don't simplify your adventures just because you want make them playable with gamepads on consoles.

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Stef
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Re: Silence - News Gameplay

Beitragvon Stef » Fr 21. Mär 2014, 14:39

Udpate:

Unter diesem Link findet ihr ein Interview von Adventurecorner mit uns, dass doch einige Fragezeichen in Sachen Gameplay bei Silence klären wird:

http://www.adventurecorner.de/pages/551/kurzinterview-mit-claas-wolter-daedalic-zu-silence-the-whispered-world-2

>> Sorry guys, German only.

@Mozalbete & @Geron1985

Don't worry and trust us that Silence will become a great adventure with a great story, graphics and also a great game design that supports the aspiration of the game. A gameplay that serves the immersive character of the story. We do want to make an awesome game, too - trust us!

We'll release new information about Silence and the gameplay soon so that you can see that you don't need to worry that the game becomes too linear.
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Mozalbete
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Re: Silence - News Gameplay

Beitragvon Mozalbete » Fr 21. Mär 2014, 15:34

Sounds good, specially the part about dialog, observation (and if google translator isn't betraying me, multiple solutions!). I hope the games has puzzles like those in Machinarium where the inventory isn't needed. Non inventory based puzzles are always the best: the most memorable, original, dynamic, etc. by far as long as they are well integrated into the word, and it surprises me to see how some people are worried about the lack of inventory.


Also, really nice Spot 3D model :D. It's surprising how well the 3D models fit the scenario. I guess it's because of the parallax, shadows and lightning tones.

I'm really interested about how the artist painted the 3D parts now that there is geometry and depth, by the way.
Zuletzt geändert von Mozalbete am Fr 21. Mär 2014, 18:01, insgesamt 1-mal geändert.

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DAEDALICFAN2015
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Re: Silence - News Gameplay

Beitragvon DAEDALICFAN2015 » Fr 21. Mär 2014, 17:08

The game looks great! sorry if it is too soon to ask,but anyone know the system requirements? i hope my PC can handle those incredible graphics.

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Geron1985
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Re: Silence - News Gameplay

Beitragvon Geron1985 » Fr 21. Mär 2014, 21:59

The interview on adventurecorner is the reason why I'm so worried about the game (ich bin ja selber Deutscher, ich antworte hier nur deswegen auf englisch, weil ich die anderen nicht von der Diskussion ausschließen möchte).
And I'm not alone with this opinion. Read the comments below the interview.

"Silence will become a great adventure". Maybe... but for what target audience? I'm afraid it will be for casual gamers.
A dumb down... err... optimisation for consoles isn't the right way.

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Bakhtosh
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Re: Silence - News Gameplay

Beitragvon Bakhtosh » Sa 22. Mär 2014, 13:12

After reading the press release and the interview I've no idea how this new interface is supposed to work without making the game easier rather than just the interface more inutive.

So...
  • 1click Actions
  • no inventory
  • no contextual menus
  • it will be possible to carry items
  • puzzles based on finding necessary infos coming from dialogues and exploration

I really wonder how puzzles will look like.

E.g. what happens when I click at a hotspot. Since actions are 1click and there's no contextual menu an action has to be triggered. If this hotspot is supposed to be used with an item I can imagine the following actions:
  • use item and hotspot if the player character has the right idea and the needed item
  • a I need a fitting item comment if the player character has the right idea but not the item
  • a generel look at comment if the player character has neither the idea what to do about the hotspot nor the needed item
  • a generel look at comment if the player character has the item but not the right idea
If it's supposed to be work like this I don't like it because of two reasons:
  • It can happen that the player has the right idea (inutition or because of an order of play not thought of) before the player character gets it. There are already games using this kind of puzzle mechanic and it can be very unnerving to have the player character running around to find the right comment to trigger the player character to have the right idea.
  • It can happen that the player doesn't have the right idea but the puzzle gets solved because the player character has it and automatically uses the right item. And I don't think this is what the player wants, since there nothing to be "proud of" if the game solves the puzzle for him.

It seems like the interviewer of Adventure Corner had the same doubts and therefore asked for an detailed example how puzzles are going to work with this new interface. Sadly the answer was that we may rest assured that this new interface is just supposed to be a more intuitive way handle puzzles.

On one side I can understand that Daedalic doesn't want to reveal how the interface is going to work in detail. If they are sure they found a great way for an intutive interface without making the game easier compared to a more classic interface it would be sad to find out that someone else is copying it before Daedalic can release the game.

On the other side I would really like to know how this new interface is going to work without having the problems I described above. What I really don't like is a game where I only have to run around and just have to click at every hotspot and talk to every character until the story/game progresses. That would become even worse if sometimes I have the idea what the solution is, but have to find the right comment to trigger my player character to have that idea and can only then collect a needed item that the game denied me to take before.

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kaiman
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Re: Silence - News Gameplay

Beitragvon kaiman » Do 3. Apr 2014, 17:03

I must also add that I am quite concerned about those proposed game mechanic changes, although they seem a logical step in the progression of adventure games:

  • At the beginning, we had to type in the actions to perform
  • Later we had long lists of verbs to chose from
  • Those were reduced to a few
  • Then came the context menus with those same few actions
  • Currently we are down to using only two mouse buttons
So could there be any harm in reducing that to a single button?

Before passing judgment, I'll wait for the finished product and see how it actually plays out in terms of difficultiy and the need to think in order to make it through the game. But the tendency seems to be that it will be lacking in that regard.

Kai

P.S.: I guess In the future we'll just lean back and watch.
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Re: Silence - News Gameplay

Beitragvon Mozalbete » Sa 5. Apr 2014, 22:41

It really doesn't depends on the controls. Riven is known as one of the best, hardest adventure games and only one button is used, without inventory.

Still, they should make sure the game is long enough. That requires creativity to make puzzles well integrated into the world with solutions that don't stand too much. It's a quite difficult task, so I can understand the doubts. I hope the same effort that has been put into art is also put into puzzle design.


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