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| Topic Started: May 21 2009, 12:53 PM (175 Views) | |
| Android-Music | May 21 2009, 12:53 PM Post #1 |
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So what's up with Forgotten Rites? I played alpha version and I liked it, but I think this part needs the full game, nah? Leaving projects on unfinished stage makes people lose interest, am I right? I also made such mistakes many times but now I'm working on a Metroid: The X-Child project and I'm going to finish it anyway. So what do you think about making the full version of the "Forgotten Rites"? |
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| Adregalus | May 21 2009, 06:06 PM Post #2 |
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Hi! “FR” was put on hold due to development issues. While on hold, almost everything has been entirely re-written and improved. I would love to make a full game out of it, but the truth is, this new version of FR would be too big for a flash game, and would take many, many years to complete. Instead, it is currently under consideration on whether or not it should be a comic instead. That way, much more story and character development can be presented. Forgotten Rites isn't focused on action, but rather exploration, which is why it would make a rather boring game. XD Good luck on the Metroid game! <-- Big huge Metroid fan (2D games) |
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| Dracorean | May 22 2009, 12:28 AM Post #3 |
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Me too! Metriod Rox! I often think that games that involve exploration gives the player a feeling they are in an unknown world, exploration games often make gamers question on this or that, like "What was that thing?" or "How did they make this work?". The Excitement of it all kinda makes it a good series starter or good cliff hangers.. I don't know but this is my opinion from playing games like that. |
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| Adregalus | May 22 2009, 05:42 PM Post #4 |
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I agree. Yet from what I've seen: The thing that gets me is that the majority or gamers out there judge games by how much sh!t can be blow/beat up, thus the requirement for action sequences. :\ If something doesn't catch their attention quickly, they doze off into sleep, since they need that mindless action to keep their brains from stop rotating. XD The ideal "Forgotten Rites" wouldn't have any of that, only puzzles and quick reaction tests, without weapons or anything the like. |
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| Dracorean | May 23 2009, 03:26 AM Post #5 |
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But that is what I mean, If you make them continue to ask questions then they would continue to play it to find the answer, I've played games that shooting wasn't very necessary to catch the attention of the players, more like the mind games to continue to make them think.
Edited by Dracorean, May 23 2009, 03:27 AM.
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| Android-Music | May 23 2009, 08:29 PM Post #6 |
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Thanks for clearing up the situation! Adregalus, I've pm'ed you. FR rules anyway!
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| ProjectVenus | May 24 2009, 01:57 AM Post #7 |
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Project Venus Blake
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I think its more vital to match the gametype with the story of the game universe than it is to lean towards any type of gamestyle. If you are playing a game where you are uncovering a dark truth about a society that seems perfect then their should be suspense, times of avoiding danger mixed with mystery solving and puzzles that involve the player quite intimately. If you are playing a game where you are a citizen of a city that is being invaded by an enemy fleet then you should combat the player with obstacles, tests of agility, enemy soldiers and ships to fight, and then intertwine it with a twisted plot that gradually reveals itself and introduce the player to new methods of surviving (not neccessarily weapons) Its not as simple as this game is better because it involves cranial function. All kinds of gameplay are important in their own respects, even the most violent ones. |
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| Yamato K. | Jun 12 2009, 02:19 AM Post #8 |
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Just unfortunately, if you make a game far too focused on the frontal cortexes (I think it's spelled that way; my Latin is horrible), a LOT of people are going to turn away. Like, really. I know a lot of people who have. |
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11:57 AM Nov 29
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FR rules anyway!

11:57 AM Nov 29