Devastation Q&A
Devastation Q&A
<strong>[ -> N/A]</strong>
The forum at <a href="http://www.avault.com" target="_blank">AVault</a> has been bustling with a week-long <a href="http://www.devastationgame.com/" target="_blank">Devastation</a> Q&A session... for those of you who've forgotten, Devastation is a <i>very</i> tasty-looking post-apocalyptic first-person shooter. Here's a sample question from the <a href="http://forums.avault.com/cgi-bin/ultima ... 3;t=000510" target="_blank">thread</a>:<blockquote><em><b>I understand that your game is not intended to be a true FPS / RPG hybrid - but will it take a page out of that formula to heighten immersion in the plot path or will it be more passive like most classic shooters? </b>
It's somewhere in between really, we've taken a new approach and let the visuals do a lot of the talking instead of the NPC's. The key is details though. Lots of details. There's details in the dialog, the pre-game loading maps, the TV monitors, etc. It's the items in the world give you most information on how things are going. There are so many raw materials for us to weave a story with that the details the designers have crafted often speak for themselves.
I like "finding" things in the maps. Personal relics, what appear to be little bits of somebody's life. Some are funny, some are rather sad, while others are just plain mysterious -like a single shoe in the gutter. Ever find one of those in real life???
Here's a good example. A tester was playing one of the missions which takes place in an old abandoned apartment complex and he stumbled across an area where the level designer had made the suggestion that it was apparent that a family had been camping there. The tester said he knew immediately by the way things were laid out, and it projected a very sad image in his mind. It got more disturbing when he walked to the other side of a broken mattress and saw a little teddy bear that had fallen behind the back. The game is full of little details like this, some that help the story unfold, and some that just help set the dark mood of the game.
So perhaps the answer to your question is yes, but we're doing it in a different way, via a more natural delivery medium. The visual approach, much like real life.</em></blockquote>Sounds fun, but the #1 reason for my interest in the game: <b>RAT BOMBS!</b> Anyway, you can read more <a href="http://forums.avault.com/cgi-bin/ultima ... 3;t=000510" target="_blank">here</a>. Spotted over at <a href="http://www.bluesnews.com" target="_blank">Blues News</a>.
The forum at <a href="http://www.avault.com" target="_blank">AVault</a> has been bustling with a week-long <a href="http://www.devastationgame.com/" target="_blank">Devastation</a> Q&A session... for those of you who've forgotten, Devastation is a <i>very</i> tasty-looking post-apocalyptic first-person shooter. Here's a sample question from the <a href="http://forums.avault.com/cgi-bin/ultima ... 3;t=000510" target="_blank">thread</a>:<blockquote><em><b>I understand that your game is not intended to be a true FPS / RPG hybrid - but will it take a page out of that formula to heighten immersion in the plot path or will it be more passive like most classic shooters? </b>
It's somewhere in between really, we've taken a new approach and let the visuals do a lot of the talking instead of the NPC's. The key is details though. Lots of details. There's details in the dialog, the pre-game loading maps, the TV monitors, etc. It's the items in the world give you most information on how things are going. There are so many raw materials for us to weave a story with that the details the designers have crafted often speak for themselves.
I like "finding" things in the maps. Personal relics, what appear to be little bits of somebody's life. Some are funny, some are rather sad, while others are just plain mysterious -like a single shoe in the gutter. Ever find one of those in real life???
Here's a good example. A tester was playing one of the missions which takes place in an old abandoned apartment complex and he stumbled across an area where the level designer had made the suggestion that it was apparent that a family had been camping there. The tester said he knew immediately by the way things were laid out, and it projected a very sad image in his mind. It got more disturbing when he walked to the other side of a broken mattress and saw a little teddy bear that had fallen behind the back. The game is full of little details like this, some that help the story unfold, and some that just help set the dark mood of the game.
So perhaps the answer to your question is yes, but we're doing it in a different way, via a more natural delivery medium. The visual approach, much like real life.</em></blockquote>Sounds fun, but the #1 reason for my interest in the game: <b>RAT BOMBS!</b> Anyway, you can read more <a href="http://forums.avault.com/cgi-bin/ultima ... 3;t=000510" target="_blank">here</a>. Spotted over at <a href="http://www.bluesnews.com" target="_blank">Blues News</a>.
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