Alpha Protocol - News
Alpha Protocol - News
Preview - posted by VentilatorOfDoom on Tue 6 April 2010, 21:01:46
Tags: Alpha Protocol; Obsidian EntertainmentFirst we have two previews.
Gamepro:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">To show just how remarkable an achievement it really is the team took the stage at a PAX East panel called "But Thou Must: Choice in Games." Besides devolving into a drinking game the panel played with "apple juice," the presentation was largely devoted to helping gamers appreciate the amount of work that goes into a game like AP (and also hinted at a certain need for the team to justify the 4+ years that it took to complete the game). The presentation can be summed up in a single fact: it takes 550 man-hours to complete two minutes of game time when this much choice is involved. It was meant to help us appreciate the work involved in the product, but it just made me question whether or not all of that is worth the effort. Especially given that the majority of gamers never make it through even a single play through of a game. Let alone 2-3 times to appreciate the variety.
2 min game time = 550 man hours. I hope now you can properly appreciate the effort that is going into this game. Also take into account that you first have to find 550 men willing to work for an hour.
and Thunderbolt:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">Moving away from the choices in dialogue, the demonstration jumped to a different part of the game situated in the Middle East. Immediately we were shown Michael’s inventory and stats screen so we could learn a little more about Alpha Protocol’s skill system. Using AP that is accumulated throughout the game players are able to spend points to create the agent of their own preference. Depending on the path, whether it be Stealth, Pistols, Martial Arts or so on, each path requires its own specific amount of AP to level up; Stealth requires more points than Martial Arts because it’s generally more useful. As the paths are filled in Michael acquires various skills that can be broken down into passive and active skills, the latter of which need to be triggered for use.
And finally there's this snippet of a Dev diary, where they're talking about dialogue and stuff.
Spotted at: RPGWatch
Gamepro:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">To show just how remarkable an achievement it really is the team took the stage at a PAX East panel called "But Thou Must: Choice in Games." Besides devolving into a drinking game the panel played with "apple juice," the presentation was largely devoted to helping gamers appreciate the amount of work that goes into a game like AP (and also hinted at a certain need for the team to justify the 4+ years that it took to complete the game). The presentation can be summed up in a single fact: it takes 550 man-hours to complete two minutes of game time when this much choice is involved. It was meant to help us appreciate the work involved in the product, but it just made me question whether or not all of that is worth the effort. Especially given that the majority of gamers never make it through even a single play through of a game. Let alone 2-3 times to appreciate the variety.
2 min game time = 550 man hours. I hope now you can properly appreciate the effort that is going into this game. Also take into account that you first have to find 550 men willing to work for an hour.
and Thunderbolt:
<p style="margin-left:50px;border-style:solid;border-width:1px;border-top-color:#ffffff;padding:5px;border-right-color:#bbbbbb;border-left-color:#ffffff;border-bottom-color:#bbbbbb;">Moving away from the choices in dialogue, the demonstration jumped to a different part of the game situated in the Middle East. Immediately we were shown Michael’s inventory and stats screen so we could learn a little more about Alpha Protocol’s skill system. Using AP that is accumulated throughout the game players are able to spend points to create the agent of their own preference. Depending on the path, whether it be Stealth, Pistols, Martial Arts or so on, each path requires its own specific amount of AP to level up; Stealth requires more points than Martial Arts because it’s generally more useful. As the paths are filled in Michael acquires various skills that can be broken down into passive and active skills, the latter of which need to be triggered for use.
And finally there's this snippet of a Dev diary, where they're talking about dialogue and stuff.
Spotted at: RPGWatch