- Joined
- Jun 18, 2002
- Messages
- 28,544
Tags: Alpha Protocol
<a href="http://www.x360magazine.com/qa/obsidians-chris-avellone-chats-alpha-protocol/">Link for reading</a>:
<br>
<blockquote>The story went through two drafts (not unusual – Knights of the Old Republic II, our previous title, went through at least 1), and a year and a half ago we finalized the story
<br>
[...]
<br>
Ultimately, tying the story to game mechanics wasn’t a big change (we try to make sure dialogue in our games is also a game mechanic, not just exposition) – but the biggest change was the way you communicate with characters in the game. Designed by Brian Mitsoda and implemented by Dan Spitzley, Alpha Protocol has a timed dialogue system with one route through the conversation (no loops as in previous title), and the goal was to create a more natural conversation, yet give those conversations the sense of urgency you’d often feel when watching TV shows like 24 or the snappy back-and-forth you’d get in a Bond flick.
<br>
[...]
<br>
Alpha Protocol is actually a much smaller RPG in terms of line count than our previous titles, but the reactivity amongst the major characters ends up being stronger.
<br>
flick.
<br>
[...]
<br>
With any luck, Alpha Protocol will help getting videogame storytelling outside the industry the recognition it deserves.</blockquote>
<br>
Lots of talk about how much like an action film it is.
<br>
<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>
<a href="http://www.x360magazine.com/qa/obsidians-chris-avellone-chats-alpha-protocol/">Link for reading</a>:
<br>
<blockquote>The story went through two drafts (not unusual – Knights of the Old Republic II, our previous title, went through at least 1), and a year and a half ago we finalized the story
<br>
[...]
<br>
Ultimately, tying the story to game mechanics wasn’t a big change (we try to make sure dialogue in our games is also a game mechanic, not just exposition) – but the biggest change was the way you communicate with characters in the game. Designed by Brian Mitsoda and implemented by Dan Spitzley, Alpha Protocol has a timed dialogue system with one route through the conversation (no loops as in previous title), and the goal was to create a more natural conversation, yet give those conversations the sense of urgency you’d often feel when watching TV shows like 24 or the snappy back-and-forth you’d get in a Bond flick.
<br>
[...]
<br>
Alpha Protocol is actually a much smaller RPG in terms of line count than our previous titles, but the reactivity amongst the major characters ends up being stronger.
<br>
flick.
<br>
[...]
<br>
With any luck, Alpha Protocol will help getting videogame storytelling outside the industry the recognition it deserves.</blockquote>
<br>
Lots of talk about how much like an action film it is.
<br>
<br>
Spotted @ <a href="http://www.rpgwatch.com">RPGWatch</a>