Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,044
Tags: Freedom Force versus the Third Reich
<a href=http://pc.ign.com>IGN</a> posted <a href=http://www.myfreedomforce.com>FF vs the Third Reich</a> <a href=http://pc.ign.com/articles/496/496903p1.html?fromint=1>developer diary</a> that deals with mission design and story creating.
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<blockquote>End Cutscene -- Nuclear Winter appears and freezes the team in place. El Diablo arrives and thaws them out to free them. The two new heroes agree to join FF, and the four of them vow to stop Nuclear Winter's plan, taking off after him. (CS)
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You should be able to immediately see that there's a problem -- the end cut-scene is very long and presents a lot of the drama of the mission. In it, Nuclear Winter appears, freezes the team, El Diablo appears, rescues them, etc. It's just too much stuff that happens outside of the main game action. It might read great, but it's going to be deadly dull to sit through.
<br>
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So, how do we resolve a problem like this? Well, we need to figure out how to make this stuff play out in the game. If you've played FF you'll know how we did this. Here's a made-up example of a revised mission action description, following on from the events described in the "mission" section above:
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Sub-Mission -- The heroes are captured and frozen by Nuclear Winter. Player is introduced to and given control of El Diablo (CS). El Diablo must track down and free the frozen heroes. (GA) The heroes are ambushed by NW's missions and must fight them. (GA) The defeated minions reveal that this was a diversion and NW is stealing a bomb. (IG) El Diablo agrees to join FF, and the four of them vow to stop Nuclear Winter's plan, taking off after him. (CS)</blockquote>
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Well, it seems to me that the developers are on the right track, so we have another good game for 2004!
<br>
<br>
<br>
Spotted at: <A HREF="http://www,rpgdot.com">RPG Dot</A>
<a href=http://pc.ign.com>IGN</a> posted <a href=http://www.myfreedomforce.com>FF vs the Third Reich</a> <a href=http://pc.ign.com/articles/496/496903p1.html?fromint=1>developer diary</a> that deals with mission design and story creating.
<br>
<br>
<blockquote>End Cutscene -- Nuclear Winter appears and freezes the team in place. El Diablo arrives and thaws them out to free them. The two new heroes agree to join FF, and the four of them vow to stop Nuclear Winter's plan, taking off after him. (CS)
<br>
<br>
You should be able to immediately see that there's a problem -- the end cut-scene is very long and presents a lot of the drama of the mission. In it, Nuclear Winter appears, freezes the team, El Diablo appears, rescues them, etc. It's just too much stuff that happens outside of the main game action. It might read great, but it's going to be deadly dull to sit through.
<br>
<br>
So, how do we resolve a problem like this? Well, we need to figure out how to make this stuff play out in the game. If you've played FF you'll know how we did this. Here's a made-up example of a revised mission action description, following on from the events described in the "mission" section above:
<br>
<br>
Sub-Mission -- The heroes are captured and frozen by Nuclear Winter. Player is introduced to and given control of El Diablo (CS). El Diablo must track down and free the frozen heroes. (GA) The heroes are ambushed by NW's missions and must fight them. (GA) The defeated minions reveal that this was a diversion and NW is stealing a bomb. (IG) El Diablo agrees to join FF, and the four of them vow to stop Nuclear Winter's plan, taking off after him. (CS)</blockquote>
<br>
Well, it seems to me that the developers are on the right track, so we have another good game for 2004!
<br>
<br>
<br>
Spotted at: <A HREF="http://www,rpgdot.com">RPG Dot</A>