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- Jan 28, 2011
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From last week: https://www.othersideentertainment.com/forum/index.php?topic=6145.msg33732#msg33732
About the tutorial: https://www.othersideentertainment.com/forum/index.php?topic=6104.msg33832#msg33832
There's a lot of factors that contribute to the way we can talk about UA's development process, as well as what we take away from criticisms we hear of the builds shown thus far.
Overall, we're always proud to see that there's always a discussion about the game, especially when it's to express where you think the game is hitting or missing your expectations. Some of that will be on us to adjust the marketing strategy, and other features ingame can be revisited depending on the nature of the criticism.
For example, object highlighting, which many of you spoke up about, particularly once you're holding the object: it's in the process of finally being removed. After playing around with a lot of different UI for held items, we finally settled on allowing for an object highlight if it's on the ground nearby, and the highlight will disappear once you're holding it. We liked the idea proposed by a number of you, but held off on settling on it before we tested a number of alternatives as well as held off on testing it until other higher priority items were addressed. (Curse you, quests...)
A number of us worked over the weekend to hit this upcoming milestone build, so we may be quiet this week as we set up the next external playtest build. That being said, we'll still be watching and compiling all of the feedback we get, to see where all of you and our general playtesters are noting issues. Some of the biggest distractions, like the winding nature of Marcaul for example, have also been downsized since we agreed it was mostly serving its one-way purpose as a "narrative hallway" rather than working like a "hub", especially on return visits to Marcaul. External playtesters will note this change in the next upcoming build too.
About the tutorial: https://www.othersideentertainment.com/forum/index.php?topic=6104.msg33832#msg33832
We feel like it's needed to help teach people about some of the things you can do in this game that can't be done in most other games, like the interactivity and some of the underlying systems. We're hoping it doesn't come across as an obvious and overt tutorial. It should just feel like you're playing the game. Remember when Half Life 2 took the game industry a step forward and embedded the training in just an early level?
All of that said, some or many of you guys won't really need a tutorial. You get our games, you know to noodle around and try different things. Hopefully, then, the first level will help get you in the mood and provide some of the underlying story of the game.
One of you mentioned "untraining" earlier--I agree that it feels maybe a bit too cute to use and we've really been backing away from that. It was a nice sentiment to mention to press back around PAX South and PAX East, when we were trying to remind people what an immerserve sim is, but I don't see us continuing to reference it that way.
Re: Cabirus, we heard the feedback! He will feel different to you in the Beta / full game. More true to the character Joe has envisioned. Joe rewrote many lines and had Stephen come back in to record VO again. Cabirus is a complicated dude