General Category > A Valley Without Wind 1 & 2

Excuse me but I have a fairly silly question for post 1.0 (rambling included)

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x4000:
All good. ;)

In terms of AI War, it too is what it is, and there definitely won't ever be an over-arching campaign structure because that would be fundamentally redefining the game.  However, I think Fallen Spire was just the bee's knees and is something I'd like to see us do a lot more of.  So that way of "injecting campaigns into an otherwise procedural world" is something I really like and would like to see more of.

For that matter, post-1.0 I could easily see us doing something like that in AVWW, too.  There are all sorts of interesting possibilities with that, but I don't want to get your hopes up for something that is just speculative there.  With AI War we know that kind of campaign can work and be really, really interesting.  With AVWW we'd have to figure that out from the ground up, and personally I've not even begun to think in that particular direction yet.

I also don't plan on doing another puzzle game, probably ever. ;)  But my wife thanks for you for the compliments on the story, she worked really hard on it. :)

In terms of the next game after AVWW, my hope is that we can just focus on more more more AI War and AVWW for the next three years or so.  I want both of these to get really big.  The bigger AVWW gets, the more likely I imagine it probably is that we'll want to inject some fallen-spire-type story-type stuff in there somewhere as an optional sub-component, to be honest.  All my favorite games are heavily story-based with memorable characters, and I wanted to be a novelist when I grew up, for crying out loud.  And Keith has even more leanings toward story in games, for that matter.

So who knows.  But you may also notice that there's not a lot of repetition in the types of games that we make.  So in another three years or whenever we are looking to do a fully new game, I really do want to do some sort of epic JRPG in the style of my favorite games ever (FF6 and Chrono Trigger).  And someday I want to tell a story that is as impactful and -- in some respects -- devastating as Silent Hill 2.  To The Moon kind of is that, actually.

That's a whole lot of waffling, perhaps, but it really just means that I don't know what the future holds.  I love story games, but I don't feel that overall AVWW is meant to be a story game (or AI War).  But having sub-elements that are optional and story-focused could be really cool.  It mostly depends on what wider player reaction is to the game, and what people are most interested in seeing us add post-1.0.

eRe4s3r:
Hah a J-RPG from Arcengames would be awesome ;) But then with proper art-style and all, combat system / travel system split, traveling through cities, arch nemesis, romance and drama, twists and death! Yes? ;P

Chrono Trigger (and that direction) is a great goal to aim for ;)

And yes, please mention my praise for the story in Tidalis. It really made me laugh many times because everything was written so well and often drifted in the weird absurd but still took itself totally serious (which is great ,p) it's kinda funny the best "story" from Arcengames was where nobody expected a good story ;p

KDR_11k:
I always thought that JRPGs tend to be so formulaic that you could write a random generator that builds a JRPG story out of tropes and have it pass the turing test.

zebramatt:
I actually think it more likely that any and all JRPGs, procedurally generated or not, would fail a Turing test!

Dizzard:
Yeah, I do feel like the npcs are lacking in the depth department. That's true.

They might as well be walking signposts for about 95% of gameplay (unless you glyph transfer them)

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