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Number of chapters and areas at one ag?
I seem like to prefer those with one big ‘huge’ location, and the least number of chapters, like many of the old classics. secondly comes ags, with more chapters and like 2-3 of ‘big’ locations as with MI 1,2, at last but not least, is the kind of Sanatarium or Pendulo’s.., with as many chapters and one new ‘location’ at each .
Also I noticed other different kinds ags, like mainly take place at one huge location and tend to add some fresh taste toward the ending; as E&H, AVS,LSL3 ..
how your game of adventure is?
Number of chapters is irrelevant. You can have 10 chapters at a single location, you can have 1 chapter for an entire game, and anything in between…
And as for number of locations, well, the more the merrier, imo. And yes, the endgame should contain a new element (or at least a changed element).
As for specific numbers: meh, whatever suits the game and story best…
Sorry if this is rather a non-answer…
The truth can’t hurt you, it’s just like the dark: it scares you witless but in time you see things clear and stark. - Elvis Costello
Maybe this time I can be strong, but since I know who I am, I’m probably wrong. Maybe this time I can go far, but thinking about where I’ve been ain’t helping me start. - Michael Kiwanuka
well might look at like as a subsidiary element, but I guess that these are one of the most critical things developers think of and plan when they are about to develop an new adventure , and however chapters been announced or not through the game, its the most common way into giving deferent sets of ‘worlds’
well might look at like as a subsidiary element, but I guess that these are one of the most critical things developers think of and plan when they are about to develop an new adventure , and however chapters been announced or not through the game, its the most common way into giving deferent sets of ‘worlds’
Yeah most of the KS talk is like, Hey more money more screens more animations and more blahblah.
QFInfamy was great in this department, they did a lot of work and it helps in building the scale of the world. However Infamy is not even 5% of KZ0 which has fewer screens but presentation is through the roof.
So it depends upon the project and how you play with it.
well might look at like as a subsidiary element, but I guess that these are one of the most critical things developers think of and plan when they are about to develop an new adventure , and however chapters been announced or not through the game, its the most common way into giving deferent sets of ‘worlds’
Yeah most of the KS talk is like, Hey more money more screens more animations and more blahblah.QFInfamy was great in this department, they did a lot of work and it helps in building the scale of the world. However Infamy is not even 5% of KZ0 which has fewer screens but presentation is through the roof.
So it depends upon the project and how you play with it.
sure, but I think it depends on how lazy/serious developers are, creating one whole world for most of the game could be so difficult, imagine the way all room and screen stay connected and make sense to each other, while you progress in the game.
So Blonde gave a great example of how the protagonist changes her few of the surroundings as she moves into the game at the island, the locations gives new possibilities and deception along the way, this could always cause lot of trouble/work to the game designing more than creating 10s of small worlds.. not vise versa.
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