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File: 6b08c73156c254d⋯.jpg (104.62 KB, 607x768, 607:768, bladerunner-cover.jpg)

File: 41cd79543702b3e⋯.jpg (41.42 KB, 630x630, 1:1, 465592_1.jpg)

File: 43f78dbe504b938⋯.jpg (363.61 KB, 700x998, 350:499, BLADE_RUNNER_POSTER_1.jpg)

File: 9200d2d6942ae6c⋯.png (4.58 MB, 1288x1723, 1288:1723, f0ba8228e36b35210bd4452018….png)

982ae4 No.14063109

if I were to hypothetically make another blade runner game, what would be the best way to apply the tension of discerning if someone was human or not:

1. Randomizing like the original game maintaining the tension in every playthrough.

Or

2. Make it predetermined enhancing the authoral detail, but risking the spoiler leaking and raping any hope of replay value.

Also, feel free to talk about the game if anyone played it.

d33bc0 No.14063122

Make everyone a human.


4c97b6 No.14063134

>>14063122

And add the ability of classifying them as replicants.


bd3990 No.14063140

Randomization would make the most sense, but it would require more work for the writing to be equally strong across all possible "routes". It would add the most 'replayability' though.

Also what >>14063122 said, in a sense. Rather than just having a few people be human and a few not, let it go wild. Have it possible for every possible skinjob to be human at once, or non-human at once. That way even experienced players who learn the "tells" of when a certain character is a human can still be caught off guard.


982ae4 No.14063184

File: e20c108b5261c0e⋯.jpg (47.38 KB, 500x376, 125:94, tumblr filename.jpg)

>>14063140

>randomize every single character to be human or replicant

>randomize the clues and indicators that lead to unfolding their true identity for every playthrough


ed8c58 No.14063208

Make it ambiguous, then you craft a good story and leave people guessing every time they play.


69c357 No.14063215

File: 589690f27720aa8⋯.png (163.76 KB, 500x351, 500:351, 589690f27720aa8a03f2486863….png)

Multiplayer


4c97b6 No.14063238

>>14063215

You foul creature


55fb2a No.14063255

predetermined tbh

better experience > all


3e37ac No.14064132

File: 862af4fefd7ecd7⋯.jpg (33.36 KB, 672x468, 56:39, tfw_no_dubs.jpg)

>>14063215

Are you suggesting "Terror in Terrorist Town" as standalone game?


83a6d5 No.14064149

>>14064132

>what is The Ship


3e37ac No.14064168

File: 4a27f2bad6326d4⋯.png (462.64 KB, 672x468, 56:39, ClipboardImage.png)

>>14064149

Are you suggesting a "find-a-target-and-kill'em" game with The Sims in mind? And without detective?


83a6d5 No.14064223

File: 8cc4d10424ec763⋯.gif (31.69 KB, 500x500, 1:1, 1471634133648-1.gif)

3. Put authoral detail into each randomized scenario and >>14063184. Also

>Blade Runner sold well, but due to high development costs, the profit margin was low. According to Louis Castle, "The mere fact it was four CDs made it a very expensive game. And the deal we had with the Blade Runner Partnership meant it was not terribly profitable. It didn't do as well as you might think." Although Virgin were interested in doing a sequel, if a sequel were approved, the Blade Runner Partnership intended to increase the licensing fee. Ultimately, Westwood and Virgin concluded the cost of producing a game to top the original, coupled with the increased cost for licensing, made the prospect of a sequel economically untenable, as such a sequel would have to sell several million units to generate what would be considered an acceptable profit. In 2009, the Blade Runner Partnership offered Gearbox Software the rights to the franchise, but production costs were estimated at $35 million and the project was scrapped.

>>14064168

I was wrong.


000000 No.14064757

>>14063109

Randomization, by far. What >>14063184 said.

Although in the Blade Runner game once you get good at it, you can tell from early clues who got randomized as a replicant.

>>14063208

No, that's just fucking ugly. A novel might do that because it's a static piece of text, but games have more capacity to adjust the experience based on the playthrough.

>>14063215

That sounds like it'll be a bit mafia-esque (I mean the party game Mafia). Not sure you can work it well when the detective is supposed to weed out the replicants from the civilians.


840521 No.14064785

Personally, I'd just take a page from ye olde point and click games and create 6-10 different storylines, and randomized which one occurs. The characters stay the same, but the events and who's a replicant changes, as does character motivations.

If done well, you get some deep insight on different characters, two or three exceptional storylines, and plenty of replay value.


992922 No.14065328

>>14063109

Doft Fort mod


0c0cd5 No.14065353

>there will never be a LA Noir type of game set in the Blade Runner universe

Never played LA Noir but I think Blade Runner would be a great setting for a similar game.


6b2a84 No.14065356

Have tons of different starting points and use aggressive controlling methods to force a network connection, don't tell anyone it's actually multiplayer.


cef447 No.14065411

>>14063109

Never played that game and now I'm wondering why you said "if I were". Are you the author?

Talk about the game here, please.

Also, if your problem is replayability but you want hand-crafted content, then you simply have to make everyone have 2 versions of themselves, a human and a replicant.

The story should progress and people should talk taking either side into account depending on what happens.

At the beginning of the game, it should pick a random number of people to be replicants between a reasonable interval then switch the lucky ones around and let the game unfold from there.

If the issue is narrative cohesion between people, you might want to make a net out of it where every person is only aware of maybe 3-5 other people personnaly, everything else is just "Hey did you heard? X was killed for being a replicant when he wasn't!"

An interesting example of this is the Rosethorn Mansion quest in Oblivion (maybe I got the name wrong).

You're an assassin sent to kill everyone attending a party and everyone's locked in there till it's over. You have several targets to dispatch and depending on the order you take them, the story unfolds in different ways, like keeping the big orc till near the end where he's paranoid enough to kill someone on his own, or convince people to split up, etc. Every possible route is taken into account and plays out differently.


840521 No.14065423

>>14065356

That is honestly brilliant. Would play 10/10.


cef447 No.14065471

>>14065411

Oh right, another thing.

Keep a "replicant panic var" that the player can't see. Whenever you kill people, it goes up, if you kill a replicant it goes up even further and it also rises over time.

When it reaches an high enough value, one of the replicants will try something, which might just be sabotage (but you're gonna be blamed for it for allowing them to roam free long enough for that) or they might try to kill you.

The more replicants you catch, the more said var increases with everything mentioned so the last sections of the game see replicants reacting very fast to your moves and being careless, stalking or killing the wrong target means exposing yourself to a real threat but doing nothing and waiting is also bound to eventually not work out for you either.

It's a constant invisible threat that the player can't see, but if he is informed about it (especially through subtle means with storytelling) it's quite opressive on him and also acts as a sort of soft time limit too.


47a406 No.14066010

>Play BR

>Get to a moment where I can choose how to deal with a Replicant

>Let her go but shoot her in the back as she leaves

>Somehow end up with her out of nowhere at the end

>Somehow against the police despite going against the Replicants, though I am one

Hasn't made me want to replay.


9bdd8f No.14066053

>>14064785

And make a decent Clue vidya while you're at it.


bb684b No.14066068

>>14063109

make it a porn game


96a3d5 No.14066103

File: 8e58a1a94a81dee⋯.jpg (209.65 KB, 1000x1500, 2:3, the thing.jpg)

Do it like The Thing game did.


9eea1a No.14066109

>>14066103

The first half, the second half throws it all the way and becomes some stupid action game without the tension.


b924e1 No.14066118

>>14063109

>predetermined

Then there wouldn't be any tension whatsoever after the first playthrough, you dumb nigger.


649e3f No.14066126

>>14066010

That must be a bug because when I played it I was able to get thirteen different endings (eventually) without anything like that happening.


a91c05 No.14066553

>>14066118

>predetermined

>get tension on the first playthrough

>random

>get tension on no playthrough because procedurally generated story telling is SHIT


66949a No.14066561

>>14066103

Is the game any good? I dug the movie, one of my favorites.


982ae4 No.14067919

>>14064785

Interesting, I'll hypothetically note this.

>>14065353

This is basically the premise of the Blade Runner game, he was just a few generations earlier. I would dig an k.dickian open world investigation though.

>>14065356

Fascinating, but I hypothetically don't have them hacka skills. I really hope someone

>>14065411

>Never played that game and now I'm wondering why you said "if I were". Are you the author?

Nope.

>Also, if your problem is replayability but you want hand-crafted content, then you simply have to make everyone have 2 versions of themselves, a human and a replicant.

>At the beginning of the game, it should pick a random number of people to be replicants between a reasonable interval then switch the lucky ones around and let the game unfold from there.

That was kind of the idea from the start, although I didn't went into detail, the absence of randomization wouldn't only be less work, but more focus in developing each character. >>14066553 kinda of summed it up. Randomization still seems the best

>If the issue is narrative cohesion between people, you might want to make a net out of it where every person is only aware of maybe 3-5 other people personnaly

I didn't even consider this, I thought of the replicants being isolated and each having their own unique storyline and setting, but a network of 'em would make more sense, and even more with the novel. I'll ruminate on this.

>the oblivion quest

I really wanted to play this, but I have a natural repulsion towards newer elder scrolls.

>>14065471

Ok, this is good stuff, noted.

>>14066103

I'll play it.


982ae4 No.14067923

File: 06d62e6b350cb26⋯.png (795.39 KB, 1920x1080, 16:9, br2022-banner-02.png)

>>14066068

motherfucked how did you know


43680d No.14069503

File: 4e1521cc5cc76a6⋯.png (168.15 KB, 671x603, 671:603, 1513516656365.png)

>>14063109

This game was a genuine master-piece. RIP Westwood.


43680d No.14069511

>>14066109

What? Have you even seen the movie? There's probably more tension in the second half.


949ac1 No.14072386

>>14069503

your alpha layer has some specks on it




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