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More video games age more sense to choose the course of the game feels. The games are more linear. Lonely: The Promised Land will offer several times during the adventure of choosing a particular path.

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More video games evolve less sense to choose the course of the game feels. The games are more linear. Lonely: The Promised Land will offer several times during the adventure of choosing a particular path.



Left or right? See for yourself:)

The choice is yours. The choice is usually focused on two paths (left or right) They provide an opportunity to discover a different mission and above all this will change the end of the game. Also, the fact to choose one path or another will make the game easier or harder, more ammunition, a weapon more powerful, less enemies.

Lonely: The Promised Land will give the keys to the game player, free to make decisions that suit them.

Development continues, I will soon provide more information on the gameplay and maybe a release date:)

In the meantime stay connected and watch my mod :)

Comments
Twitwi
Twitwi

Be aware, choices are a time drain, and more often than not, you will need to rethink them, a common mistake is to confuse a choice with a problem.

But if you can pull it of, it will be awesome!

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Angelmind Author
Angelmind

Choosing a path is not a waste of time or a way to extend life. In this case it allows to discover different missions and alternative ending.

Indeed, it extends the life span, but not unnecessarily.

At least not like in Resident Evil:)

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theM3nace
theM3nace

When he said "timedrain" I think he was thinking of development time and not the span of the game itself.

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MajorBanter
MajorBanter

Remember GOW's choice system; a complete waste of time. You figured out which was easier, and took it. In the case above, I'd bet a study would see a considerable bias towards the right-hand area. It's brighter, more obvious and gives a clearer picture.

Choice areas are usually pointless, and players really won't care about the gimmick when they're actually playing.

The only way a choice really works is to inform the player what's down each path; and that's usually ridiculous. 'Hard path but quicker' is a classic error that makes for a boring game with no innovation.

If you want to make a choice system succeed beyond "oh look, another gimmick" and genuinely be original, look at the Dark Knight film. Batman must choose between his lover and a key political figure, and only has time to save one. As for the twist at the end of his journey, that's an optional extra. In either case, it's a moral decision rather than a pointless one.

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Angelmind Author
Angelmind

The left is not necessarily the hardest ...

You don't play and you know everything already?

That being developement and nothing is final, but apparently some are smarter than me ...

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TheUnabridgedGamer
TheUnabridgedGamer

...I click on the image, it just takes me to where the image's source is.

At least, I grasped from the article the player was actually supposed to click on it.

@Banter -- I chose left. And I like choices (that's why I like Mass Effect and inFAMOUS).

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Angelmind Author
Angelmind

no, it's not a game plan sets ^ ^

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