In particular, the Assassin's Creed series from French publisher Ubisoft have found intriguing
story and gameplay ideas in the ways that black people have defied oppressive systems throughout history.
The game starts off with plenty of compelling
story and gameplay ideas, but halfway through the game it feels like the developers stopped developing these ideas and then created a flat line to the end.
Not exact matches
A game can tell an engrossing
story with original
ideas and characters, but its
gameplay must connect with the audience.
It has an amazing setting with a deep back -
story and lore,
and some wonderful
gameplay ideas.
A unique platform game with clever
ideas, imaginative
gameplay and a well written
story.
Beautiful visuals, clever
ideas and a pleasant
story can't make up for a shallow
and overly linear
gameplay.
There hasn't been a huge amount of additional details released since our last Ones To Watch, with its E3 presentation only giving us a glimpse into
gameplay and an
idea of the game's
story.
While the
gameplay is fun enough to check out, the
story feels like it was written by someone who glanced at the movie script for half a second
and then filled it with a bunch of half realized
ideas.
The
idea is that you need to match the various design components to the genre
and topic of your game, so if you were creating an RPG you'd more focus on
story, dialogue
and world design, whereas an action game needs heavy focus on graphics, sound
and gameplay.
Once again this changes near the end of the game, when it appears the developers all walked into the office
and realized they needed at least one real cut scene
and that maybe actually working some of the
story into the
gameplay a bit better would be a good
idea.
Meanwhile Treyarch don't get the credit they deserve for crafting the best Call of Duty since Modern Warfare in the form of the original Blacks Ops — a shooter that boasted a strong
story, great
gameplay and solid multiplayer offering —
and for attempting to bring new
ideas into the stagnant franchise.
- for Sonic's 25th anniversary last year, Iizuka received a task to deliver some sort of product - the target was «dormant fans» who used to play the SEGA Genesis, but haven't really played any games since - Iizuka met Christian Whitehead, which lead to the creation of Sonic Mania - there was talk of another port, but Iizuka thought fans would desire something new from the old games - this is the first time Iizuka partnered with a team of devs spread across various countries - Iizuka said this team had a greater passion to create - this was in comparison to companies that set decisions on a pre-determined schedule (in meetings, etc)- the team had so many features they still wanted to add after the beta version was complete - since there were only a few spots with text that needed to be localized, they could bring the game to more places quicker - the game has Japanese, English, French, Italian, German,
and Spanish support - the Studiopolis stage is included due to receiving the most requests from the Sonic Mania development team - Iizuka actually considered reducing the amount of stages at one point in order to meet the development schedule - Sonic Mania doesn't really have much in the way of cut content like scrapped stages - since Sonic Mania was only distributed digitally, the team was able to continue working very close leading up to launch - this let them put in practically all
ideas,
and there are currently no plans for DLC - Iizuka recommended Flying Battery Zone for inclusion becaues he likes the music - he also likes when the player goes inside
and outside the ship - Iizuka likes Mirage Saloon because the stage structure will be different depending on the player character chosen - Puyo Puyo
gameplay was added because there was a Puyo Puyo game released in the west for the SEGA Genesis - this game was originally called «Dr. Robotnik's Mean Bean Machine»,
and the team thought it would make a fun boss battle - Iizuka didn't have plans to feature Blue Sphere in the special stages - the Blue Sphere special stages were brought over to Mania as a test, but ended up staying for the final game - the team felt the need to continuously connect stages from various eras, which is doe with the Phantom Ruby
story - for Sonic Mania, it was decided that the technological limit would be set at SEGA CD, - this is higher than the Genesis but lower than Saturn - in creating a SEGA CD - grade special stage, they would intentionally make SEGA CD - grade polygons
With somewhat unique
gameplay and a reasonable
story idea, here's my break down of Sorry, James.
This approach makes for an experience where every player comes away with a different
story,
and crystalized the
idea of emergent
gameplay before that became a buzz word.
«I have a
story, I have
gameplay plans
and I want to take all of these things
and ideas to Square Enix
and go «With respect, I'm going to make this game
and people will either call it «The Spiritual Successor to Actraiser» or they will call it «Actraiser 3.»
We had a core
gameplay progression
and several interesting
story ideas in place, but the underlying substance was still missing.
Our goals with Color Thief are to create an atmospheric puzzle game that respects the player by minimizing hand - holding
and repetition, tells a
story through details in the environment,
and builds an engaging experience by following the logical implications of a simple
gameplay idea (what if color equaled energy?).
At one end of the video game narrative spectrum, there are the games that have an
idea of how they should play
and elements are deducted from the
story in order to facilitate the
gameplay elements.
The strongest element in the
gameplay by far is how it links the
story with the types of enemies, the combat
and challenges that you are presented giving you an
idea on how raptures idealic utopia became such a horrible dystopian mess.
It's a shame that for a series known for its poignant
and affecting
story moments that Lightning Returns fails to provide an interesting narrative, especially when there are a few clever
gameplay ideas.
If those independent games can offer new
ideas and concept,
gameplay and / or
story wise, they are also an amazing playground for composers
and naturally for us, cover artists.
What the shareware model was intended for is to give the user a clear
idea of
gameplay mechanics,
story, characters,
and plot.
Back in those days, developers said you would be able to interact with every object in a 3d enviroment, search every drawer or closet, pick up anything
and use anyway you want... this mechanic is what make the original
idea for Sadness compeling, not its name,
story, characters... without this
gameplay mechanic, this game will not be what people were expecting from the original game, no matter what its called.
Its
gameplay and its
story are specifically designed to make players reflect on these
ideas, through the familiar framework of a Metroidvania meets Point
and Click Adventure.
That's not to say that the non-dream segments don't provide any fun, but after the wildly inventive Bowser's Inside
Story — which seemed to throw new
ideas and gameplay around every corner — Dream Team feels relatively restrained.