The stuff I said up there is the full answer to this question, but, in short: "No, there aren't really multiple endings. So from how i understand it, there are different dialogues throughout the game, depending on your choices, but that doesn't seem to resolve in multiple different endings. Beyond that, we've tried to infuse the world with enough space and points of interest for it to be convincing and to stand up to player exploration and curiosity. You aren't going to be unlocking a bunch of endings or finding crafting components or doing "side quests." (All those things are great, but not what this particular game is about.) The world and game are built to support a particular story, which we did our best to tell, and to facilitate two fully-realized characters, which we did our best to outfit with enough player responsiveness to create a meaningful sense of interactivity and realism. It is a narrative game first and foremost. If people like spending time in the game enough to play it again, I could imagine dedicating more time and energy to poking into all the corners.Īll that said, this isn't The Elder Scrolls or Dragon Age. I wont spoil it here but if you google it youll find it easily. Generally speaking, I suspect people's first playthroughs will be somewhat non-intentional. There technically are 2 endings, the secret 1 of which can be gotten very easily. I think it would be hard to find "everything" unless you have explored the world pretty thoroughly and know your way around the map. If so, youve probably got some opinions about how the story of Henry and Delilah wraps up. Most of the people I've seen play through the entire game have found different instances of these things. Firewatch came out this week and, by now, many of you will have played through to the end. There are also locations and things to find in the world that are not required by or even related to the main story of the story. That's one of the big things that will differentiate multiple playthroughs. I dont get it, why this game is so hyped. All decisions are pointless and lead to the same plot and ending. Before the game shipped, Remo completed a playthrough of Firewatch where he didn’t respond to Delilah unless the game forced him to, making sure that even a no dialogue playthrough of a dialogue-heavy game would still make sense.Chrisremo a écrit :There is far more dialogue in the game than you could ever see in a single playthough, and much of that different dialogue is mutually exclusive, which means if you say one thing rather than another thing, it will affect what happens next, and you can't go back and "change what you said". Im so disappointed, there was so much more potential in the story. Tracking everything so precisely wasn’t just important on a narrative level, it also helped avoid issues for the game’s overall design. Hopefully, what works about it is that you don't necessarily notice the difference.” But from our standpoint, we thought your choices did matter, if they resulted in believable payoffs. Towards the end of the game, Henry finds out hes being followed and his equipment and. And if the way you interpret whether choices matter is literally the ending was different, then yeah, I suppose that wasn't the case. To begin with, Firewatch has multiple endings. “In some ways, we were probably too subtle for our own good because I think a lot of players perceived the game to be completely linear and their choices to not matter at all. “It's quite possible for a player to play all the way through the game and not realise how many bits of dialogue were the direct result of actions they had taken,” he says. Looking back, the only issue Remo has with this approach is that he thinks it might have worked a little bit too well. But it’s a very different style of game, and that seems to be a lot more what's going on in the indie space now.” Fall Guys, Among Us, and Human Fall Flat, which I've enjoyed a lot. “When you think about the years since then, we've seen a big rise of sort of a new genre in the indie space that's almost the complete opposite of this, which is the chaotic multiplayer game. This ending will be achieved if The Player waits for a mere 2 minutes before going on the. And then, I think, a couple years prior to that 80 Days had come out, and that was something that was a big influence on us. There is an alternate ending, where Henry will be left behind. “In addition to DontNod and Telltale, there was also Oxenfree, and they were trying to do a lot of things with interactive conversation that was sort of similar to what we were trying to do. “I think in some ways we were at something of a particularly strong period for narrative games,” Remo says. Related: The Making Of Mass Effect 2's Jack For the fifth anniversary, I spoke to Chris Remo, the game’s story designer and audio director, about how those choices came about.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |