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#16 |
![]() Join Date: May 2009
Reputation: 5
Posts: 116
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*bump*
... also, I am curious what people think of this. I could see many more authors embracing the idea to use 'video game' engines to visualize their narrative world, while they still have the power to tell their tales. Walking around while NOT playing, is one of the things I liked to do since the very first FPS games. After emptying out the level, I was walking around and enjoying the visuals, the level architecture and design. Dear Esther is a very niche special case of a no-game. I would not even allow the word "interactive" - because interaction should be more than just "walk-don'twalk-lookaround". This could sell tons on devices like mobile phones or iPads (to completely different "consumers", the kind who read books instead 'playing videogames'), but the devs would have to port the Source-Engine to those - too hard right now? Still, since it already sold over 16.000 copies in 24 hrs on Steam, according to the game devs - this is the second Dr. Feelgood story, after the Double Fine Millions. Way to go! |
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#17 | |
![]() Join Date: Jan 2007
Reputation: 1812
Posts: 7,341
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Quote:
http://forums.steampowered.com/forum...lay.php?f=1346 |
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#18 | |
![]() Join Date: Mar 2010
Reputation: 317
Posts: 646
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Quote:
I would give you rep but apparently I gave you some recently. Thanks for the link anyways. |
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