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Adventure Archiv's MaryScots introduces the second part of her rather intriguing, yet highly interesting, interview with Funcom Community Relations Manager, Craig Morrison, re Dreamfall...
AA: There was and still is a lot of speculation going on about what to call Dreamfall – an adventure, an action-adventure or whatever. Which elements of gameplay will be implemented and will there always be a way to work around "action"-sequences - always meaning including those of Kian and April?
CM: Dreamfall is an adventure game at heart - that's the most important thing - it's telling a story. So we don’t want to mark it down into any specific genre, and the pre-conceptions that might come with that genre. What we are trying to do with Dreamfall is bringing that a bit more up to date and make a new generation of adventure games. Obviously, I think, the market hasn't been there over the last few years for traditional style adventure games, which is unfortunate because a lot of the story telling aspects of computer games of late has sometimes been less important than the action and how many explosions you can make. With Dreamfall we are very much telling a story. The action sequences will be used where appropriate to ensure that it brings the story along. The majority of them will be optional - there will always be other solutions. Players will be able to interact or talk their way out of most situations, they may be able to avoid direct conflict, do negotiations and talk the way out of the situation. In terms of the finished gameplay - will every action sequence be avoidable? We can't guarantee whether every single one will be avoidable but the majority of them will certainly offer choices to the player.
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