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Re: Business models and eye candy
Morbus Iff wrote:
http://www.ifbyphone.com Audio-only is one way to get away from the
eye candy problem, although it brings its own tremendous difficulties.
Is this in any way similar to the audio stories that are being
released over in Japan on the PSP? I'm not sure how interactive
those are planning to be, but I get the impression they're not about
gaming at all:
http://www.joystiq.com/entry/1234000600044698/
I'm not sure really. I haven't looked at ifbyphone.com in great detail,
and there are probably limits to what I could find out if I did. It
looks like there's going to be a spectrum of level of interactivity, and
also relevance of illustration. In the dusty cobwebs of my memory, I
recall a brainchild to make plain text adventures more palatable. Just
use more attractive fonts, illuminated manuscripts, and random
illustrations. Make it something pleasant to look at instead of
friggin' text console. I suppose one could decorate any UI, beit 2D or
3D, with all sorts of irrelevant or semi-relevant algorithmic artwork.
If it seemed to have some connection with the events of the story,
however tenuous, perhaps it could increase the marketability at a low
cost. On the other hand, when working with randomness there's the risk
of offering something pointless and distracting.
The choice of story could lend itself to the medium. What story would
you tell if you knew your PSP was going to generate "weird visuals" for
you? Maybe 'cheating' in this way would be a good way to go, until the
IF R&D is more advanced.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
20% of the world is real.
80% is gobbledygook we make up inside our own heads.