You should definitely go play it. I've played the demo for a few minutes but haven't had enough time to really delve into the waters yet, so to speak.
Here is the final trailer for Aquaria:
Let me know what you think.
https://twitter.com/finnhaverkamp?s=09
Peter Molyneaux- creator of Fable, Hironobu Sakaguchi-creator of Blue Dragon and Lost Odyssey, and Ray Muzyka-CEO of BioWare and contributor to Mass Effect.Molyneaux agreed and also added that role-playing games are just that, players in roles. He said it is necessitous for the player to feel like a hero. RPGs should be an emotionally defining journey, to as he put it, “start off as nothing and end up being a hero?”
Finally, Sanguichi stressed these points in addition to the need for the player to feel accomplishment to be felt by the player.
Blue Dragon-Designed by Hironobu Sakaguchi of Mystwalker
The next question asked about turned-based combat, and whether it was good or bad. Molyneaux answered first, stating that real-time combat was the best choice for Fable because they felt it was more of an “immersive” gameplay experience. Muzyka however said that Mass Effect offers both real-time and turn-based, players can choose for themselves. Apparently, they don't want one gameplay type to be a barrier to the enjoyment.
Mass Effect-Designed by CEO Ray Muzyka's BioWare
Following this came character customization. Sakaguchi said it can be good but ultimately liked the RPG experience to a movie. The reasons movies can be so engrossing is because the story and characters are already defined. This moved into branching storylines and their use. Molyneaux started with a very provocative response, the problem with branching storylines is that when players choose, there is always a good possibility that they will regret their decisions and want to turn back or even lose interest.
Muzyka was more optimistic, saying that players new that their choices had consequences both good and bad, and that this would eventually lend itself to the game being more repayable.
Fable 2-Designed by Peter Molyneaux of Lionhead
The session ended with the subject of the MMORPG. Muzyka summarized all three of the panelists thoughts with this: “the story that develops between players--the social interaction--is a different kind of story, something you can't achieve in a single-player game.” He also hinted that BioWare is currently working on a game that blends the story of a single player RPG with the benefits of the multiplayer.
Source: Gamespot
Back to the interview, its fascinating. Sheffield poses questions that prompt extrordinary answers (I also like how Sheffield gets involved in his conversation with Specter, its more of a discussion than a Q&A). Specter knows game design like the back of his hand. He has his own opinions and philosophies, as any designer does, and some may disagree with him, but Specter really does know what he's talking about, and most importantly, applies these ideas to his games. Everyone should read this interview, but here are some excerpted Specter Words of Wisdom:There's a philosophy that I like to apply: as a developer I want to control the overall narrative arc....In that sense, I own all the acts and why you do things. Now, saying that, it's possible to own why you do things and leave how you do them in the players’ hands. The key for me is creating linked sandboxes and letting players explore those little narrative chunks on their own. I'll determine why it's important that you get through a door, but how you get through it, what happens and whether you kill, talk to or ignore everyone on the other side belongs to the player. That concept of sharing authorship is where the sweet spot of game narrative is.Specter says plenty of cool stuff. Check it out at Gamasutra. Oh, and please comment on Specter or narrative or anything else if you find anything particularly meaningful to you. Also, Specter has a GDC presentation this week that I will most definitely be posting about. Check back soon.
Another point is that if you're going make a game that allows players to make significant choices that puts them in control of a narrative or of a character in a simulated world, you do have an obligation. You have an obligation to show the consequences of choices. One of the biggest problems with games, especially more linear games, is they say “kill everything that moves. Good player!” “Or win this game,” and then they pat you on the back for solving a puzzle, killing virtual things or crashing a car in a fantastic way...Even saving someone, because there might have been someone who wanted that person dead and now they hate you.