• Survey for possible future game.
    63 replies, posted
[url=http://www.makesurvey.net/cgi-bin/survey.dll/E0F03FD1F59C4C2885D54BAF97939501][b]The survey is here![/b][/url] [i]Makesurvey.com can get quirky at times, if the survey won't load. Please try again later.[/i] This survey covers the basic framework of the game. There are quite a lot of questions, but note that a large chunk of them are optional. Take a minute or two to fill this out, and also have a say of what you want in the game as well. If anyone finds any spelling mistakes, grammar mistakes or that a question is labeled optional but actually isn't. Calmly tell me. The results will be showed once the fill-outs stop coming in.
Interesting story/characters, this seems like it could work out really well.
Done and done. Some of the questions I answered to a very "I don't know". Mostly to do with characters as I don't know the context.
Is this game in development or just in "ideas" stage right now?
I was taking it but about halfway through I realized that I wasn't your target audience so I X-ed out.
This game sounds pretty cool; i've added my suggestions and opinions to the pile, and eagerly expect whatever comes out of this.
[QUOTE=Wealth + Taste;36724481]Is this game in development or just in "ideas" stage right now?[/QUOTE] We're actually refining the writing part of it. We just wanna make sure we don't end up making a disappointing flop.
Filled that bitch, nice survey and time really flew when I was filling it :D
Some of it was pretty generic, mainly parts of the plot,characters,and flashbacks. Other than that I really liked it, added my idea for the death of the final boss.
I'm probably not the target audience but filled it in anyway. Seems interesting apart from a few minor things.
I think your moral choices need to be more significant - like passing up a significant advancement in the plot to save a family/group of people with no thought of reward. For example you could be on your way to meet an important contact who very specifically said to meet you at a certain time but on the way you run into a group of people being attacked and if you choose to stay and help them you miss the contact but open another plot line. I only say this because the kill/don't kill "moral choices" are so common in games these days that they have very little effect on the player and most of the time they won't change the story in any major way but instead give you points into good/evil which is in my opinion the WORST way to manage moral choices. The choices the player makes should be irreversible with no way they can just make up for the good/evil decisions they make short of starting from an earlier save. Other than that it sounds promising, I agree with 153x this could work really well.
I answered everything with full honesty except for the last question. I had to do something silly there. :S
"If you answered "Yes" to the previous question. If the person speaking has been mentally damaged by past testing, should there be an alternate/newer picture of this person to reflect that?" This reminds me of Doom. All these flashbacks and playing as other people are going to take really clear story telling skills or else the players will get really confused.
Did the survey, the whole 'context' revolver sounded really silly tbh.
My only problem with the moving-thru-walls-device is I don't see many ways it could be applied cleverly to puzzles, but if you figure out a way then go ahead. However, the idea of implementing puzzle mechanics into the pipe weapon is genius imo. And to further detail my answer as to how much of the character should be revealed, I think reveal most things except his early life. Also rather than have so many of the sub-plots be played out as the involved characters, how about you see evidence of the past events, learn about them from NPCs and then have them somehow effect you? And I reckon that in casual conversation, they should all be called P6 instead of Project 6 etc. Anyway, hope I helped. Thanks for the survey!
I like the idea of this game and i did the survey hope i helped
Done. Sounds p intresting.
Sounds cool, I like the idea of using a lead pipe for holding water, which I assume will be used for puzzles. The puzzles better not be a cop out and just "Take X to Y", I want to see something creative.
You could do the flashbacks like Fahrenheit where you can choose which character you begin to play as and it will show the location of both so the player doesn't get lost.
your moral choices are the same hackneyed bullshit that we see in every single game ever, please think of something original other than "DO YOU WANT TO <murder the puppy> OR <save the puppy>?" style crap [editline]12th July 2012[/editline] also some of your character designs are kind of boring or gimmicky. like father redd is literally "HE IS A PRIEST IN A CHURCH WHO MAY ATTACK YOU WITH THIS WEAPON AT SOME POINT, IS THIS INTERESTING??" and i'm like "of course it's not fucking interesting you've provided one line of text how am I supposed to know??"
The player needs to be able to kill the final boss with a spoon.
okay I finished the thing. here's the problem: it is pretty much the epitome of the 'ideas guy'. every single question was about some gimmick that just sounded cool while totally disregarding the actually important things like gameplay, narrative structure or overall plot. you said you wanted to concentrate on the writing first but this shows you really have absolutely no idea what actually matters in writing. who really gives a shit about how some characters die or whether or not the mob is involved? those are tiny unimportant details that you shouldn't be using a survey for. this was a good opportunity for you to work out what style of game you should be making, but instead you wasted it on trivial crap. i am sorry for your lots.
[quote=ThePinkPanzer;36733723]Did the survey, the whole 'context' revolver sounded really silly tbh.[/quote] You might think differently once you get the chance to use it. [QUOTE=dual elites;36740871]but instead you wasted it on trivial crap. i am sorry for your lots.[/QUOTE] There was no loss. Edit: [quote]your moral choices are the same hackneyed bullshit that we see in every single game ever, please think of something original other than "DO YOU WANT TO <murder the puppy> OR <save the puppy>?" style crap[/quote] Wow. You sound pretty confident in what this survey should have asked, perhaps when we make another one, we'll let you have the honor of picking the questions. Do you have better suggestions for moral choices? If so, I'd love to hear them. Rate dumb if you know what I'm getting at. Rate informative if you could care less about what I'm saying.
I put mostly "I don't know" because the whole thing I can't have a say on because I don't even know the [i]theme[/i]
Since you asked about the hud I suggest to make it extremely discrete, a la Metro 2033 if possible. A huge health bar or faces popping out when someone talk would break the immersion imo. (I guess it will be first person since it would be possible not to see the character's face) And I picked 1910 for the flashback thing but I have absolutely no idea if it make sense regarding the storyline. I just like the idea of going very far back in time. But the levels have to be done right so the player can identify the time period without the historical clues being exaggerated.
Shit. When I was done I pressed on "clear". Anyway I did it over and I´m done now.
I think the survey's a bit clunky. Too many options, to be honest. The first thing I learned about surveys when I took a class on it was that you should make it have a few questions to get the general feel. I think a 1-5 system would work well.
I think all the stuff about projects, subjects, rejects, controlled etc. needs to clearer.
The story seems to not be coherent enough. I mean, test subjects, super test subject, fancy revolvers, long flash backs, the mob, a priest, an evil doctor? It really does not come together.
This sounds so much like a mashup of half life 2 and portal
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