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Chris Jones on Tex Murphy Project Fedora

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Jun 8th, 2012
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  1. Talon2000uk : In an interview it was mentioned about "shorter attention spans" and Project Fedora being "easier / slick" etc. A lot of fans loved the gradual buildup with how the story took time to grow and we could immerse ourselves in the world of the past games. I liked the depth of the games where everything you clicked on had a comment or a little story behind it, fantastically voice, by the velvet toned Chris Jones. Please tell us that your not going to ditch these elements in favour of more "Modern" OCD approach.
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  3. Chris & Aaron: All the detail will still be in the new game - (voiceovers, etc). That has been somewhat of our trademark and we will continue to have the immerseve depth of gameplay as in the old games.
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  5. When we talk about pacing, we are talking from a cinematic standpoint. Our filmmaking has improved and we will be able to tell the story better. There are instances in the old game of "restlessness" because the delivery could have been sharper. These are the kinds of things we intend to clean up - so to speak.
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  7. This game will not feel rushed, it will feel better.
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  9. In a recent interview one of you mentioned that you learned a lot about doing short, to-the-point cutscenes in the 3 Cards games... the 3 Cards casual games were great, but some of the cut-scenes seemed to be cut a bit short, like the punch lines were taken out... will Fedora be like this?
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  11. Adrian Carr: I was not involved in 3 Cards
  12. Chris & Aaron: Don't use the 3 Cards games (or any other games) as reference for what we'll do with Tex. We'll bring Tex back the way he needs to be.
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  14. Chris Jones on RetroNick: Its nice to be a retro product but you also have to realise that techniques have improved and those really have to be built into what you're doing. So just from the standpoint of our heritage we like to push the envelope and we like to make sure of whatever we can do to make the game easier to play or more enjoyable. We definitely take all of those things very seriously and we want to make those technical improvements to make it more fun.
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  16. The core of the game play will be the same including searching locations, combining objects, interviewing suspects, interacting with friends and not-so-friendly people, cinematic sequences and more. However, we hope to streamline the interface and make it more intuitive and easier to play.
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  18. Chris: Hi Guys - Chris J here - Just saw the thread on "slick" game. Don't worry. I am referring to the interface and the pacing of the story. It will be true to our past games but will keep a good energy level throughout . There will still be two levels of game play with one level designed for gamers. It will be the real deal.
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  20. 1UP: Have you been playing adventure games since Overseer, and will any of the changes in design influence how Project Fedora is made?
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  22. Chris: I think to a certain extent that will affect it, but one thing I'm finding is when we go out and we've been talking to people, and the people who have been backing the project, they really have an idea of what they want.
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  24. Chris: I've talked on programs before and I've said we're going to make it a little slicker, and that was almost a mistake. What I meant by that was saying we're going to make the interface easier to use. You look back 15, 20 years, the interface was a little clunky, so we wanted to make sure that the mechanics don't get in the way of the game, and so much has improved that way that we want to make sure we build that in, but in many regards they absolutely want a classic Tex mystery, and so there are design philosophies and concepts that I think make puzzle better and more intuitive and a little more fair to the player, and I do think those things needs to be incorporated, but I want people to understand that we are re-creating Tex's world and we are technically improving things that make it easier to play, but that the game they knew and loved through the series is going to be the heart of what the experience will be.
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