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Originally Posted by avistew
I get that, but on the other hand you're already doing it. Half the players (or, I'd even say, most the players) are going to miss lots of stuff. The whole "did you try...?" thing is all about that. People might use the "right" dialogue before they have time to ask the wrong ones, and they'll disappear. And so on.
So I'm not sure it would make that much of a difference if there also were two ways to go around a given puzzle. Although I get Dashing's argument that if more items can do the trick, then it's easier to reach the solution.
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But advancing the story always takes precedence over everything else. So even if you choose the "right" dialogue item and that cuts out the goofy choices, you haven't changed the outcome of the story. It's the difference between making a choice just for fun (I want to hear what happens when he says this), vs. making a choice that's actively involved in playing the game.
And I believe that's exactly why it makes a difference how you solve a puzzle: I want to make sure that we're all in agreement (the designer, the developers, and the player) that choice X is the most interesting and cleverest solution. I believe that if there's ever a point where you've got several solutions to a problem that all seem to make as much sense as any of the others, then we've given you a boring problem to solve.
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Originally Posted by Iryon
So we got a map to point to?
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I was under the impression that you like it when we point at the map.
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Originally Posted by ezzetabi
Do we have a Linux support this time or we have just to hope?
How much would it cost a Wine based porting? (Like Picasa)
I do not want to appear a snob jerk, but since the ID could make a linux version of a complex game like Doom 3 I was wondering why porting is so rare.
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Telltale doesn't support Linux, but some players on the forums have had some success using Wine and the like. I don't have any idea how much it'd cost to do an "official" Wine port, but there aren't any plans anytime soon.
And I'd imagine that the reason ID can do a Linux port of Doom 3 is because they're a very programmer-driven company and because Carmack likes to tinker; Telltale is more content-focused. Plus, DOOM is obviously such a huge series that ID can afford to spend all their resources porting their games to every possible platform. Adventure games are just a different market -- for the most part, the people who are interested enough in technology to be running and maintaining Linux (even "user-friendly" versions like Ubuntu) have lost interest in more casual games like graphic adventures. Remember that getting a game up and running on a platform is only a small part of the job: you have to have enough QA guys to test all the different versions, customer support for anybody running the different versions, etc.
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Originally Posted by Hassat Hunter
Of course [BioWare] make RPG's (the real kind, so not Hack&Slash, MMORPG or Oblivion style) so that's pretty much a given that'll be in. Can't imagine a RPG without different solutions to problems, branches and lots of way to costumize your character.
Might as well go and compare to FPS'es. Apples and oranges and all.
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But I don't think that's the case. For one thing, I think genres are becoming less and less relevant (and that's a good thing). If you think in terms of "first person shooter" vs "RPG" vs "point and click adventure" then you're just going to keep making minor iterations on the same game over and over again. You only get cool stuff when you start to think of what the game's trying to do: "story-based game" vs "simulation" vs "puzzle game" etc.
Half-Life 2, [i]Portal[i], and
Team Fortress 2 are all different types of games (story-based game, puzzle game, and team-based strategy game) all using the same engine and basically the same first-person interface.
Also, BioWare's games aren't full of branching choices just because they make RPGs; I'd say the opposite is true: they make RPGs because they like making games full of branching choices. They use the choices as a selling point (at least, for KOTOR and Mass Effect they did); that's their focus. The
Final Fantasy games are also RPGs, but they're not about choice or customization, but about presentation.
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Originally Posted by Rather Dashing
Why New York?
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Because Steve set the comics in New York.
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Originally Posted by GepardenK
In terms of areas to explore, not length, roughly how big will the new season episodes be (compared to season 1 and 2)? Will we see an episode that is as big as the season 2 finale?, because that one was huge!
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As I said earlier, we're still experimenting with what feels like a good length. (You can't really separate time/length from the number of areas, because they're too connected). The finale of season 2 was, frankly, too big -- everyone wanted the season to go out on a high note, but towards the end of the episode, it just feels like you're slogging through another set of things to get to the end. We're still working on ways to make it feel like you're exploring and seeing new things, without it just turning into a drag -- not just for the development team, but for the players as well.