quicktime event

Dang! I wonder what the next Overwatch Hero will be?!

*Quicktime event like in l.a. noire appears signalling you to make a silly response to this post*

anonymous asked:

Is it bad I think hatim (especially with buddy) would make a really good game? I imagine bendy is much more talkative than henry so I imagine he'd make for some pretty good commentary, and buddy would be an absolutely adorable sidekick. It wouldn't even have to be in the same format as the original, there are tons of genres that convey horror just fine such as point and click and rpgs (I'm not telling you to make a game, I'm just thinking how cool it would be)

Aww shucks, thanks Anon! I think it’d be fun to see any game with Bendy doing commentary, as the fandom seems to collectively enjoy his wisecracking potential.

And for what it’s worth, you’re not alone. I’ve often wondered how other AUs would function as games in their own rights:

@squigglydigglydoo Toon Henry AU would make an adorable Paper Mario style RPG. They’d look like they literally jumped off the paper! The “stage” that Mario and crew fight on could even be swapped out for a black and white vaudeville/original muppets theater style stage or that backdrops on multiple-plane cameras, like Walt Disney originated with his films. Or it could even be done as a multiplayer combat RPG similar to Mario and Luigi’s Superstar Saga. Imagine the different fighting moves combined with gags!

@whatisthisnonsense Good Bendy AU would be a cool first-person Nancy Drew or Portal-style puzzle solving game. Not entirely different from the original gameplay, but with more dialogue options with other characters and less combat, with the option to run away or use a puzzle to avoid peril.

@yunisverse Rubberhose AU would make a great Sierra Games ™ style pixel puzzle-solving point and click adventure game, like Space Quest or Leisure Suit Larry. Complete with a plethora of puns and Instant-Death Scenarios if you make the wrong choice, and hilarious choices that can sometimes be the way to save your hide. As well as very unforgiving QuickTime events that may require pulling toon physics out of your rear to avoid dying.

@thelostmoongazer HATIM would make a really fun Kingdom Hearts style RPG with all different sorts of combat options, with or without Buddy. And Alice could be one of the middle bosses like Riku. Imagine all the special trio attacks! Ink!Monster!Henry or Buddy could work as summons to help fight or sabotage bigger enemies (the little guys’ handy with sneaking through pipes).

Things which are currently on sale on Steam which I highly recommend to the kinds of people who follow this blog:
  • Primordia, $2.50
    • point-and-click indie pixel
    • sad dad robot searches for Truth
    • about 5 total hours of playtime
  • Fallout: New Vegas, $9.99 (including all four DLC)
    • open-world FPS or RPG
    • nuclear wasteland of my heart
    • just clocked 200 hours and still having fun
  • Tales from the Borderlands, $6.24
    • story-and-quicktime-event style
    • trash family learns what is more important than money 
    • (spoiler: it’s even more money) 
    • saved me from a really bad depression
    • about 10 total hours of playtime
  • Dishonored, $2.50 (alone) or $9.99 (including both DLC)
    • FPS
    • murder dad trying to make whalepunk hell a nice place to raise smol daughter
    • I think the first playthrough was about 20 hours but I’ve replayed it about four times straight through
  • Final Fantasy IX, $10.50
    • JRPG
    • have you ever cried a lot and learned to let yourself be loved even when you are small or weak or silly or strange,
    • maybe about 30 hours playtime
  • Sunless Sea, $5.70
    • text-based
    • wander an eerie ocean listening to lovely music
    • indefinite playtime

imagine if there were a jojo game like octodad but instead it revolved entirely around dio brando having to act and appear like a normal human father to giorno to everyone around him. his teachers. his classmates. his friends.

gameplay mechanics include finding creative and inconspicuous ways to block sunlight, hiding your fangs and gross neck scar, discreetly refilling your blood meter, NOT performing physical feats of inhuman strength like tearing a car door off its hinges on accident, and quicktime events where you attempt to talk like a normal person about the weather instead of waxing philosophically or ripping someone’s ribcage out.

jotaro is the in-universe equivalent of the sushi chef. also fuck you i never went to bed this is the best post you can get from me today

Far Cry 5 Act VII Final Scene

LOCATION: Hope County Chapel and Militia HQ

*The antagonist paces before the bound player character. Alex Jones looms behind him, AR-15 at his waist.*
“Traitor! Wolf! Judas! You could have had it all, boy. Everything! I had high hopes for you. But it seems the globalists got to you first. A pitty.”
*He draws his luger and aims at the player.*
“May God have mercy on your so-”
*A tremendous chorus of ALLAHU AKBAR interrupts him as the compound’s gate is breached by a dazzling explosion.*
*The antagonist and his goons are mowed down by a volley of 7.62x39mm as the Islamic Tolerance League launches its attack.*
*A woman in full burqa unties the player who procedes to behead the wounded antagonist via a five-minute-long quicktime event.*
*She turns to the player and removes her veil, revealing her blonde hair, blue eyes, and warm smile.*
“Good night, right side.”
*She picks up the charred remains of a bible and opens it, her brow furrowing.*
“Who believes any of this trash anyway?”

Here is a tiny bit of ETD (so far).

The main menu animation is not laggy. Bandicam ended up making it look laggy for some reason >.<…

I had to cut a bunch of scenes to make it fit into 5 minutes, (especially a big part of the opening). And had to shrink the size to make it less than 100mb. Also…bandicam >_>; I should probably buy it soon.

Anyways, it’s not exactly a “playing the game” vid. Just showing some scenes, some game mechanics and the chara creation of Lith and some scenes from the start of “Thief route”. But it should give you a small idea about how the game is turning out.

I’ve decided to add a proper video once the game is a bit longer. More stuff to show like a battle scene, a mini game and a quicktime event etc.

noplanguy  asked:

When you say "adapt narrative into gameplay" rather than vise versa, doesn't this depend on the genre of game? What about narrative-centered rpg's like Planescape Torment, that had rather lackluster combat but is considered a classic for it's writing? Or point+click adventure games that have more of an interface for interaction than anything else? I always interpreted "gameplay" as a set of mechanics and designs that tells their own narrative by themselves, giving the player moment-based choice.

Are you seriously trying to use Planescape Torment when that game was fundamentally based off of a licensed gameplay system (Dungeons and Dragons) that informed almost every decision you made in it, along with practically all of the rules for combat and non-combat interactions as an example of adapting gameplay to fit the narrative? Planescape Torment was built from the ground up to incorporate the D&D ruleset everywhere - using character attributes to determine which conversation options were available, tracking choices made in game to determine alignment, spells, combat (it even had THAC0!), and so on and so forth - all of these are gameplay elements that the story was built specifically to take advantage of. Black Isle wrote PS:T specifically to highlight the gameplay system and setting that they licensed. They didn’t decide to write the story first and then go shopping for a system to tell it.

When I say “adapt narrative to fit gameplay”, I mean “Here’s the sort of game features and rules we can build. We need to write a story that we can tell using these features.” When I say “adapt gameplay to fit narrative”, I mean “Here’s this awesome story that we really want to tell. Let’s make a list of rules and features in order to tell it.” Writing a story first and then trying to make the game rules and features up afterwards to fit the story is a recipe for disaster. It takes a really long time to create the gameplay features. All the stuff needed for depicting characters, animations, effects, locomotion, AI, combat, camerawork… everything is gameplay driven. Even point and click adventure games are built with the gameplay (including things like mini games, interface, cinematics features, etc.) being hashed out first, and then the story coming second - the goal in building an engine is not to tell one particular story, but to create a set of tools that can be used to tell many stories. Preserving a few precious scenes of a grand epic story by throwing out or changing chunks of rules and features will annihilate your development schedule and budget. It’s far easier to change the story to accommodate the limitations of gameplay than change the gameplay implementation during development because of a story element.

Gameplay is the sum total of the game’s interactive features and rules. It is not just the interstitial segments between cinematics or conversations - those are all part of the gameplay too. The camera work, the AI, the combat, the abilities, the conversation system, the equipment and inventory, the stats, the controls, and so on and so forth, all of it is gameplay. If that sounds like a really broad selection of stuff, that’s because it is. Creating robust gameplay systems and features takes a really long time, and that’s why adapting gameplay to the narrative tends to be a huge failure - you can easily change the story by rewriting a few paragraphs (like changing the location of a scene), but you cannot easily change gameplay systems like cinematics, AI, combat, equipment/inventory, or cameras after the fact - not without throwing out a huge amount of work.

There’s really only one game I can think of which really had the narrative drive the gameplay - Dragon’s Lair. Dragon’s Lair was a game in the early 80s put out by Don Bluth’s animation studio in arcades, and was a series of quicktime events where you had to press the right button on the joystick or the sword button to not die. That was the entire game. The funny thing is that it never really impressed anybody with its narrative either - the main draw of the game was actually its fantastic visuals. Such a game really wouldn’t be viable today, because real games require more than just a story with pretty visuals and minimal gameplay.

Confession:  I appreciate the options for certain interrupts because they’re cool or have desirable effects, but … quicktime events are a nightmare for me. For one thing, I like to just enjoy those scenes (and take multiple screenshots during conversations) rather than hover over the mouse just in case I’m gonna have to make a life-or-death decision based on what color I see flash on screen.