Although I haven't played Dear Esther, I've been following your blog since I first saw screen shots of DE in 2010. DE Looks incredible.
Why use the Source engine? I mean, the end result is a beautiful game that can compete with games not based on a 2007 engine, but using something like Unreal seems much easier (the boat scene used as your blog banner was made in Unreal, wasn't it?).
I remember a post about trying to reward the player for exploring (having a gap be cross able if you pick up a plank and place it over the gap). I haven't played, but often people's gripe with DE is that it isn't game-y.
Were things like that dropped in-order to make the experience more directed?
Did Mirror's Edge come out as you'd hoped when making it, or is true ,as some suspect, that the flow of the game was broken in order to give the play a shoot-out because higher-ups at EA wanted it that way?
LittleBro2 karma
Although I haven't played Dear Esther, I've been following your blog since I first saw screen shots of DE in 2010. DE Looks incredible.
Why use the Source engine? I mean, the end result is a beautiful game that can compete with games not based on a 2007 engine, but using something like Unreal seems much easier (the boat scene used as your blog banner was made in Unreal, wasn't it?).
I remember a post about trying to reward the player for exploring (having a gap be cross able if you pick up a plank and place it over the gap). I haven't played, but often people's gripe with DE is that it isn't game-y. Were things like that dropped in-order to make the experience more directed?
Did Mirror's Edge come out as you'd hoped when making it, or is true ,as some suspect, that the flow of the game was broken in order to give the play a shoot-out because higher-ups at EA wanted it that way?
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