We are a studio developing a game and we are listening to you!

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yahadi

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#1 yahadi
Member since 2003 • 25 Posts

Dear all,

I will first start by introducing myself, my name is Ahmad Jadallah and I am the Technical Manager at Vertex Studios, a game development studio located in Dubai, United Arab Emirates.

We are currently working on an action adventure title for PC and next-gen platforms. We are not at the point to disclose more info just yet (that should follow soon) but if you think of games lke Uncharted, Assasin's Creed then you are on the right track.

I think that it is very important for developers to listen to the community and I have been following the reviews for games like the above mentioned in addition to Alone in the Dark to see what they did right and what can be improved. But we need your help guys! A lot of the times we are faced with decisions that needs special attention at early stages of development.

An example of this is the fighting system, would you prefer a melee/sword fighting system from a third person/first person perspective (In our game you can switch at any time) which is often looked at as simple (Star Wars: Force Unleashed) or a more cinematic view like the Bourne Conspiracy (You see both characters in a view similar to a classic fighting game). Or maybe something totaly new.

The point is, we are not about copying those games but in the end we want to do what is fun for gamers.

So, any advise, suggestion is welcome and I will keep you updated with more info later on.

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rastaman219

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#2 rastaman219
Member since 2006 • 3032 Posts

I want a view from slightly above the head almost like a CCTV camera height and more than just one attack button.

Make me my game

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Tsunami23

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#3 Tsunami23
Member since 2004 • 1352 Posts

Dear all,

I will first start by introducing myself, my name is Ahmad Jadallah and I am the Technical Manager at Vertex Studios, a game development studio located in Dubai, United Arab Emirates.

We are currently working on an action adventure title for PC and next-gen platforms. We are not at the point to disclose more info just yet (that should follow soon) but if you think of games lke Uncharted, Assasin's Creed then you are on the right track.

I think that it is very important for developers to listen to the community and I have been following the reviews for games like the above mentioned in addition to Alone in the Dark to see what they did right and what can be improved. But we need your help guys! A lot of the times we are faced with decisions that needs special attention at early stages of development.

An example of this is the fighting system, would you prefer a melee/sword fighting system from a third person/first person perspective (In our game you can switch at any time) which is often looked at as simple (Star Wars: Force Unleashed) or a more cinematic view like the Bourne Conspiracy (You see both characters in a view similar to a classic fighting game). Or maybe something totaly new.

The point is, we are not about copying those games but in the end we want to do what is fun for gamers.

So, any advise, suggestion is welcome and I will keep you updated with more info later on.

yahadi

Save anywhere function, please.

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westvufootball

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#4 westvufootball
Member since 2008 • 259 Posts
like a view like brothers in arms in WW2 where its in 3rd person. and you like storm the beachings in 3rd person and can take cover and all...i think that would be cool. like saving private ryan in 3rd person over the shoulder. so ghost recon WW2
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Ghost_702

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#5 Ghost_702
Member since 2006 • 7405 Posts
Never heard of this studio and a quick google search yeilded no info on you guys. Your question is so broad, it's like asking what makes the perfect game. Not knowing what kind of game you're making makes it hard to give proper feedback. For example, if you're making a shooting game then we can help with specific information on how to make it better. But we have no idea what you want so all we'll be doing is giving you a ton of broad things to make and do. Generally speaking, make sure you spend the time to fix any and all bugs (if you can) that you find in the game. That alone would make most games that come out today way better.
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rzepak

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#6 rzepak
Member since 2005 • 5758 Posts
You should look into more intricate fighting systems something like in Die by the Sword or maybe something responsive and fast like Star Wars Academy for PC. The new Star Wars game while not bad shows that too many buttons do not make a fighting system good. Make sure to make any menus in the game itself to keep the gamer immersed. Look torwards the newest Alone in the Dark or more likely to the upcoming Dead Space. Do not use a fighting system similar to Assasins Creed. It was too passive. The game isnt rememberd for the action bits but for the run and jump gameplay and open city. Also one of the things I would like to see in future games in subtle envoironment interaction as seen in the Mirrors Edge trailers and gameplay. I mean the small things like using your hands to stop on a wall or to push of a surface when making a turn while running. These are details but it intesifies the feeling of true movement. The worst thing for a character in a third person action adventure title to do is too float on the surface like in Damnation and even Star Wars Academy.
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yahadi

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#7 yahadi
Member since 2003 • 25 Posts

Tsunami23 :

On the PC we already got that implemented, we will be working on that for consoles as well.

Ghost_702 :

We are a new studio and this is our first title. The website will be up soon and I will post a link to it.

I understand that things seem vague at this point but this is because we have to wait untill we finalize things with the publisher. As I said in the post, it is an action/adventure game which allows you to switch between first and third person perspectives at any time. I tried to be specific in the sense that I am asking about melee/sword fighting systems that would work.

rzepak :

I agree with you about Mirror's Edge, but I can't help but feel it will be flamed for being a first person platformer. Those are tricky because you don't get a sense of where you are in the world, grabbing edges etc.. but I certainly like the art direction and the atmosphere so far.

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rastaman219

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#8 rastaman219
Member since 2006 • 3032 Posts

Tsunami23 :

On the PC we already got that implemented, we will be working on that for consoles as well.

Ghost_702 :

We are a new studio and this is our first title. The website will be up soon and I will post a link to it.

I understand that things seem vague at this point but this is because we have to wait untill we finalize things with the publisher. As I said in the post, it is an action/adventure game which allows you to switch between first and third person perspectives at any time. I tried to be specific in the sense that I am asking about melee/sword fighting systems that would work.

rzepak :

I agree with you about Mirror's Edge, but I can't help but feel it will be flamed for being a first person platformer. Those are tricky because you don't get a sense of where you are in the world, grabbing edges etc.. but I certainly like the art direction and the atmosphere so far.

yahadi

What about me?

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rzepak

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#9 rzepak
Member since 2005 • 5758 Posts
You seem to have misuderstood my use of Mirrors Edge as an example. I did not mean for the game to become a platformer. You said that in your game the player is free to switch between third and first person views. This is risky. These two are incredibly different. Third person games need to have fluid animations like in Uncharted or the Prince of Persia series. Now look at FPS games. They usually except for exceptions such as the Thief series never incloude the players lower body thus there is no need for elaborate animation which the player will never see. Mirrors Edge is the first fps game that I have seen that has the third person attention to detail when it comes to animation. Now if the option to switch views is a big part of the game (will be advertised and so on) the FPS view cannot be inferior to the third person perspective.
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Oilers99

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#10 Oilers99
Member since 2002 • 28844 Posts

I assume your studio is a start-up that's about to begin development of its first title?

It's kinda hard to offer any sort of constructive feedback with only a genre, and some possible sources of design systems as the only information. I will say that it's nearly impossible to go awry with game design when you're just picking the general style of combat. You'll usually find gamers are pretty accepting of the game's internal systems as long as it works. If you're looking for the selling point, remember that people bought Force Unleashed because you got to play as Vader's apprentice and Vader himself, and Bourne Conspiracy because of the popularity of the books and movies. What gamers wanted in terms of camera perspective or nuances of the fighting system was less relevant... as long as those things were, at sum total, enjoyable, they were sold by the promises of the subject matter.

You need to start with a vision of what your game is and why it will be compelling, then build its gameplay from there. Whichever direction it takes from there is valid, though you should always be looking at what you've designed, and consider whether or not it works. A prototype will help immensely, of course. That's the stage where user input is useful, IMO, as long as they understand they're playing a prototype. An outsider's opinion of what is and isn't fun can be more insightful than the opinion of someone who has been working on the game for seven months.

If you want feedback from users, find someone with a good eye for design, have them sign a few NDAs, and show them a fairly complete design document, or better, a prototype. I don't think when you're initially conceiving how the game will work the feedback of users will be particularly useful, because it won't be focused.

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Meta-Gnostic

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#11 Meta-Gnostic
Member since 2007 • 977 Posts

Based on the information it is hard to say what would be best. I am confused though because you say option 1 is both 3rd person and 1st person, but option 2 sounds like it is 3rd person, so how would the 3rd person in option 1 differ from the
3rd person in option 2? Also, please avoid a combo system that requires the user to memorize 20-200 different button inputs for attacks. Don't make it too simple, don't make it a memorization exercise in hell. Make sure it has a decent story and an atmosphere that feels real.

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Rekunta

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#12 Rekunta
Member since 2002 • 8275 Posts

That is completely vague.

It depends on the game, but I prefer a third person perspective when using any type of close quarters weapon, as it allows me to get my bearings and to see the character's place relative to the action. One interesting control scheme for using a bladed type of weapon would be to hold down a button and use the analog stick to slice in the desired direction. Hold another button and a variety of stabs and parrys become available, etc.

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TheMazaku

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#13 TheMazaku
Member since 2008 • 766 Posts

I would like to make some suggestions, but I don't want to make suggestions if I am unsure if your studio has the finances, skills and abilites to try them out.

Firstly, if possible, can you let us know what engine your game is being built on. So we can understand the limitations and what you can and can't do.

For fighting systems: Ninja Gaiden springs to mind. Responsive, intuitive and a decent learning curve. Never caused to harm (except the game being quite difficult due to the saving system they employ).

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SirSpudly

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#14 SirSpudly
Member since 2006 • 4045 Posts

Make your game about an idea, and how to incorporate that idea in its own virtual world.

Attacking genres with the words "like", "similar to", and "better than" will result in a lesser game. Every time.

I ask that you use your strengths and close the wall of similarities, you are indian, therefore make an indian game.

If that means you have to stack the boxes differently to cover, so be it. I would prefer to feel in your world and not the world I just finished exploring.

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goldfront45

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#16 goldfront45
Member since 2005 • 681 Posts

well what kind of weapons are in use... i dont really want first person with a sword.

and in the credits i want " thank you goldfront45, you kick ass"

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azad_champ

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#17 azad_champ
Member since 2005 • 3482 Posts

Make me another MGS4!

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EuroMafia

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#18 EuroMafia
Member since 2008 • 7026 Posts
Responsive controls, nothing annoys me more than when controls feel sluggish.
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BuryMe

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#19 BuryMe
Member since 2004 • 22017 Posts
Focus on making it fun, not just new.
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#20 Cenerune
Member since 2008 • 588 Posts

Oilers brought some good points.

As a whole i would say, stick to what you would like as a gamer assuming you are a gamer. Get a vision of what you like or want and stick with it, the worse people you can consult are multiple gamers who generally have too much of a wide diversity of tastes.

Some like action, some don't, some like typical fantasy, some hate science fiction and so on. If you listen to everyone, you end up with a real abomination formed from too many parts and it feels incomplete.

If you develop a title that you personally would like to play as a gamer, chances are you will be willing to work hard and make it good. In the end it doesn't matter what kind of system you choose as there will always be a player base who like it.