12/28/2023 0 Comments Katana zero ost monsterOne of the aspects that required a lot of tuning was the timing of the bar between its interrupt and response phases. The dialogue system is easy to understand and use, but there’s more nuance to it than it might first appear. There it found a new purpose, to maintain the momentum of action scenes by keeping you thinking, considering the effect of interrupting and what it might cause. But he brought its dialogue system across to the action game that became Katana Zero. You might not be surprised to hear that he shelved that RPG. It was an attempt to make things feel as natural and give players as much freedom as possible, because I always find while playing a game, the coolest thing is exploiting the systems and doing whatever you want.” “Or even just shoot them by going into tactical mode while talking. To maintain the same sense of open possibility, he designed a dialogue system that’d allow you to walk away as an NPC is talking, or to interrupt them with a line of your own. “I wanted to fix RPGs in the sense that I really don’t like limiting factors in videogames.“ “But with full repercussions, almost GTA-style,” Stander says. At any time, you’d be able to enter a tactical mode in which you could fight quest-critical NPCs and shopkeepers and interact with any object without the game getting in the way. Instead, he created it for an ambitious-sounding RPG project, which rode on the concept of having no limits. Stander didn’t originally conceive Katana’s Zero’s dialogue system for an action game. ”They meant I could be way more stupid with them and more in-depth than a regular cutscene because they didn’t matter if the player didn’t want to watch them then they could just run in and kill them, and I didn’t feel bad for breaking my own design principle of only putting cutscenes in drive the plot forward.” “It was nice, being able to make these little vignettes that didn’t have to be a big showstopping part of the game,” said Stander. Katana Zero also features incidental dialogue between NPCs, which you interrupt by, well, interrupting them. The result is a dialogue system in which you can always make a choice. Let the time bar fill to the top and it’ll select whichever choice you have highlighted. During this state, you can interrupt, forcing on the conversation a choice which generally means, “GO AWAY.” Hear the NPC out, though, and you’ll get a set of new choices that will progress the conversation in a different way. When an NPC starts talking, a time bar appears below the scene and begins filling, first in red, with a single choice below. Taking complete control away from the player and making them read something, it takes away from the pacing a huge amount.” “It’s the unstoppable cutscene, or cutscenes where you feel you have no agency. “It came from me wanting to fix one of the biggest problems that I found in action games and videogame cutscenes in general,” Stander says. And that’s exactly what it was intended to do. It’s so important to the game that Graham led with it in his review. Katana Zero’s interrupt system introduces a light dose of interaction to dialogue, and this simple idea instantly feels better suited to the fast pacing of an action game than the pages of back and forth conversation that we’re all used to.
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