Star Wars Adventure Game?

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Comments

  • edited October 2010
    Gryffalio wrote: »
    Hayden I was under the impression that the whole Force Unleashed series was non-canon? Might well be wrong though...

    swedish_jedi/ I want KOTOR3 tbh :)
    But otherwise, i'd want a ToMI/S&M style adventuregame but I think such a game in the SW universe would necessarily need a good few locations to work.

    With SW i'd see it as kinda mandatory to have plenty of opportunities of using a lightsaber which I don't think TTG would find easy to implement, and i'm not sure they'd have the resources to implement a lightside/darkside option which is part of what makes SW games so fun...

    About Force Unleashed: I think the story was supposed to be non-canon from the beginning, but George Lucas has apparently given his approval over the matter and now the story is fully canon.

    About lightsabers: Though lightsabers are a main item for the Star Wars saga, I don't think lightsaber action should be mandatory for every Star Wars game. There are several great SW games that feature very little lightsabers, like the Rouge Squadron series or SW: Bounty Hunter. If there ever will be a SW adventure game, I hope the designers will consider using a non-jedi character without any force powers for the protagonist. Of course I do think a lightsaber should be a part of the hero’s inventory, but because of his lack of skills it won’t be used as a weapon.
  • edited October 2010
    I have thought for a long time that a star wars adventure game would work pretty well....
  • edited October 2010
    Gryffalio wrote: »
    swedish_jedi/ I want KOTOR3 tbh :)

    Ha, don't we all? :) It's such a terrific series!
    Gryffalio wrote: »
    But otherwise, i'd want a ToMI/S&M style adventuregame

    That's prettymuch what I had in mind. I think that would work best.
    Gryffalio wrote: »
    but I think such a game in the SW universe would necessarily need a good few locations to work.

    Yes, agreed. Which is why this game would have to be an actual full game, rather than an episodic project. And if it were to be an episodic game, there's absolutely no way that the episodes could be released monthly. So, with this in mind, a full game would be the best choice if Telltale were to pursue such a project.

    And money and funding may be another issue, but after the Jurassic Park and Back to the Future, I'm guessing that TTG will be able to fund the project comfortably, which would probably allow them to include a reasonable amount of locations.

    Anyway, on this topic, I think that it would be cool if you had some sort of map screen, and could fly from planet-to-planet whenever you wanted - sort of similar to the island hopping in the chapter 'Four Map Pieces' from Monkey Island: LeChuck's Revenge, and 'Siege of Spinner Cay' from Tales. If I remember correctly, I think that KotOR had a system like this in it. But it would be cool if it were cartoonified a little, and the ship were visible. Don't ask me why, I just think it would be better this way - seeing the ship on the map screen and seeing it move would make you feel like you're actually traveling, I guess. It's just little things like that which suck you into the game and result in a better overall experience.
    Gryffalio wrote: »
    With SW i'd see it as kinda mandatory to have plenty of opportunities of using a lightsaber

    And I'm sure that that would certainly be possible in an adventure game. Heck, there are loads of times in the Monkey Island series where you have a sword, cutlass or some sort of weapon as an inventory item, and it's rarely used for killing or inflicting hard - it's used for solving puzzles. So, I don't see why the same can't be done with a lightsaber.
    Gryffalio wrote: »
    which I don't think TTG would find easy to implement

    Do you mean graphically, or in terms of creating puzzles?
    Gryffalio wrote: »
    and i'm not sure they'd have the resources to implement a lightside/darkside option which is part of what makes SW games so fun...

    This is true. Which is why they may have to cut it. Yes, it's a cool element, and it is fun to play around with. But, would the game really suffer all that much if it were to be cut?

    Yes? Well then, perhaps there could just be one moment in the game where you can decide between the light and dark side, because, in all honesty, in 'Jedi Academy' there was only one real definitive moment where you chose between the light and dark side - it wasn't a gradual thing like in the KotOR games. And the decision was made quite late in the game, meaning that not much of the game was multi-path.

    So, perhaps TTG could do the same.
  • edited October 2010
    Hayden wrote: »
    Anyway, on this topic, I think that it would be cool if you had some sort of map screen, and could fly from planet-to-planet whenever you wanted - sort of similar to the island hopping in the chapter 'Four Map Pieces' from Monkey Island: LeChuck's Revenge, and 'Siege of Spinner Cay' from Tales. If I remember correctly, I think that KotOR had a system like this in it. But it would be cool if it were cartoonified a little, and the ship were visible. Don't ask me why, I just think it would be better this way - seeing the ship on the map screen and seeing it move would make you feel like you're actually traveling, I guess. It's just little things like that which suck you into the game and result in a better overall experience.
    Yes, maps are good - Winslow would approve :winslow:

    But seriously, that's exactly the kind of thing I would like. One potential problem with planet-hopping would be that travel would surely take a while between, say, Korriban (for a random example) and Coruscant which might limit certain storytelling methods. ToMI did a good job in the Narwal and the court-scene episode of building atmosphere and intrigue in an enclosed location and travelling too far could take away from the atmosphere. Perhaps the ability to travel amongst some planets relatively close is the answer, and to lock us out of travelling at certain times when the storytelling & suspense should reach a peak?
    And I'm sure that that would certainly be possible in an adventure game. Heck, there are loads of times in the Monkey Island series where you have a sword, cutlass or some sort of weapon as an inventory item, and it's rarely used for killing or inflicting hard - it's used for solving puzzles. So, I don't see why the same can't be done with a lightsaber.

    [...]Do you mean graphically, or in terms of creating puzzles?
    I meant that we all love flashing our different-coloured lightsabers around! :) But then, in the KOTOR series we never really handled the lightsaber while in MI (as you mentioned) we have plenty of uses for the cutlass.
    This is true. Which is why they may have to cut it. Yes, it's a cool element, and it is fun to play around with. But, would the game really suffer all that much if it were to be cut?

    Yes? Well then, perhaps there could just be one moment in the game where you can decide between the light and dark side, because, in all honesty, in 'Jedi Academy' there was only one real definitive moment where you chose between the light and dark side - it wasn't a gradual thing like in the KotOR games. And the decision was made quite late in the game, meaning that not much of the game was multi-path.

    So, perhaps TTG could do the same.

    Not having the ability to choose would be a pity, but i've thought about the SW games i've played and I actually struggle to play overly dark-side in games where i'm interested in the characters' progression. I find it pretty hard to play properly dark-side in KOTOR2, for example, with Bao-Dur, T3 & co. on the party. That said, I love being uber-darkside like in Force Unleashed. I suppose there are ways to write the story so that nobody would be overly bothered about not having the ability to be ds/ls and there could be a way of adding up certain choices (like perhaps whether to kill someone, or let them go) that wouldn't effect the storyline much that would give the illusion of choosing a DS/LS while not having to implement it overly.
  • edited October 2010
    This is why I'm looking forward to the Han Solo Adventures. None of these simple tricks and nonsense. All you need is a good blaster at your side kids.

    In other news, don't forget there's also a Shadows of the Empire adventure game in the works. They've been working on it since 2004 and recently decided to jump onto a new engine. It's interesting because they're releasing the game in chapters.

    Here's their old site with all of the screenshots of the game
    Their new site where all future updates will be posted
  • edited October 2010
    Can't wait for some updates in the Han Solo game!
  • edited October 2010
    Woud love that. Star Wars will always be the best......
    But i cant choose Star Wars or Lord of The Rings...sombody shoud make a poll bout that
  • edited October 2010
    Gryffalio wrote: »
    Yes, maps are good - Winslow would approve :winslow:

    That's the only consolation I need :D.
    Gryffalio wrote: »
    But seriously, that's exactly the kind of thing I would like. One potential problem with planet-hopping would be that travel would surely take a while between, say, Korriban (for a random example) and Coruscant which might limit certain storytelling methods.

    Hey, as long as we can visit Tatooine, I don't mind what the other locations are. It would, however, be nice to see some new planets, though.
    Gryffalio wrote: »
    ToMI did a good job in the Narwal and the court-scene episode of building atmosphere and intrigue in an enclosed location and travelling too far could take away from the atmosphere. Perhaps the ability to travel amongst some planets relatively close is the answer,

    Yes, I'd say that would be the best way to do it - to just have some sort of small solar system (or perhaps a small galaxy) that you can travel around in. But really, whether the travel is spread out, or set in a compact environment doesn't really matter in the end, because it all just depends on how it's done. If executed properly, they could probably both work quite well.
    Gryffalio wrote: »
    and to lock us out of travelling at certain times when the storytelling & suspense should reach a peak?

    Yes, exactly what I was thinking! This is done time and time again in Monkey Island: in 'Trial and Execution' there's no way to escape the island due to a lack of transport, in 'LeChuck's Revenge' we have the embargo on Scabb Island in the first episode, in 'Escape from MI' we see Guybrush forced to wear the voodoo anklet preventing him from leaving Lucre Island, and not to mention the numerous times that Guybrush gets stranded on Monkey Island itself. It's commonly used, this element of 'trap the player in this location', and it works quite well each time.
    Gryffalio wrote: »
    Not having the ability to choose would be a pity, but i've thought about the SW games i've played and I actually struggle to play overly dark-side in games where i'm interested in the characters' progression. I find it pretty hard to play properly dark-side in KOTOR2, for example, with Bao-Dur, T3 & co. on the party.

    Yeah, I've never actually experienced the dark side in the KotOR games - I just can't bring myself to make people suffer, whether they're NPCs or not.
    Gryffalio wrote: »
    That said, I love being uber-darkside like in Force Unleashed. I suppose there are ways to write the story so that nobody would be overly bothered about not having the ability to be ds/ls and there could be a way of adding up certain choices (like perhaps whether to kill someone, or let them go) that wouldn't effect the storyline much that would give the illusion of choosing a DS/LS while not having to implement it overly.

    Yeah, or they could perhaps just scrap it altogether, and just make the struggle between the dark/light sides part of the storyline, and keep it to the cutscenenes. Yes, it means that there's a certain linearity there, but Telltale have always been great storytellers, so I'm sure that they can get by without making this dark side/light side thing a major gameplay element, because they can compensate for it with their writing and storytelling.

    Plus, if Telltale were to make a Star Wars game, I would personally like to see sequels and future installments. And I would like to see the sequels to carry on directly from the previous game, with the same characters and a related storyline. So, if there were to be this dark side/light side thing, wouldn't it make a sequel sort of... difficult?
  • edited October 2010
    Aaaaaw, you guys all resisted "[Force Persuade] Give all your credits to me then jump down the central pit." on Nar Shaddaa?
  • edited October 2010
    Aaaaaw, you guys all resisted "[Force Persuade] Give all your credits to me then jump down the central pit." on Nar Shaddaa?

    I said overly darkside ;-)

    The thing about KOTOR2 is that no matter what you do, you can redeem yourself fairly quickly. I tried playing darkside once and murdered everyone I got a chance to on Telos, and worked for Czerka etc. Did most of the darkside stuff on Nar Shadaa, but in the end after another planet you can be back to neutral or even lightside with minimal effort.


    .... I really wish TTG were doing a SW game now, after all this discussion! :(
  • edited October 2010
    Gryffalio wrote: »
    I said overly darkside ;-)
    Yes, because that almost touched the light side, right... :p
  • edited October 2010
    Aaaaaw, you guys all resisted "[Force Persuade] Give all your credits to me then jump down the central pit." on Nar Shaddaa?

    That's where Youtube comes in :).
    Yes, because that almost touched the light side, right... :p

    ^ Bao-Dur thought so (as the uploader pointed out).

    It's funny, isn't it? I remember multiple times when I made choices in KotOR that were undeniably evil and/or wrong, yet I wasn't penalized by losing light side points.

    There was also this other time in the first game when I'd completed all negotiations with the sand people and reached a peaceful resolution, then I rubbed one of them up the wrong way by stealing some of his junk, which then caused two of them to attack me. I killed them, of course, and then I had each and every one of them in the whole camp as my enemy. I slaughtered the lot of them and sold all of their gaderffii sticks to Czerka, and got off scot-free.

    Also, this brings me to another thing that I never got, how can you be a righteous, morally upstanding jedi knight, yet go around and loot everybody's possessions in the entire game :D? Is stealing and theft just accepted in the old republic?
  • edited October 2010
    Trenchfoot wrote: »
    Can't wait for some updates in the Han Solo game!

    Don't get excited, fan games have a history of disappointment with cancellation or a lack of enthusiasm.
  • edited October 2010
    I don't see that happening. This is something the developer has said he's wanted to do his whole life and that it's been a passion of his to see it to completion.
  • edited October 2010
    doodo! wrote: »
    Don't get excited, fan games have a history of disappointment with cancellation or a lack of enthusiasm.

    Or a combination of both (with a lack of enthusiasm being one of the main reasons for cancellation in the first place). However, I have more faith in this project than most - the developer seems more devoted to the project than most usually are. But, then again - that's how they all start out, isn't it? Perhaps the thing that gives me confidence is the fact that this guy has already made (and finished) games in the past, meaning that there's a fair chance that he'll finish this one.
    tobar wrote: »
    I don't see that happening. This is something the developer has said he's wanted to do his whole life and that it's been a passion of his to see it to completion.

    Also this.
  • edited October 2010
    Yeah, that's because you save the guy, which is seen as a LS act, and triggers the Light Side random responses from your teammate. Probably should fix that with TSLRCM (then HK/Canderous etc. will approve, so it's not a penalty ;)).

    Aaaand... that Tatooine stuff had DS points, but they removed that in a patch since the area was glitchy and even with disguises sometimes they were all hostile, harming the LS player big time unintentially. It was definitely intended for that to give hefty DS. Alas.

    As for fanmade projects, check out "The Nameless Mod". True, it's not an adventure, but it got to be one of the best fanmade games EVER. Seriously.
  • edited November 2010
    [...] Probably should fix that with TSLRCM[...]

    How is that mod, anyway? Does it actually add all that much to the game, and does it actually sort of help 'KotOR:TSL' to live up to what the game could have been? Because, I'm really disappointed that 'The Sith Lords' had so much content cut - what was a really good game could have been a truly excellent game had Obsidian been given time to finish it properly (or permission from LucasArts to create a patch). So, what I'm basically asking is, is this mod a sufficient cure for my disappointment and frustration?
  • edited November 2010
    As one of the people working on it, I can hardly give an unbiased answer ;).

    But, yeah.
  • edited November 2010
    As one of the people working on it, I can hardly give an unbiased answer ;).

    But, yeah.

    Whoa! You're working on that thing!? Well, kudos to you, man. It's good that some people are actually trying to restore the game to what it should've been. How many of you are there working on the mod?
  • edited November 2010
    Can't think of anyone else on the net called "Hassat Hunter"... I sure hope it stays that way :p.

    4 now. Zbyl, Stoney, VarsityPuppet and moi.
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