What Style Of Game
Pretty self-explanatory and apologies if I've missed it announced anywhere but what type of game are we expecting for Fables? Similar to any other TTG properties or something completely new?
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Big and without bugs.
What about with Big Guys who Eat Bugs?
Just sayin',
Mike "Rifling Through His Back Issues" Stemmle
What I would say is that I'd rather see original stories than basing stories and puzzles directly off of arcs from the comics. Whether that means side stories, "sequels", prequels, non-canonical stories from a slightly different universe, I don't know. The idea of playing through a story I've already read isn't appealing to me.
As for style I think you would have to go 'realistic' in appearance.
Yes! Yes! and Yes! This! (Maniac-Mansion-syle.)
So beside of the hope that they surprise us with great story telling skills for a change i think i hope for solid adventure ingredients in the usual disciplines (unique puzzles, interesting dialogues, ...). I'm curious how their target audience will look like and if it's more the easy beasy not so much adventure focused BTTF mob who is fine with some second class story snippets already or a more demanding intelligent adult like audience who also cares about the quality of a game behind a franchise.
Curious how it will shape up.
I just hope they make a really great adventure game with complex but fair puzzles and keep it in a hand-drawn 2D style.
The first time I heard about "Fables" being adapted, I hoped it might be in the style of the first "Gabriel Knight" game - "Sins of the Fathers" - that old school style point & click.
No reason for it, I just always dug games like that and "Beneath A Steel Sky"; "Monkey Island"; "DOTT" etc. and "Fables" doesn't strike me as really working in the same style as the other "TTG" titles - I think it may come across as "too cartoony" if you used the same engine as "BTTF", "Sam & Max" etc.
I think that would fit the comics.
and yeah. this one kinda needs to be a classic adventure game really.
maybe play as a different character for each episode, that brings a big story together at the end?
i'm really looking forward to this one, fables is probably my favourite comic series...
Seriously though I can't wait for this to come out.
Maybe the moderators should too.
The adventure game would be a complete fit. The community would certainly be happy about some "choices" also, but I think we've had enough of the attempt with Walking Dead just now. A lot of effort was poured into this game only to have the fans complain their butts off that it wasn't at all enough.
Asking Telltale for a "pure" adventure however is probably pretty futile! They'll try to bring something new to it. And I'd really want that as long as it enhances interactivity. Give the pacing back to the player. Make exploration far more interesting, smoother and quicker than it was in TWD. And add far more details to actually explore. Give PC players PC controls. If you just can't think of anything better than a full blown chock full combine items inventory, then do exactly that. Anything but just walking around with one thing from A to B. Your fans want a challenge again that isn't just mini games or even QTEs (*shudder*), something with a bit of immersion to it.
TWD's graphic style was excellent, but the environments weren't always breathtaking. Add some real multi-level architecture, make the environments way bigger, have some freedom of movement (complete with a more dynamic camera), let the main character(s) run again. I think the engine can handle it. I won't speak about graphic style because I know you won't disappoint in that respect.
If it looks like the Adam Hughes covers, you done right.
The great thing about Telltale's best game so far was that it essentially changed its narrative genre while always remaining an adventure by game genre. It had more of a science fiction vibe in episode 1, switched to a 1930s Bogart/Indy/The Sting setting for episode 2, departed into film noir for episode 3 then heavily relied on zombie movie elements for the 4th episode... while the Season finale was Godzilla/Innerspace related. The story arc did not remain without cracks, but still had solidity despite the great variation. The next episode would always be something totally different while also being part of the same story.
I can imagine something similar with Fables - the world is colorful and versatile enough.
Also, I would love to see JEJ forced once again to write completely different music for each episode. What he's writing for TWD is great, but hardly much or even challenging.
This is apparently the reason why the game is taking longer to develop than Telltale originally intended.
Murg...that's a little troubling to hear, to be honest. The Walking Dead was great, but I wouldn't want Telltale to exclusively do games like that.
Walking Dead had some really interesting mechanics, but in retrospect, it was REALLY limited by sheer feasibility alone. It lived on the mere continuous assurance and teasing that the player could change things than actually delivering significant alternative paths. In the end, the very same people always survive, the very same people always die, a butterfly effect has not been witnessed and of course you weren't able to pick your own team for the final mission. I wondered why people were satisfied with that, but it probably is because the world of video games is almost devoid of skillfully told stories, which TWD game - in the very very narrow boundaries of the zombie genre - made the most of.
But the greater problem is Dan's description of the adventure mechanics:
The adventure genre needs to evolve, I agree wholeheartedly, and I also agree that storytelling is its core, and puzzles have to date mostly impaired a believable narration. But storytelling, by nature, is not interactive and puzzles are; and TWD has absolutely not convinced me that it showed a "way it can be done".
Inventory puzzles are a very dated way of suggesting interactivity, but at least it's a suggestion that works.
So... It sounds like the choice mechanic in Fables is going to be more of a two-sided Paragon-Renegade thing. Possibly.
This choice (if that is indeed what they're planning) sounds interesting too, since it will affect Bigby as a character, but also the people he encounters. If seems to be kind of like how people tried to make a "good" Lee and a "jerk" Lee. But with more of an emphasis by the designers on that point, if done right, we could have a more dramatic difference between one and the other.