Thursday, April 2, 2009

CH 23

Another case study, this one is on an older game called Dust developed by CyberFlix Inc. and written by Andrew Nelson. The game is similar to the Pandora Directive in make--except the graphics are much worse and the budget must have been considerably smaller. One of the main differences between the two games is the way that Dust approaches character dialogue. Pandora used attitude choices to allow players to pick the way they wanted to respond but not the exact words they'd use. Dust makes users pick a specific text based response and then has the other character respond to it.

1 comment:

  1. haha, you are sharp... not only with your articulation of the diff between pandora directive and dust but with your budget critique as well.

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