Gast
2005-07-28, 09:58:53
GS: Let's talk about Fahrenheit. The concept sounds very ambitious since it's an episodic game. Can you outline how this will work for the user?
DC: The ambition behind Fahrenheit goes much further than just creating an episodic game. The interface, the gameplay, the technology, the way we manage interactive storytelling, the episodic format, and the business model are all new challenges.
The interface is probably the simplest you can imagine. Anybody can understand it in 10 seconds. It is totally transparent, with no icon or menu onscreen, and you completely forget it after a couple of minutes. Its main innovation is that it manages real-time cameras in a new way. In most games, cameras are just a window or a gadget. In Fahrenheit, you will have to play with them in order to play and thus participate in the movie directing. The gameplay offers a lot of original mechanics not seen before in a game. Allowing the player to control different characters in the story offers amazing new possibilities in the gameplay area, because actions performed with one character can have consequences on what you will have to do with another character. Fahrenheit is very different from most of today's video games. [There's] no life gauge, no ammo, and no big guns to get on the floor. [It's] just a real-time 3D movie where each action you perform with each character affects the course of the story. Interactive storytelling will really be one of the key points in Fahrenheit.
On the technology side, Fahrenheit will use our ICE technology. ICE is the result of more than two years of work by our R&D team led by our technical director, Olivier Nallet. They have done a great job so far, especially with lights and shadows and our complex portal system. They keep on implementing new features (the ICE engine will be regularly upgraded during Fahrenheit's development). All the animations in Fahrenheit are performed using our internal optical motion-capture studio. It gives us very high quality in a very short [amount of] time. It also allows us to create real virtual actors, interacting together and with the set.
For end users, Fahrenheit will be a normal CD-ROM game they can buy in any store, except that for the price of a two-year-old budget game, they will get a brand-new title using the latest technologies every month. Of course, we will play on the classic mechanics of TV like cliff-hangers, red herrings, mysteries, and surprises. We will really let players get into each character's personal life and discover his or her background. Regularly, bundles putting three or six episodes together will be available for people who don't want to buy monthly episodes.
With Fahrenheit, we aim to create a new format of interactive products. If we can prove this is what people want, we will use the same format, technologies, and interface for other titles and create more series. Fahrenheit can not only seduce hard-core gamers, but also demonstrate to people not interested in interactivity today that a video game can be a unique and fun experience.
Hier das ganze Interview
http://www.gamespot.com/news/2001/12/10/news_2831486.html
Das ist doch hoffentlich nur ein schlechter Scher, denn Okaysoft hat das Game auch für ca. 45€ gelistet.
DC: The ambition behind Fahrenheit goes much further than just creating an episodic game. The interface, the gameplay, the technology, the way we manage interactive storytelling, the episodic format, and the business model are all new challenges.
The interface is probably the simplest you can imagine. Anybody can understand it in 10 seconds. It is totally transparent, with no icon or menu onscreen, and you completely forget it after a couple of minutes. Its main innovation is that it manages real-time cameras in a new way. In most games, cameras are just a window or a gadget. In Fahrenheit, you will have to play with them in order to play and thus participate in the movie directing. The gameplay offers a lot of original mechanics not seen before in a game. Allowing the player to control different characters in the story offers amazing new possibilities in the gameplay area, because actions performed with one character can have consequences on what you will have to do with another character. Fahrenheit is very different from most of today's video games. [There's] no life gauge, no ammo, and no big guns to get on the floor. [It's] just a real-time 3D movie where each action you perform with each character affects the course of the story. Interactive storytelling will really be one of the key points in Fahrenheit.
On the technology side, Fahrenheit will use our ICE technology. ICE is the result of more than two years of work by our R&D team led by our technical director, Olivier Nallet. They have done a great job so far, especially with lights and shadows and our complex portal system. They keep on implementing new features (the ICE engine will be regularly upgraded during Fahrenheit's development). All the animations in Fahrenheit are performed using our internal optical motion-capture studio. It gives us very high quality in a very short [amount of] time. It also allows us to create real virtual actors, interacting together and with the set.
For end users, Fahrenheit will be a normal CD-ROM game they can buy in any store, except that for the price of a two-year-old budget game, they will get a brand-new title using the latest technologies every month. Of course, we will play on the classic mechanics of TV like cliff-hangers, red herrings, mysteries, and surprises. We will really let players get into each character's personal life and discover his or her background. Regularly, bundles putting three or six episodes together will be available for people who don't want to buy monthly episodes.
With Fahrenheit, we aim to create a new format of interactive products. If we can prove this is what people want, we will use the same format, technologies, and interface for other titles and create more series. Fahrenheit can not only seduce hard-core gamers, but also demonstrate to people not interested in interactivity today that a video game can be a unique and fun experience.
Hier das ganze Interview
http://www.gamespot.com/news/2001/12/10/news_2831486.html
Das ist doch hoffentlich nur ein schlechter Scher, denn Okaysoft hat das Game auch für ca. 45€ gelistet.