Should there be an intro sequence?
adel_50
Join Date: 2016-09-01 Member: 221973Members
I always wandered to what happens before the aroura crashes but this sequence will take place in space and will add more parts to the aroura and will need more work so I'm thinking is it worth it or not?
Of course adding it will make the game a lot more polished but does it really need it? Of course the devs can find a way to add it and impress as us as they always did so I want to hear your opinions guys
Of course adding it will make the game a lot more polished but does it really need it? Of course the devs can find a way to add it and impress as us as they always did so I want to hear your opinions guys
Comments
It's has a lot of impact and is a hectic way to basically tell you, you're on your own now boy, good luck!
An entire intro sequence would require a lot of modeling, animating, and voice acting work, all for something that would probably just be you walking around a bit and maybe a crafting tutorial in the middle, which isn't really needed. All it would really add is some extra lore that we can already get from things like lifepods or wrecks.
I know but the question is would you like to live these few minutes?
Well there's no windows on the aroura so it's not like you'll see the beam hitting the aroura
Well I'm not on anyone's side here cuz I don't know what to think about this as i only wanted to see what people think so I won't argue against what you or the other guys think
That said, some sort of an explanation as to why we ended up as the only passenger in a two-seat lifepod would be nice. It could be just as little as a black screen and voices, before the actual cutscene, just to quickly explain the circumstances. Were we somehow the last one evacuating? Had the one assigned to lifepod 5 with us got injured and we left them for certain death to save ourselves? What happened there?
I like your idea man
No. It doesn't add anything for me. Since it would be a cut-scene. I'm not going to interact. I won't meet the crew or anything. So starting where it starts is fine.
That's not a bad idea. But it does make the Black Box data entry redundant.
Later in the game, they have this really cool and unexpected thing that happens when this rescue ship is landing. If I was alive for two minutes longer on the Aurora, I think it would totally ruin the surprise later...
Well not sure how it ruins it as you only just walking doing your stuff then suddenly sirens are on and everyone evacuates the ship so if you can explain it a bit for me
"...suddenly sirens and everyone evacuates"
Isn't that what we have now?
However, there is a compromise which I would very definitely back, and that's not having a fixed cutscene. @Kouji_San pointed out that whenever a game takes control of your character, he hates it - and he's far from alone. I hate it, too, and probably so do a lot of you. So rather than a cutscene, make it a semi-quicktime event: Pull harness, hit launch button, maybe do something else, enjoy ride, get smashed in face (no input required there), wake up, and...we're back to the original start point. Maybe only two to four things for the player to do, all of which are exceedingly minor, but it gives the player a feeling of agency. That way, time isn't burned creating an environment that we'll never use again (because the undamaged Aurora set needed to create a full intro is effectively wasted resources), but we still get a feeling of being a part of the action rather than apart from it.
And if you take too long, you see a nice bright bright orange-white flash, and you're back to "press any key to continue"
What I think will work is this
You are in the living quarters (maybe in the storage room) then suddenly the sirens goes and everyone starts running to the lifpods then you see the character also starts running then the screen fades out then fades in then the sequence that we have it now starts this will need very little work to implement
You're running into making new character models, and adding animations for them all running. This would take a significant amount of time for a small team, AFAIK. Could be wrong, though.
And a fully-modeled set to move around in that you're only going to use once.
You got me completely wrong the sequence is you are in the storage room (the one with water and food) doing certain stuff and you hear the footsteps from the other side of the door then when the sirens go on the player panics and the screen fades out then fades in when the current sequence starts so not much work is needed
The sequence isn't interactive so no need for that
I agree with @Hulkie2345. The blackbox data and lifepod wrecks give us all the information we need.
Well if you say so