By avoiderdragon:There are quite a few mods that go on to become standalone games. The ability to create a game inside an existing game is the next best thing to having a game engine to work with, and many independent developers had taken advantage of this very early on. We have games like CounterStrike and the upcoming DayZ standalone versions that are doing quite well. But what we have here now is something a bit more special, with narrative and presentation as the primary directive. The Stanley Parable is one of the masterpieces made with that spirit of experimentation and creativity which you must play.
Having trouble understanding HBO's Westworld? Why not have a look at these five games that may help you with the existential crisis the hosts go through?
I was pretty clueless about everything until halfway through the season finale. Still didn't understand everything, like...Deloras dying was part of Ford's narrative? The man in black stabbed her, how did Ford know that would happen to include it in the narrative?
Get em while they're hot! Ow, not kidding
Featuring...
Halo 4, OutRun Online Arcade, Super Mario Galaxy, Fallout 3, The Stanley Parable
Hardcore Gamer: In game development terms, a “vertical slice,” is a gameplay segment of finished or near-finished quality that showcases all the planned features of a game to potential investors. At the start of a project, these are a massive sink for time and effort, since they essentially involve doing all the hard parts of finishing a game to complete one 10-minute section. Generally, they’re seen as a bad practice. However, toward the end of development, it’s a lot easier to pull assets together for a vertical slice. Of course, if you’re shopping your game around to publishers at that stage, you’re probably in a lot of trouble, but a standalone “vertical slice” can also serve as a strong alternative to a traditional demo.
Totally agree. It's so nice being able to try out a game without spoiling any of it. Bravely Default was genius in doing this and sold me on the game.
Doing a vertical slice as a VC/Publisher demo is an extremely risky move but it really is the best way to show off the talent of your studio and show a strong proof of concept. I believe SOF is doing this with H-Hour...
A vertical slice as a consumer demo really is a great way to show off a game and drive sales. Too many publishers would rather the advertising do the work and show only enough to lure people in. They seem to have it in their heads that demos will hurt their sales. (which it does... if you make a bad game/demo)
Publishers are so pathetic and risk adverse these days... how are consumers supposed to be confident in your games if you aren't confident enough to truly show them off in there purest form?
I was really impressed with this game. The narration was great and I felt like I was being watched the whole time. It was kinda strange.
This is why I love PC.
Even if you've finished the game, play the demo, its really funny and separate content from the full game. The game itself is brilliant, a really cool experiment based on choices and endings within video games. So many endings :)