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PostPosted: Tue May 25, 2010 11:51 am 
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Interesting to see how much a game can change from inception to product. I want to play the originally pitched game too!

http://irrationalgames.com/insider/from-the-vault-may/

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PostPosted: Tue May 25, 2010 7:51 pm 
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Grrr... Eat your oatmeal!!
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holy crap... what happened to THAT game??

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PostPosted: Wed May 26, 2010 3:03 am 
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Haha, just think about it, though. How many ideas have you had that you wished you could do but by the time you are able to do them they're a far cry of what you originally had planned. Happens all the time. Those were probably a very small subset of craploads of ideas they had that would be totally unrealistic to put in a game due to time constraints, money, and shitty technology. Yeah...that game sounds **** sweet. lol.

Either way though, your perceived kickassery of the supposed original bioshock game is, i'm willing to bet, mostly based on the writing style of that pitch...they'd probably expect you to just use your imagination, unless you expect things like "you sensed that that the killer clown from outer space was sexually attracted to you because it was moaning" to be narrated. Can you imagine how many quality voice actors and programming and disk space it would take for a decent sized game with that much narration? If there is a game that awesome, please inform me of it. It would probably be implemented as some graphic popup with 6 different options. "happy, sad, angry, scared, HOLYSHITpissed, and aroused" and you gain skill in detecting those emotions the more you use them, and you make decisions based on what you learn from them which ultimately do not have a worthwhile effect on gameplay or storyline which makes the **** thing a useless timewaster that gets in the way of the real game, which probably clutters the interface and gets in the way of the rest of the game that for some reason gets really **** good reviews and I get convinced to waste $59.99 and 9 hours on. And to think. I could've just saved time and money, watched the video review and ***** about what I thought the game might be like on a message board.

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PostPosted: Wed May 26, 2010 7:16 am 
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I have to imagine the final draft read something very closely to that. But, as Nev said, they use actual in game effects and sound to simulate the flavor text and don't specifically narrate it.

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PostPosted: Wed May 26, 2010 9:29 am 
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Nevandal wrote:
It would probably be implemented as some graphic popup with 6 different options. "happy, sad, angry, scared, HOLYSHITpissed, and aroused" and you gain skill in detecting those emotions the more you use them, and you make decisions based on what you learn from them

Sounds like the merchant skill in Oblivion.

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PostPosted: Wed May 26, 2010 12:20 pm 
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Grrr... Eat your oatmeal!!
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Nev,

I would never take away from what Bioshock became. Hell it is one of my favorite games; however, they could still get away with making that original game.. call it something else, and they would likely have another hit. The imagery and setting could easily be used still since they did not do that for Bioshock.

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