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Update #8

The results are in! Part two

Thank you to everyone who took part in our second design survey, we've had even more fantastic feedback from you all.

Welcome to the 11% of people who've never played a Dizzy game, it's nice to see new faces as well as old fans. We were surprised at the amount of you who've played a number of the games!

An overwhelming slide to the multiple items choice, in keeping with the later games in the series. It doesn't appear that you were huge fans of the single inventory slot you got in the original game! Feedback from our backers directly impacts our game design, so our game designers will be looking to implement a streamlined inventory system to allow you to quickly access the items you want to use.

This is something we've seen discussed in the comments a lot of the last couple of weeks so we thought we'd poll you all to see if everybody felt the same way. Looks like the majority of you feel narration is the way forward, we'll be chatting with our audio team soon so they'll be able to talk to you about the options.

Quite a close split between story options here, it'll be interesting to drill down into these further. The incidental details choice will mean the game will have a much more linear feel to it as we have to guide the player between areas to keep the story flowing in a natural way. Whereas building the game around the story will give the game much more depth, meshing the story and gameplay together tightly. 

Thanks again to all those backers that answered the questions, we'll be mailing out another survey next week. Keep your eyes peeled for our video update coming soon!

Comments

    1. Missing_small

      Creator Benjamin Delacour on December 8, 2012

      The like for the three item limit is because it forced you to really think about what was needed and stopped permutation clicking through all the items in your inventory (well, okay, you might try all three) which plagues many adventure games. Perhaps the ability to summon a item you previously found to your location and a regenerating magic limit could solve both permutation clicking and needless travel.

      Alternatively - or maybe you can combine ideas - if an unlimited item system is used, you could give a reason to avoid picking up every item in sight. Since the other eggs are living their lives, perhaps they could require items too and simply picking up every item might not be the best strategy, as they would gather, travel with, and open paths with items they find. If you do this, you should have the other eggs leave a note saying "Borrowed your ____ to [...]. Thanks, EggX!". Also, the other eggs shouldn't use items Dizzy needs.

      Keep an open mind and choose the systems that best fit the game.

    2. Fb_profile_picture.small

      Creator Phillip L Ward on December 6, 2012

      oops 'The question **didn't* say how ... )
      I can't edit the last post.

    3. Fb_profile_picture.small

      Creator Phillip L Ward on December 6, 2012

      Either we start with 3 item slots otr we start with 1 and upgrade to 3. So naturally starting with 3 would be less frustrating. The question did say how high it would be increased to so thought 3 or 4 would be it.

      Narration is a nice idea, gives it a story/fairytale feel. If every Character spoke then it's a make or break situation, if the voices suck it will be hard to play (Simon the sorcerer 4 had this problem) more so if more games are made the voice cast has to change. Narrator got to be Christopher Less obviously (or someone who voice doesn't make your skin crawl)

    4. Dizzy-dtr.small

      Creator Maxim Mozgovoy on December 6, 2012

      @Deejay Yeah, my view was maybe distorted by Dizzy 3, where you can upgrade your pocket to four items, but that's it.

    5. Dsc_0076_copy.small

      Creator Deejay on December 6, 2012

      @Maxim I *believe* the "increasing" option meant indefinitely, but I might be viewing that through my own perception-distorting lens.

      I've always seen the paradigm of Dizzy as "Monkey Island delivered through platforming rather than point'n'click", and so I really believe an unlimited inventory is a feature that's evolved and proven itself in adventure gaming. That said, I did have players of my own Dizzy-style game who said they enjoyed inventory-management issues. The masochists!

    6. Dizzy-dtr.small

      Creator Maxim Mozgovoy on December 6, 2012

      @Deejay I voted for 3 items because I felt it to be 'a bird in the hand' scenario. I read the text several times, and it's still unclear what was meant under 'upgrade capacity'.

      It looks like it was a trade-off between one and three, so I selected three, but I'd prefer having more than three.

    7. Dizzy-dtr.small

      Creator Maxim Mozgovoy on December 6, 2012

      It's a pity the survey had no free-text areas to give more feedback. Some of your comments to the choices are quite provocative ;)

      On inventory. I'd say that current de-facto standard for adventure games is almost unlimited inventory. For me 1-3 items at most seems like a very old-fashioned way to ensure longer play, and can be placed along with super-difficult areas. Dizzy 1 looks like a larger game because you need to go back and forth exchanging items, but to be honest this isn't a type of puzzle I like to see in 2012. In some adventure games you can even teleport between any areas, as the creators (reasonably) see mere movements across already explored lands just as unejoyable duty. I woudn't vote for the teleport function here, but a reasonably large knapsack would be handy, while moving around and swapping objects is boring.

      On presenting the story. I find this play-cutscene-play-cutscene approach rather straightforward and naive way to make a story. And I can't agree that 'incidental details' method makes 'the game feel more linear'. After all, every theatre play depicts its story through dialogues, and as a spectator you don't necessarily feel it being linear. Moreover, you can make it explicitly non-linear by giving the players choose answers or taking into account the order of characters whom Dizzy talks to. (So Dizzy says different things on the basis of already known information, which depends on previous dialogues). I'm not sure such things are good for Dizzy game, but anyway 'incidental details' has most potential for a nonlinear story.

    8. Missing_small

      Creator linorn on December 6, 2012

      From that graph, the majority of people DO want Dizzy to talk. Narration was the most-voted for OPTION, but all the other votes should go towards an invisible 'Dizzy talks' option. Don't get me wrong, I'd hate for Dizzy to speak, but the graph suggests something opposite to what you've inferred in this update.

    9. Dsc_0076_copy.small

      Creator Deejay on December 6, 2012

      To the supporters of a limited inventory 3-item - why?

    10. Missing_small

      Creator db on December 6, 2012

      Great to see an update and it's clear you guys are listening to the community. Hope the pledges continue and there is a way to fund this.

    11. Dsc_0076_copy.small

      Creator Deejay on December 6, 2012

      Really fascinated to see Treasure Island Dizzy being so prominent in these results. I'd always assumed the later iterations would have been most played and most popular because of the increased press coverage and the refinement of the genre.

      I suppose one could infer that later releases were played by fewer people as they were on the market for less time, and that they were released during the transition away from home micros and to consoles.

      With regards to story, I think it's imperative to have a layered plot. The immediate narrative that drives player actions can be explicit, but I'd like to see background plot threads that are left to the more astute player to pick up on. Much like how each Dr. Who episode has a self-contained plot, but each series as a whole has a continuity that's hinted at with greater presence until the finale.

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