I can't help but wonder if that's the direction Jordan Thomas (aka the Bioshock 2 creative guy) (aka the design consultant for SoT who was pulled in after THQ bit the dust) is down this long-legged rabbit hole.
There's actually a good interview with Gamasutra that goes VERY in-depth about what his involvement with the game was.
link
Some pull-quotes:
"As far as how my time on the immersive simulations, for lack of a better term, applies to Stick: First thing was, I pushed really hard for more combinatorial use of the player tools -- [that is,] the ability for players to be creative by combining tools in ways that the designer selected in order to open a field of play, and also the Deus Ex-y sort, in which there are multiple paths within a denser dungeon-like environment."
"The big measure I was pushing for I called ‘contingent humor’ -- having [the development team] craft contingent responses for the characters so they could respond to things the player might do while testing the limits of the game. Luckily they [the development team] was absolutely game for it, and they did a big pass where we attempted, together, to anticipate all the things the player might do, especially early on, when there’s less you must do and more that you’re just kind of deciding to wander into, and reacting to that -- making you part of the punchline."
"I’m freelance and would happily work with any of the involved parties -- it’s sort of a three-headed beast between Ubisoft, Obsidian and South Park, and all were very welcoming. I really needed to learn more about writing comedy -- I’ve never done it, nothing like what these guys do, and that exposure was very healthy for me."
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