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Lost Isle

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Lost Isle


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#226 vravelo

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Posted 04 February 2018 - 12:23 AM

Anyone know how to save in this game without dying?

just use those savings spots and press enter...



#227 pokedude729

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Posted 04 February 2018 - 01:15 AM

just use those savings spots and press enter...


What saving spots?

#228 vravelo

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Posted 04 February 2018 - 09:47 PM

What saving spots?

oooppsss, wrong idea,, to save pres F6 , you can save ending the game here, to quit zlda press F10 :confused:



#229 Slagr

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Posted 15 February 2018 - 02:21 AM

Only about an hour in but I have a minor complaint.  The narration is excessive at some points and detracts form the immersion.

After the opening cutscene showing a shipwreck in a storm we see Link lying on a beach and a crab scuttles offscreen carrying his sword.  Then Link wakes up and tells us he washed up on shore after a shipwreck and that his sword is missing.  This would be offputting on its own but it's compounded by the fact that most players of this game have either played Link's Awakening already or otherwise have some experience understanding nonverbal cutscenes of this type from other games.  It comes across as infantilizing.
 

In Link to the Past, when you enter the village in the dark world it's very clear that it's abandoned and in disrepair simply by looking at it.  The same is true for the village in Lost Isle.  Why was it necessary for Link to point it out in a cutscene?

I also laughed when I walked into the graveyard for the first time and Link said, "This must be where they bury their dead."

I get that this is quest is in the story-driven genre but I think that in interactive media such as games, allowing the player to reason things out on their own often makes the story more compelling.  Unnecessary cutscenes are not only offputting for the above reasons but also because they break the flow of the game.  And in a game as polished and otherwise immersive as this one it's very disappointing.

All this being said I recognize that this was made over a decade ago and I would imagine your design philosophy may be significantly different now.  I understand you have no intent to release further updates but I think a reduced-narration version would be fantastic.


Edited by Slagr, 15 February 2018 - 04:30 AM.

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#230 Anarchy_Balsac

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Posted 21 February 2018 - 04:27 AM

Yeah that awesome music is from "The Gate", Episode 4 ... https://www.youtube....h?v=X_mbJTNXJ3E- watch this. :)

 

Also is it just me, or did Duke Nukem use those songs terribly, while LI used them awesomely?



#231 Shane

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Posted 21 February 2018 - 04:47 AM

Only about an hour in but I have a minor complaint.  The narration is excessive at some points and detracts form the immersion.

After the opening cutscene showing a shipwreck in a storm we see Link lying on a beach and a crab scuttles offscreen carrying his sword.  Then Link wakes up and tells us he washed up on shore after a shipwreck and that his sword is missing.  This would be offputting on its own but it's compounded by the fact that most players of this game have either played Link's Awakening already or otherwise have some experience understanding nonverbal cutscenes of this type from other games.  It comes across as infantilizing.
 
In Link to the Past, when you enter the village in the dark world it's very clear that it's abandoned and in disrepair simply by looking at it.  The same is true for the village in Lost Isle.  Why was it necessary for Link to point it out in a cutscene?

I also laughed when I walked into the graveyard for the first time and Link said, "This must be where they bury their dead."

I get that this is quest is in the story-driven genre but I think that in interactive media such as games, allowing the player to reason things out on their own often makes the story more compelling.  Unnecessary cutscenes are not only offputting for the above reasons but also because they break the flow of the game.  And in a game as polished and otherwise immersive as this one it's very disappointing.

All this being said I recognize that this was made over a decade ago and I would imagine your design philosophy may be significantly different now.  I understand you have no intent to release further updates but I think a reduced-narration version would be fantastic.

While I agree that show more tell less is a good philosophy for storytelling, I'd argue Lost Isle is pretty light on story and calling it excessive seems a bit extreme as they're mostly just one line of dialogue when entering a new region. There definitely are cases in the quest where information might be obvious already but the example you used for LttP doesn't work because the village ruins in LttP do not play a part in the main story, it's just an area to help convey the tone of the story and world where as Lost Isle the village does play more importance to the lore of the quest as there's a main story to be told there and it's also there to develop some foreshadowing for the finale. But even then it's not that much information spoonfed to you. I'd hate to see how you'll react to some of the more wordy quests on the database. :P



#232 Avataro

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Posted 21 February 2018 - 09:03 AM

The main point I agree with here is don't point out the obvious.



#233 Anarchy_Balsac

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Posted 21 February 2018 - 09:15 AM

TBH, I'm not a fan of "Show, don't tell".  It CAN be used right, but more often than not, the mystery just leads it not really being resolved (which itself can be good under the right conditions), which leads to it eventually being resolved via the creator's word, or an update, or a sequel.  And the resolution?  Itself a dud, as the mystery loses its spark when it is resolved.

 

Long story short, it has to be done with precision, or else it's actually worse than jut outright explaining it.



#234 DarkFlameWolf

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Posted 11 October 2018 - 04:33 PM

I don't really recall why those were put in, honestly.

@anarchy_balsac


Edited by DarkFlameWolf, 27 October 2018 - 08:13 AM.


#235 DarkFlameWolf

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Posted 27 October 2018 - 05:46 PM

I'm thinking of streaming this in the near future for Twitch. Would anyone be interested in watching me roll through this quest of mine?


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#236 Dimentio

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Posted 27 October 2018 - 08:45 PM

More developer commentary? Hell yes!



#237 Anthus

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Posted 30 October 2018 - 10:46 AM

I'm thinking of streaming this in the near future for Twitch. Would anyone be interested in watching me roll through this quest of mine?


I'd be interested. No guarantee I'd watch it live cause my schedule, but I'd watch it on YouTube or something.

#238 SofaKing

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Posted 16 November 2018 - 10:27 PM

Same.




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