Dreams - by Media Molecule
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  • The E3 trailer -


    And this is from February 2013 -


    dreams-ps4-screenshot-05.jpg

    dreams-ps4-screenshot-01.jpg

    dreams-ps4-screenshot-03.jpg

    [Cross-posted from the E3 thread] -
    What we have here is something in which you can sculpt entire worlds using the Move controllers (and presumably Morpheus) and create pretty intricate animations and perhaps even entire games. I think we can at least expect to be able to create 'walk-em-ups' with it. Everything there is supposedly made within the game on a PS4, same as Littlebigplanet, though this should be far less restrictive.

    Looking forward to this, want to go crazy making abstract artscapes....


    Here is the game's website - http://dreams.mediamolecule.com/
    Dreams is a space where you go to play and experience the dreams of Media Molecule and our community. It’s also a space in which to create your own dreams, whether they’re games, art, films, music or anything in-between and beyond.
    :D
  • I thought it looked different, definitely interested.
  • Like the look of this type of game. I just can't be arsed to create anything myself.
  • Bollockoff
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    Hopefully the full game allows you to recreate all of Mega City 01.
  • I think that exploring other player's creations in this is likely to be much more interesting than in the Littlebigplanets. In those games you had to do a bit of work to break away from the platformer template, in Dreams the baseline will be little abstracted sculptures, then more complex objects, dynamic objects, scenery, large intricate worlds, then entire games/films/etc.
    ce9c949d6c73dbfb889f6036bac022dd.gif

    The scope is huge, but even the most basic and amateur little objects will probably have a sense of charm and take you into the creator's mind in some small way.
  • MM have this astounding ability to make beautiful looking games.
    The next generation doesn't start until MAG comes out. 

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  • The polar bears. If a game can get people to feel something interesting then I'm up for trying it.
  • Skerret
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    I've got something interesting you can feel.
    Skerret's posting is ok to trip balls to and read just to experience the ambience but don't expect any content.
    "I'm jealous of sucking major dick!"~ Kernowgaz
  • I'm glad there doesn't appear to be a gimmicky mascot this time round. I didn't mind Sackboy really, but I think not having a single main character and story will help players to break free and make original creations.
  • I always found it odd that LBP didn't at least have some different template game styles you could select from. I settled for doing platform levels in the end because at the beginning it was too hard to work out anything else.

    On the other hand, there's the possibility this could get too complex, to the point it takes ages to get anything done.

    Interesting though.
  • JonB wrote:
    I always found it odd that LBP didn't at least have some different template game styles you could select from. I settled for doing platform levels in the end because at the beginning it was too hard to work out anything else. On the other hand, there's the possibility this could get too complex, to the point it takes ages to get anything done. Interesting though.

    I suspect there was plenty of user-made templates out there, but you're right, some standard templates would have made sense.
  • An interview with Alex Evans about the game.

    Seems there's going to be a beta sometime soon, don't have a PS4 myself though yet.

    I liked these snippets -

    "If you've just made a sculpture of a fingernail and uploaded it, it might be the best fingernail in the universe. Thousands of people are using the fingernail as a canopy for a gigantic building, or something. Who knows how it'll get used? That's the sort of 'everything is a remix' culture which I think gamers of today are completely fine with."
    "Dreams is much more exploration and MMO-like," he continued. "I want you to get lost in Dreams. Rather than constantly returning to a home screen; instead, it's more like Wikipedia. You search for cucumbers and you end up in Ohio farming and then you get to Batman.
    "The whole thing was done in about two weeks," Evans said. "We took some playable levels and some non-playable levels, basically a cross-section of the content that we had. For example, the polar bear sequence comes out of a snowboarding game crossed with a guy who was building this polar bear character for his daughter.
  • I'm really hoping the engine will lend itself to brutalist megastructures. Being able to scale objects up massively and use them in odd ways should be interesting.
  • Raiziel
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    Is this going to be Morpheus compatible?
    They laughed when I howled at the moon.
  • Very likely, yes. It would make a lot of sense being able to examine and sculpt stuff from various angles.

    Might be a bit of a flagship Morpheus title in fact, would be a doddle to make some interesting Dear Esther a-likes.
  • Oh, I hadn't seen the intro bit to that E3 trailer, it shows the DS4 being used to create and control stuff -



    This is a good article too.
    Evans elaborates on this: "You might be an FPS [first-person shooter] guy, so FPS is your entry. But as you're playing the FPS, you open the door and it's a fucking desert and you're in Journey. You walk out and then you're walking through the desert and then you see ... a spaceship and you climb into it. ... It sounds mad, but when you've framed it all as dream-like, actually you just get into it. The same way that when you're in an actual dream in real life, you don't question the fact that you walk out your house and you're in the middle of the beach. ... You know what I mean? That feeling."
  • acemuzzy
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    This sounds shit. Like crazy but not in a good way.
  • Paul the sparky
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    Molyneux tier bollocks being spouted up there, fucking finger nails.
  • Curtis
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    That 'puppet' playing the piano in the E3 showing was genuinely one of the scariest things i've seen in a 'game'. Don't ask why, it just really disturbs me. lol!

    As a concept, this seems almost limitless, which i suppose is the idea. An endless "dreamscape" filled with all sorts of weird shit that people have thought up, sculptured, animated, then remixed. As with anything like this, the user-created content will be 98% crap, and 2% genius. I'm happy to pay the entrance fee just to see what others can come up with and how far they can push/break the tools themselves. 

    In short: i'm glad MM keep trying things like this, because no-one else is. Fair play to 'em.
  • Raiziel
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    Mostly it'll be used to create fields of cocks. Mostly.
    They laughed when I howled at the moon.
  • acemuzzy
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    Curtis wrote:
    In short: i'm glad MM keep trying things like this, because no-one else is. Fair play to 'em.

    Yep, I agree with this overall - just don't think this particular one is the one for me.  I'd much rather their inventiveness than yet another FPS!
  • Raiziel
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    For me my interest only begins with this if there is Morpheus support. Not for creating, unless the creation process is incredibly intuitive (judging by past experience with MM games I'm guessing it won't be) I'll leave the creation to those with the talent. But if I can soar through these created dreamscapes using Morpheus then I may just have to jump in on this VR fad.
    They laughed when I howled at the moon.
  • Molyneux tier bollocks being spouted up there, fucking finger nails.

    Sure sounds like it, but this time I really want to believe! Watched that trailer a few times now. Looks utterly, totally bizarre but they've got a pretty decent pedigree behind them so it's not like they don't know how to make good games.

    If it launches with Morpheus support (and surely its got to, right?) then this could well be the 'killer app' for VR. Well, for me at least.
    Gamgertag: JRPC
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  • There's nothing odd about the fingernail comment, if they've made user friendly tools that work similarly to zbrush functionality then you can make absolutely anything you want

    Would contest the making dear esther being easy, that game has amazing art that's time consuming however way you do it

    The chances of this NOT being a Morpheus shoe-in are imo very small
  • Posted this in the techy thread a few weeks ago, a really interesting/baffling look at the techniques behind the creation of the engine -



    Here's a look around their studio, some talk about the art style and a look an engine testbed which is pretty cool (18:50), showcases the tight/smooth thing and the physics mesh -



    Another dev diary, this time showing lots of very cool early tech demo footage (starts 6 mins in), and answering some questions - http://www.twitch.tv/media_molecule/v/22031008

    They'll be showing Dreams at Paris Games Week, apparently at 6:00PM Paris time on Tuesday. I'll definitely be tuning in. Can't wait to see what new details are shown, maybe summat official about VR support, presumably there will be some new info on the creation tools.

    If they do a special edition of this with a making of DVD I'd definitely buy it, apparently they've totally rebuilt the engine since the E3 build and it was only just 'finished' 3 weeks ago.

    LazyGunn wrote:
    Would contest the making dear esther being easy, that game has amazing art that's time consuming however way you do it.

    TBF I said "Dear Esther a-likes", games where you would walk through interesting environs/experience a story/etc.

    Making something with a similar level of detail and quality would obviously require some serious artistry, it does look like Dreams will at least make it relatively easy to create such a thing compared to learning and using a number of different pro softwares.
  • regmcfly
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    Shiiiitttt forgot this is coming out. Whoever is dealing to the mm office is obviously making bank.
  • Them big Cintiq tablets.....
  • This was actually pretty good -

    Hype can be a wonderful thing.


  • The full demo at PGW -

  • But crucially, MM says, their work won't be stuck in their walled garden. Everything players make in Dreams can be exported -- to the game development platform Unity, for instance, or to 3D printers. If this works, Dreams (and the PS4) could instantly become one of the most creative tools in digital arts.
    !!!


    http://www.wired.co.uk/news/archive/2015-10/28/dreams-media-molecule-ps4
  • New Twitch stream with a closer look at the game, and an extended creation session -

    http://www.twitch.tv/media_molecule/v/23158010

    (Go to 45:20 for the creation stuff, it's alpha but it still looks superb)
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