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136  General / Introductions / Re: Is this thing on? ... errrm, Hi! on: April 28, 2010, 07:04:59 am
Nice to see an Iranian here. I love Persian classical music. Grin

I think you'll find your playing tastes well-described by the Wanderer player type, as described in the book 21st Century Game Design. Wanderer is my favorite style of play too. Smiley

As far as learning game programming goes, don't waste your time with Visual Basic. No one uses that. I even made my first game in Visual Basic, long ago, and I'm telling you now that there is no reason to ever learn it! Tongue

Start with Flixel and ActionScript 3.0, as Chainsawkitten recommends. Conveniently, I have put together a handy guide with links to the tutorials and resources you'll need if you want to get started: Where to Start with AS3, FlashDevelop and Flixel

All the tools are free, too. I assume you're using a Windows computer, since you mention Visual Basic? That will make things easier for you.

Flixel/Flash is probably the best option for 2D games, at least at the moment. If you feel the need to move to 3D, check out Unity, I hear it's good.
137  Creation / Notgames design / Re: A strengh of storytelling in games on: April 28, 2010, 06:48:27 am
I remember that part in GEB - I was pretty confused at first, hehe. Cheesy

I would really like videogames to be more like "states of being" that you can immerse yourself in for five minutes or five hours, depending on how you feel and how much time you have. Like bathing in stories.
I really like this idea too. At the moment, short-session casual games do something like this, without the "story" part. Not sure if that's relevant though. Anyway, I'll think about this.
138  Creation / From the ridiculous to the sublime / Re: Generative/procedural graphics on: April 28, 2010, 06:45:48 am
The first application that came to mind for me was the idea of creating your own spells out of various fundamental elements- the game could then procedurally generate the graphics for said spells based on their mechanical effects. Experienced players could intuitively "read" someone else's spell as it was being cast, knowing at a glance approximately what it would do.

Yes. I was thinking of doing this with music/audio-only too, so magic-using players would have access to this entirely separate dimension of perception that non-magic players would be ignorant of. Not sure how, though. Tongue
139  Creation / Reference / Re: Action Button Dot Net on: April 28, 2010, 06:41:50 am
Yep. I first found the site through its Canabalt review. Good stuff. Smiley
140  General / Check this out! / Re: Anyone preordered Sleep is Death? on: April 11, 2010, 04:48:02 am
I found myself too late to preorder, but I will buy it when it comes out.
141  Creation / Notgames design / Re: Engagement in notgames on: April 03, 2010, 12:42:57 am
This reminds me of the discussion about Flow: could we make a Flow chart with "curiosity" instead of "challenge" on the vertical axis? Or fulfilment? Or ambition? What would replace "abilities" on the horizontal axis in these cases?

Nicole Lazzaro's "Easy Fun" would have Novelty on the vertical axis and Understanding on the horizontal axis. The two danger zones to avoid are Confusion above and Boredom below.

Just like "Hard Fun" with Challenge and Skill axes, and Frustration and Boredom zones.

I'm not sure how broadly applicable the "flow channel" graph would be though.
142  Creation / Notgames design / Re: Some thoughts on story telling on: April 03, 2010, 12:34:45 am
Any of that make sense?

Yes. Good point about isolating a single element that is controlled by the player. I'm thinking about how to apply that generally...
143  Creation / Notgames design / Re: Retro styles & immersion (axcho ) on: April 03, 2010, 12:32:48 am
I found a great blog post about why Heavy Rain's focus on "realism" works against it, Interactive Storytelling: What Heavy Rain Didn’t Learn from Edutainment?

Quote
That’s all to say – Stowaway succeeds where Heavy Rain  fails because it makes some space for the player’s imagination to complete the experience. Representational realism – whether it is an attempt at puppeteering the character through the controls, or an attempt at photorealism – cannot itself make a game worth playing or a story worth following. What we experience as real in a game has much more to do with the aesthetic exaggerations the developer makes in order to give a scene a certain flavor.
144  General / Check this out! / 5 Creepy Ways Video Games Are Trying to Get You Addicted on: March 09, 2010, 01:32:41 am
I just came across this article, called 5 Creepy Ways Video Games Are Trying to Get You Addicted. It's an excellent breakdown of everything that Michael hates about typical games. Wink

Worth a read.
145  Creation / Reference / Re: A history of not games on: March 08, 2010, 08:19:14 am
I've been waiting for this (not)game to be released...

ImmorTall
http://www.newgrounds.com/portal/view/529320
This is a perfect example of a notgame that uses interactivity to tell a more or less linear story. But the story does not confine the player's actions - it emerges naturally. Even better, it doesn't have pixelated graphics! Wink

Probably the best example I have that demonstrates the "story is not plot" revelation I've tried to convey in the What is Story? thread. Highly recommended.

Air Pressure
http://www.newgrounds.com/portal/view/529708
This is a "visual novel" where player choice is narrowed down to some simple conversation trees. This is notable in that the motivation does not come from gameplay, but from exploring narrative. I think that motivation-from-narrative is probably the most fruitful alternative that notgames can offer, as distinct from the gameplay-focused approach of typical games.
146  Creation / Notgames design / Re: Character's behaviour that pleases the player on: March 08, 2010, 07:57:36 am
I suspect that you are on to something here.

I've not played Heavy Rain, but I can think of similar situations where I felt good about a player character's action being congruent with my own intention or values. And I do not experience this when I try to play games about killing things, which is most games.

So yes. I'll think about this, thanks. Smiley
147  Creation / Notgames design / Re: The contradition of the narrative avatar on: March 07, 2010, 12:11:06 am
Because the character would never literary say such a thing to himself - the comment 'I do not like steak' is a thought that you would not find in a well-written book, even. You may have a narrator telling you you do not like steak, but that establishes a relationship with the narrator.

Actually you will see a lot of this sort of character-acting-as-narrator-while-thinking-out-loud in animation. I noticed it particularly in the Miyazaki adaptation of Howl's Moving Castle where it seemed kind of weird, but I think it's a pretty common technique. No reason that it couldn't work with interactive characters...
148  Creation / Notgames design / Re: Scene based narrative on: February 26, 2010, 10:00:50 am
Interesting point about honesty and being very explicit about the artificial constraints we are using. It's probably a good idea at this experimental stage.

Children do this spontaneously when they play with dolls or cars. They know very well that a wooden block is just a wooden block. But they also know that they will have a lot more fun if they pretend that the wooden block is a car and they slide it over the walls and ceilings. If we can get the player of our videogames to take that step, to willingly and actively play with our software, then we can accomplish amazing experiences with relatively little effort.

I'm not sure what the videogame equivalent of a wooden block is. But it sure gives me something to think about. Smiley

This is a great quote, by the way. We should do something with it. Wink

Shall we start a forum thread for "The Collected Sayings of Michaël Samyn"?
149  Creation / From the ridiculous to the sublime / A comic about games on: February 26, 2010, 09:41:08 am
Something for the notgames tumblr, perhaps. Wink



Thought you all might appreciate this. Cheesy
150  Creation / Reference / The Pigpen on: February 20, 2010, 03:08:12 am
I just watched this animation on Newgrounds: The Pigpen

It had a bridge in it, which got me to thinking... Maybe there could be a notgame based on or inspired by this somehow? Though considering that the animation is about addiction, perhaps artificial reward structures would be appropriate.

I don't know what such a game or notgame would be like though. Any thoughts?

Update:

I should probably clarify what I found interesting about this animation.

I guess the main thing is that it uses symbolism to describe real issues in an interesting and evocative way. The fact that the drug itself is money, for example, creates additional connections, like to capitalism and such.

I really like the idea of worlds that are mythic or symbolic reflections of parts of the real world, and I think this approach would work very well for games and notgames.
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