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31
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Creation / Reference / Re: IGF 2013
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on: November 02, 2012, 09:43:50 AM
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I don't have a problem with cart life (except the music ) ... my point was that (in general) the consumption of any game requires you to jump some hurdles (mechanics, controls, installation etc). That make games a hard sell to the "masses". There must be a really good reason for me to start a new game...
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32
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Creation / Reference / Cart Life
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on: November 01, 2012, 12:36:44 PM
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I played cart life a bit. http://www.igf.com/php-bin/entry2013.php?id=133I think it has some depth. It is a retail shop simulator. Something like a bigger version of lemonade stand. You are doing mundane tasks, you are simulating day-to-day-life. What I did not like at all was the 8-bit-chip music. It does not add atmosphere, actually it is hurting the atmosphere of the game. It is constantly running, it drives me crazy. Check out the video... the music is too much! I would have preferred street noises and sounds. City sounds. What I was noticing again. Games are not made for easy consumption. You always have to learn the mechanics and controls. This is a big hurdle if you want to check out a few games. It feels like work. cheers
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33
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Creation / Reference / Re: IGF 2013
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on: October 24, 2012, 09:31:36 AM
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http://www.igf.com/php-bin/entries2013.php589 entries... Your game should start with a number or special letter like () then it will be on top of the list Audio Games: The Secret of the Talisman http://www.igf.com/php-bin/entry2013.php?id=894I have not tried it yet, but a game that has no graphics, only audio could be exciting (depending what you will hear of course). There was an audio game on for the GameBoy Advanced (dont't remember the name), but it was really great to play with your ears. You were exploring a sound field... I hope this game is good, too!
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35
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Creation / From the ridiculous to the sublime / learningtowrite
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on: October 15, 2012, 03:22:53 PM
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mydaughterisnowinfirstgradeandstartedtowriteinteresstingisthatshedoesnotusespacesbetweenwordsitlookslikeherbraindoesnotmakedistinctionsbetweenseperatewordswhenshewritesmeanotittakesmeawhiletodecipherthatwormofwordsshewilllearntocuthersentencesintoseperatewordsiwonderifthatisagoodthingafterall?
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36
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Creation / Reference / Re: IGF 2013
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on: October 13, 2012, 12:06:13 AM
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thanks, SteamBirds.. whew, it is different enough... I had this BitSoccer idea at least 2 years ago... I hope my friend will have some success with it.
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38
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Creation / Reference / IGF 2013
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on: October 10, 2012, 11:49:39 AM
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It is this time of year again. www.igf.comPlease post any spotting of a good or interesting game here. There are probably several hundreds of games in the contest. And the mainstream journalists usually do not cover the interesting games, but only the gamey-games. Let's try to collect the interesting stuff here....
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40
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Creation / From the ridiculous to the sublime / Re: Marienbad
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on: August 29, 2012, 07:01:49 PM
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Somewhere someone wrote that Marienbad is not the story, but it gives us the possibility for a story, or it opens the space for story.
And the term posibility space is very well established in the gaming universe.
Make your own conclusions...
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41
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Creation / From the ridiculous to the sublime / Re: No moon
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on: August 28, 2012, 04:41:27 PM
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another ridiculous story.
Armstrong was found guilty of doping. He will lose all his titles and buzz aldrin will be appointed to be the first man on the moon. A famous quote will change to: "One small step for the man behind me"
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42
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General / Check this out! / Re: Thirty Flights Of Loving
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on: August 28, 2012, 04:38:38 PM
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I used jump-cuts in my notgame "Labyrinths". There were 10 labyrinths to explore, each maze had its own content like music, letters, images. The game was jumping around from labyrinth to labyrinth in a very formal way. It was an attempt to mock videogames by trying to emulate film, mocking expermimental short films from the 80's / 70's
Since cuts/jump cuts are taken from a different medium, film, I don't feel comfortable in using them in interactive software. Some artists like Chung might make good use of it, but I fear the worst for the big developers. They appear to be very naive, when implementing film techniques into games.
I bet 100:1 that we will have jump cuts in one of the next Call of duty games.... I remember, that Uncharted 3 was cutting seamless vrom one location to the next, without any loading screen.
cheers,
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43
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General / Check this out! / Re: Thirty Flights Of Loving
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on: August 27, 2012, 04:00:02 PM
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It was entertaining, OK. I am not a fan of the cutting, though. It is put to good use here, since it was a pretty short experience. But I felt to lose control too often. The game felt more linear and directed that way. I am okay with it, wish it would have had more substance. This is the spy/agent/killer story n+1 ... told in a new way. Give me something else... (I do not mean Zombies). Something I could care more about.
I certainly do not want to have jump cuts in every future game.
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44
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Creation / From the ridiculous to the sublime / No moon
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on: August 27, 2012, 02:20:36 PM
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There is no moon. I want to teach children in school, that there is no moon. The moon would never be mentioned in class. Every reference in any school book or literature should be removed. If a child would ask me, the teacher, what is that pale, round thing up there, I would answer: nothing.
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45
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Creation / From the ridiculous to the sublime / Marienbad
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on: August 23, 2012, 11:06:28 PM
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If we want to know what is possible in notgames, then we could take a look at L'annee derriere á Marienbad, which showed what was possible in cinema 50 years ago. http://www.youtube.com/watch?v=yc6n2McMAnYCinema is dead, I think we agree Videogames are not dead, yet. We should go for the limits, throw out all conventions immediately. Don't think of pleasing the audience, the audience does not know what it is looking for... Good night.
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