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31  General / Introductions / Re: Hi, this is Adrian of The Astronauts on: February 28, 2013, 08:28:09 PM
Welcome, it's great to finally have you here...officially. ^_^
32  General / Check this out! / Re: We Are Explorers: In Search of Mystery in Videogames on: February 27, 2013, 07:16:12 AM
Agreed!

Not sure about you guys, but the first time I read Tevis Thompson was when he posted his Zelda rant. I love his writing; he's a true craftsman.

I love this as much as Jonas's Designing for Grace post. Smiley
33  General / Check this out! / Re: Art Game on: February 26, 2013, 07:26:45 PM
Not just someone, Pippin Barr.

Interesting experience! Using minimal elements, it did a good job of depicting the feeling of your work being judged.

The experience was rather positive for me because I had a 100% success rate with both artists I played. Tongue
34  Creation / From the ridiculous to the sublime / Re: Are the haters of Bientôt l'été right? on: February 24, 2013, 11:46:29 PM
I dont know, you guys seem pretty quick to jump to complicated theories when maybe the answer isnt quite so complicated. I respected the game a lot, but simply found it too inaccessible. And I mean that in the sense that I needed to have read the books to find it very relevant, as opposed to an artistic or intellectual inferiority which seems to be suggested. I've watched my share of difficult arthouse films and can analyze the ideas present in the game, especially after reading your tumblr. But the game seemed to be what I think of as a "tool for reflection" to go along with the books. Since I didn't read them, I just found the experience intriguing but wasn't really moved by it.

With that said, I do really respect it since so much of the experience is meant to take place in the player.
35  Creation / Notgames design / Re: Dealing with player failure on: February 24, 2013, 10:37:37 PM
It seems to me that the real skill is the thing you're doing while walking or standing still, like appreciating beauty, contemplating, planning, etc. Maybe that can be the learning process. It's like the idea of using content as the difficulty curve.
36  General / Check this out! / Re: My presentation "Mobile Gaming & the Avant-Garde on: February 24, 2013, 09:45:50 PM
Yeah I was going to make a comment about the phrase too, but...meh. Seemed better to just post stuff.

Oh that reminds me. Jeroen mentioned a new iOS game Leaving is out. The dev has a paper with a similar aim as your talk it seems:  http://www.thomaspapa.net/game-movements/
37  General / Check this out! / Re: My presentation "Mobile Gaming & the Avant-Garde on: February 22, 2013, 06:42:59 PM
Another school is that of the "New Arcade" as people from Kokoromi call it. There's also this new art+games festival that's happening right now in Toronto: http://www.creativeapplications.net/events/vector-torontos-gameart-convergence/

Here are some other mobile examples to check out: Ruben & Lullaby, The Lake (http://maybeitsthelighting.com/the-lake/), Year Walk, Guru Meditation, Today I Die
38  Creation / Notgames design / Re: The Audience's Goodwill in Notgames on: February 18, 2013, 08:20:27 PM
In the absence of a wide library of great notgames of varying complexity, it is my humble suggestion that we strive, for the time being, to emulate Charles Lamb. The time for James Joyce is later.

And that is a great explanation for why we're using "content" as a difficulty ramp.
39  Creation / Notgames design / Re: The Audience's Goodwill in Notgames on: February 14, 2013, 10:33:07 PM
To get back on topic, I just came across an awesome description of how Portal delivered its story (http://www.rockpapershotgun.com/2013/02/14/cara-vs-crysis-3-was-never-a-fair-fight/):

Quote
Look at that game affectionately known as Portal plants you into an easy to understand situation that immediately compels you to explore – and to escape. It then proceeds to tell you a more detailed story gradually through every facet of its environment – level design, audio, decals on the walls, even the glimpses of Chell’s body via a portal. Because the information comes in small doses, you have time to let it dissolve slowly in your mouth like a really piquant cola cube. Sometimes at night I would dream of those brand new sugary doses of story scrawled on the wall of a test chamber.

One idea Ryan and I are exploring in That Dragon, Cancer is the idea of using accessibility as a challenge axis itself. As you go, you essentially teach the audience to deal with more and more challenging content. At that point, you can essentially apply all the usual tools of building a difficulty ramp.
40  Creation / Notgames design / Re: Happy = game? on: February 14, 2013, 10:02:22 PM
I'm with Tyler. I think it depends on what you're going for more specifically. Fiero is clearly the triumphant sort of happiness that comes from beating a hard game.

To me, the Landscape prototype posted here depicted happiness very well. I thought that depicted a sense of wonder of systems without requiring you to actually defeat them. If Proteus is about exploring a happy place, Landscape is about exploring a happy logic.
41  General / Check this out! / Re: Versu on: February 14, 2013, 09:34:29 PM
Well, obviously I think this is awesome ^_^

And as I said in my YouTube comment, your team over there (including Emily Short) really seems to understand that the best interactive fiction is not like choose-your-own-adventure, which is probably what so many websites covering Versu will want to suggest. And that makes sense, since IF is pretty mature at this point.

Instead, it's like creating the story as you read it, which is much different.

Also, I would like to point out how interesting it would be if the other characters didn't necessarily care a lot about you. A lot of times we want to make the game centered around the player, but when it comes to videogames based on social interactions, I think it can be really believable to not be the focus. Of course this concept has been discussed here before, I just wanted to reiterate.
42  General / Introductions / Re: Hello! on: January 02, 2013, 10:04:51 PM
Is it "soon" yet?
43  General / Introductions / Re: Hello! on: December 16, 2012, 05:49:53 AM
I just heard about your videogame on Thursday, I think via someone's twitter? I'm so glad you made your way to this community. Welcome, and keep up the great work Smiley

I don't really want to give you any feedback without being able to actually experience what you've made. WINK WINK
44  General / Introductions / Re: Hi on: December 11, 2012, 09:38:21 PM
Welcome Smiley

I'm guessing many developers have heard of it; it's just that most of them either think its crazy/dumb/wrong or aren't interested in participating.
45  General / Check this out! / Re: Alpha build of Bientôt l’été now available on: December 07, 2012, 12:41:24 AM
Speaking of a filter-less, it'd be great to have some kind of setting to tone down the glow. My retinas... Tongue
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