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1  Creation / From the ridiculous to the sublime / Re: Is 'I' one person? on: October 17, 2011, 11:01:37 AM
These resources and the constructs thereby created are affectively(as in full of affect) very powerful because they originate in the more ancient, deeper, core parts of the brain/mind.  When these constructs bubble up into consciousness they become flashes of creative inspiration that can effectively be used to communicate these deeper, powerful ideas to others, because most people have most of the same constructs available in their subconscious, they are simply constituted somewhat differently, and have varying levels of activity in an individual.  A brilliant piece of artwork, of any type, succeeds in activating these deep complexes from person to person.

 (I just typed a long decent response and it just blew away with an internet error.)
  Interesting view you have here. Do you mean by the view that the power of certain art piece speaking through many minds is possible through similar subconscious back ground(though what it is constitutes with,is unknown)? If it is so, it might explain that there is an 'absolute value of beauty' which will speak to many hearts of all the times and spaces. Hmm.

 You might want to pick up copies of Edgar E.Poe's early works like <Mesmeric Revelation> and <Shadow- a Parable>. Unlike his later works covered with dread of being buried alive, the tales show very interesting views on the all-inclusive pantheistic entity.

 
2  Creation / From the ridiculous to the sublime / Re: Is 'I' one person? on: October 17, 2011, 10:25:42 AM
There are parts of out brain that work independently of what we consider our conscious mind. However, both Jung and Freud were off base. Stephen LaBerge's finding in his experiments with lucid dreaming are at odds with mainstream accepted ideas about the subconscious and dreams. His conclusions are that because our brains are so good at modelling and interpreting the world, it continues to do so while we sleep. That's not to say things like our hopes, desires, fears and anxieties don't manifest in our dreams, it's simply that our subconscious isn't sending us encoded, symbolic messages.

 Well I never heard of Stephen Laberge but his ideas interest me. I'll see if I can get one of his books in the bookstore. :O
3  Creation / From the ridiculous to the sublime / Re: Is 'I' one person? on: October 17, 2011, 10:23:52 AM
I think we over-complicate our psychological make-up because we desperately cling to he notion that we are all individuals. If we let go of that idea and imagine ourselves as being parts of a larger whole, then things get a lot more simple. Then "creativity" is simply the whole speaking through us. Then an artist becomes simply a facilitator, a conduit, a medium.

    I agree with the point that clinging to prove individuality is making things more complicated. But it just irks me to think that I might not have full control upon my choices. That is why I'm clinging on inspite the fact.  

    I think self conscioussness has great impact on power to choose.Power to change the path.
The power to choose and change is what I think as the key element of what constitutes 'an alive self.'
However, if it turns out that my decisions are actually run by preset laws/larger intentions and the self counscioussness just an illusion, it would seem to me that my whole 'identity' was an illusion.
It would be quite hard to strain on all the while being aware of the fact that the will is on some other's hands.

  ...Sounds a lot like an AI robot questioning oneself's identity. (⊙ㅁ⊙)
But then, even if I suddenly find out that I was an AI character living being operated by will of players and programmers what would I do? I would be able to choose nothing else but to live on and think on.


 
4  Creation / From the ridiculous to the sublime / Is 'I' one person? on: October 11, 2011, 07:11:37 AM
Is 'I' one person? That is, is there only 'one' with self-awareness in me?

In the book <The Creative Mind: Myths and Mechanisms> the author claims that the
creativity is consisted of input from conscioussnesss and most importantly, processes of sub-consciousness.

If this is right, then it means that the 'creativity', which is thought to have been the primary ability of human intelligence is done 'under' our awareness.

That is, the part of human self that we cannot quite acknowledge is working on its own way, even now,
occassionally showing its prescence as Muse(or 'a brilliant idea').

C.G. Jung claims that when we dream, the sub-consioussness speak in symbols:as in the elements consisting dreams. Although the fragments are indeed from the waking consioussness, clearly, dreams are consisted of certain logics and ideas of its own.

What I mean to say is, can we be so sure to claim that this sub-conscious part of us shares one same self-awareness/or is completely un-aware? What if it has its awareness of its own?
Than what becomes of us?

5  Creation / Notgames design / Re: Character's behaviour that pleases the player on: October 11, 2011, 06:34:44 AM
It was me because I pressed the button.

That's the power of interactive media genres, I believe  :-)
6  General / Introductions / Re: Whoah hello after long pause! on: September 21, 2011, 11:39:06 AM
P.S> Sorry for 3 weeks late replies Sad I had to cope serious computer embargo.
7  General / Introductions / Re: Whoah hello after long pause! on: September 21, 2011, 11:37:54 AM
Yo!
Wheeee!!!
8  General / Introductions / Re: Whoah hello after long pause! on: September 21, 2011, 11:37:32 AM
Good to see you made it!
And that art college and making video-games go together naturally. Smiley

It is really great that you made this Forum Cheesy
I always hoped there'd be some kind of community for people with this interest
since I played 'the path'.
9  General / Introductions / Re: Whoah hello after long pause! on: September 21, 2011, 11:35:08 AM
Welcome Smiley Glad to have another here. Keep up your game dev dabbling!

Thanks Smiley
I'm currently working on a media project plus the game.
Though I'm applying for illustration major I'm trying to keep in touch with many kinds of media
10  Creation / Reference / Re: A history of not games on: August 30, 2011, 06:13:06 PM
Has anyone played Yumenikki by kikiyama?

It is about a girl who can only explore the world of her dreaming
while she is locked inside her room in the waking world. 

Her mind is closed shut because of some trauma and she is refusing to go out of her room. Her broken mind is shown clearly in the distorted dream worlds.

 The game leaves players with 5 notes on how the game works and just lets the players to explore the world. Nothing or No one urges you to end the game and the game basically has no 'end' until you choose to end it.

It was a very memorable game.
11  General / Introductions / Whoah hello after long pause! on: August 30, 2011, 05:50:48 PM
I was suggested to enter this forum while I was in TOT forum, which I did, but it took me very long to make this post since I almost never came back here since. It was indeed lazy of me indeed, although I do have some excuses.:p But then well, voila! Now I'm here, and I will come here much more often.


 I recently graduated from high school one year earlier and is currently preparing for art college. Basically I am a student who is very much interested in the idea of 'Notgames'.
<Bioshock> was the game that first made me realize the potential of 'games', and the projects of
Tale of Tales further strengthened the realization.


 Further of my notions on the notgames will be seen as replies in this forum.

~These are some posts I did in the TOT forums~

http://tale-of-tales.com/forum/viewtopic.php?p=127222#127222

http://tale-of-tales.com/forum/viewtopic.php?p=127208#127208
(I guess the idea in this post is no longer valid since the word 'art' is not so welcome in the public-friendly sense)


=Currently trying various scenarios to make a notgame myself.
Occassionally Fumbling with RPG2003 and Neco Nobel.

I used to have a deviant page but I am no longer using it
But it still has some of my works done quite long ago.

http://shadow-of-dream.deviantart.com/


Further information of me Cheesy
http://www.facebook.com/profile.php?id=100000987090118&sk=info
12  Creation / Reference / Re: A history of not games on: August 30, 2011, 05:14:08 PM

 [I'm quite surprised that nobody mentioned <Bad day on the midway>!
It's made by 'the residents', the same group which made <The Dark Eye>. ]

Oops! Sorry. Michael mentioned the Bad day on the midway. I missed his comment.

13  Creation / Reference / Re: A history of not games on: August 30, 2011, 05:11:52 PM
Anyone who played Laurie Anderson's <puppet motel>?
From the trailers and reviews I think the <puppet motel> can be added though I never got to play it.

This is about 'a virtual motel', each room with 'virtual installation works'.


Here's the trailer for the game:

http://www.youtube.com/watch?v=kPYOSLqN5Ns

(I think it is one of the hardest games to get.
It stopped being produced long ago after
the game production company 'Voyager' was gone. )
14  Creation / Reference / Re: A history of not games on: August 30, 2011, 05:05:24 PM

The Dark Eye
http://www.adventuregamers.com/article/id,317

As a game, it's pretty awful. The control is clunky and you need a walkthrough to get through parts of it. But as an experience, it's amazing. The reading of The Masque Of The Red Death by William S. Burroughs is worth it if for nothing else. It's not hard to find a download of it and it plays fine on Windows XP.

 I'm quite surprised that nobody mentioned <Bad day on the midway>!
It's made by 'the residents', the same group which made <The Dark Eye>.

The game controls are quite lame and it's quite confusing to know exactly where you are in the game. However, the whole gaming experience is very unique and very memorable.
I just love how they hired renowned illustration artists who never had any experience with game production genre to create images accompanying stories of each characters.

 The game was directed by Jim Ludke whom I hear worked hard to widen the potential of game until his death. Before making <Bad day on the midway> Jim Ludke made <Freak show> which shows a lot of concepts later used/furnished better in the <Bad day on the midway>. Both represents Jim Ludke's idea of potential of games very well.
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