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301
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General / Everything / Re: quote from Werner Herzog
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on: January 26, 2010, 07:03:00 PM
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I guess I disagree because to me, those people on Deviant art and Flickr are the artists. I guess I'd rather reclaim the word for good use than abandon it.
I suppose some people don't like the idea of notgames for the same reason? They'd rather just reclaim the word games with experiences that follow the same intentions instead of adopting a new one?
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304
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Creation / Reference / Re: A history of not games
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on: January 24, 2010, 07:36:02 PM
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I'm so glad you have Majesty of Colors here. I loved playing that. I Wish I Were The Moonhttp://www.kongregate.com/games/danielben/i-wish-i-were-the-moonGregory Weir himself admitted that Majesty of Colors was heavily inspired by Daniel Benmergui's I Wish I Were The Moon. Like Majesty of Colors, you simply explore the result of your interactions, and similar to a puzzle you can try to guess all the endings if you want. For me, Majesty of Colors and I Wish I Were The Moon were experiences that were so influential that it's hard not to make something like that sometimes. In fact, I even had a dream which was basically a game with those mechanics that I'd want to make some time. Having strong influences like that often makes me wonder whether or not I should have experienced them.
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305
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Creation / Reference / Re: Tanaka's Friendly Adventure
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on: January 24, 2010, 07:21:18 PM
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My favorite part about the game is going through the neighborhood and reading the stories. The searching mechanic is a little too simple to have much effect on me personally.
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306
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General / Check this out! / Re: A deconstructivist approach to finding meaning
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on: January 24, 2010, 07:20:02 PM
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Not really. I got side-tracked when I was commissioned to make the sermon thing.
I'd like to return to it some day, though. Maybe later this year?
My main point is expressed by the 3 diagrams. You can create something and then remove elements to see what changes.
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311
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General / Check this out! / A deconstructivist approach to finding meaning
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on: January 21, 2010, 04:36:38 PM
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Earlier last year, I was working on some "meaningless games." It was sort of a notgames experiment, so I thought it might be of interest here. I started thinking about how you could create meaning in interactive experiences by deconstructing your creations, removing specific elements, and then finding out what meaning was removed. If you deconstructed something enough, you could match up a meaning with an individual element. Then you could use that element intentionally to create the intended meaning. More info, with diagrams here: http://www.godatplay.com/2009/04/starting-development-on-meaningless-games/
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312
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Creation / Reference / Re: A history of not games
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on: January 21, 2010, 04:12:18 PM
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Axcho, pretty much all of these so far are regular games. It looks like the intention is just to talk about things you've played that had elements that inspire thoughts of notgame-like experiences. Don't be afraid to just post notgame moments you've experienced. Small Worldshttp://jayisgames.com/cgdc6/?gameID=9Depending on your definition, this could be a notgame. It's purely exploration-based, with only 4 "levels" and no explicit goal. The zoom-out-as-you-uncover-the-fog-of-war mechanic enhances your feeling of discovery. Despite the low-res pixel graphics, David Shute manages to create a lot of character and atmosphere in an otherwise small world. Labuathttp://soytuaire.labuat.comThis is mostly an interactive toy, but because of its expressiveness, I think it borders on a notgame. It's basically an interactive music video; I've had visions of something just like this, so it's pretty inspiring to see it already created here. Today I Diehttp://ludomancy.com/games/today.htmlDaniel Benmergui created what is essentially a poem-as-game. You rearrange words in a poem to create actions in the game world. It's a puzzle game, but it's very tastefully done and has more adult themes. Not a notgame per se, but definitely a mature game. Judithhttp://forums.tigsource.com/index.php?topic=3844.0This is pretty much a game, but it has given me one of the most emotional experiences I've ever had playing a game. It's a gothic horror game based on an opera. After I played it, I felt the same feeling I imagined someone felt after seeing a Hitchcock movie back in the 40s/50s - adrenaline-filled horror. Despite being a game, it has mature themes and aspires to operate on the same level as notgames.
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313
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Creation / Notgames design / Re: Existence
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on: January 20, 2010, 08:53:26 PM
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BirdyWorld is a recent example of world persistence. It's a regular game, but it has a co-op world building element. Whenever someone defeats the boss of a dungeon, that opens up the next dungeon to be built. You can leave the world and then when you come back, it has expanded and maybe even gained a dungeon.
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315
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Creation / Notgames design / Re: Making the player examine the world
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on: January 20, 2010, 07:25:22 AM
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Another technique could be unveiling a new clue immediately before/after examining the first clue. Has anyone tried this? That could keep you examining the world out of sheer curiosity.
For example, maybe you're exploring a realistic world and see a figure pass by a doorway. You follow where you think the figure went and find an artifact. Once you examine the artifact, you see the figure again and put the artifact down to follow the figure. Maybe the next time it's an audio cue or an object falls over.
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