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31
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General / Introductions / Re: glad to join
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on: September 23, 2011, 01:27:57 PM
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Haha!
I´m sorry, it´s not very obvious to many people. There´s a help menu if you press the "esc" button. Anyway, you just have to synchronize the chain one by one, once the two first videos are in sync the next one will unlock. They are in sync when the movement between them flows seamlessly, it´s tricky at first but very satisfiying once you understand how it works. I hope you will give it a chance!
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32
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General / Check this out! / Re: Errant Signal
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on: September 21, 2011, 01:33:53 PM
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Well, the way I see it after studiying cinema is: "you should show wheneaver you can". Sometimes you can´t avoid telling to comunicate effectively some information to the audience, but if you can show it instead of telling it, it becomes much stronger. The best example is Hichcock´s first shot from "Rear Window" in which he introduces the character, setting and situation in just some seconds.
So I guess we should think "make the player do wheneaver you can", as it should be stronger both emotionally and dramatically forcing the player to do something rather than forcing him to watch it.
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33
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General / Everything / Re: Disappointed by From Dust?
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on: September 20, 2011, 03:58:16 PM
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Oh I really wanted to play this too!
Strange as I had the chance to meet him briefly at GDC and he said he was really excited with how it was turning out. He seemed to say it honestly.
Will give it a go eventually to see for myself.
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35
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Creation / Notgames design / Re: Games, notgames, notnotgames?
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on: August 31, 2011, 05:38:49 PM
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Quite an inspiring though, Michaël! We should stay positive. By that same token there's also a problem somewhere when it´s obvious that everybody likes to see pretty pictures but not everybody turns to videogames to see them.
I can´t think of many games that offer pretty pictures actually, so yes, we have a responsability.
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36
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Creation / Notgames design / Re: Games, notgames, notnotgames?
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on: August 28, 2011, 10:37:37 PM
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I always thought there´s a problem somewhere when it´s obvious that everybody likes to play but not everybody likes to play videogames.
Probably the best way to reach this audience is to simply keep doing games that challenge what games have been so far, and eventually our work will reach that public, no matter how. First we should care about doing a good work, I don´t think that so far there are enough good pieces of interactive art to make this audience believe in this medium.
EDIT: Oh, Thomas just said what I was writing!
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38
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Creation / Notgames design / Re: Games, notgames, notnotgames?
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on: August 26, 2011, 11:38:37 PM
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Well, making games for non-gamers is surely awesome! Because gamers already have lots of games to play but non-gamers don´t.
However my doubt here is: what is our purpose? Do we want to expand videogames as an expressive medium or expand videogames to a new audience? I´m not sure we can do both at the same time. We need a language to build literature. To expand it as a medium we need a richer language. By asuming concepts and schemes as the WASD controls as an alphabet we can go deeper and complexify the experience. What I mean is that we need a complex and evolved language to express ourselves fully. We cannot create meaningful and deep experiences with baby-talk.
And yes, the pain is that this restricts our work to the gaming audience. So, should we write for the ilustrated or teach those who cannot read? Is there a way to do both?
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40
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Creation / Technology / Re: I want to make something, instead of thinking about how to make it.
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on: August 23, 2011, 02:06:24 PM
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I´ve been using Multimedia Fusion 2 for a year and it dosen´t have that magical feature of Click and Play you are talking about. However, I have strictly no programming knowledge and it allows me to make the games I want. It´s pretty visual, very intuitive, and can get powerful if you are skilled enough, as Nifflas proves. It could be better for sure, even more visual and intuitive, but they are getting there, Multimedia Fusion 3 is on the works so we´ll see. I would love if you could edit the code in real time like in Unity...
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41
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General / Check this out! / Re: Quake DeFRAG
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on: August 14, 2011, 02:04:52 AM
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I always though all this "rocket jumping" mechanics were a bit wasted in these games. I imagined it could be a sort of sport or acrobatic spectacle. I´m glad to see it actually exists. Will there be one day a virtual circus?
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45
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General / Introductions / Re: Greetings from Rorschach\Larshe
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on: July 17, 2011, 03:02:01 AM
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Hello Nuprahtor,
I´ve discovered your games some days ago and I really like the path you are exploring. I wanted to write about them here but it´s a nice surprise to see you here already.
Keep up the good work!
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