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76  General / Check this out! / Re: Art made interactive on: March 06, 2012, 09:00:55 AM
God at play, this is looking really good! I want more!

Yes! I just left a comment on TIGSource - I think it's so great that you're actually going ahead with trying to put the Ladder of Abstraction approach into practice. Wow! Cheesy
77  General / Check this out! / Re: Art made interactive on: February 25, 2012, 06:23:26 AM
I always think of Dear Esther as the future of landscape paintings.

Yes. Something like that, at least.
78  Creation / Notgames design / Re: IGF jury discussion on Dear Esther on: February 25, 2012, 05:59:53 AM
That is a good point... Perhaps 'competitive action' is the right word.

I still get a 'hidden in plain sight' sensation out of this. Strangely, it feels like the industry is cheating by using competitive action (which mostly is violent action Wink) to make their experiences more interesting. I think I think of 'cheating' because in interviews you hear talk of engaging experiences as-if they could do them without the competitive action. Yet if you took away the violence from nearly any title most players would have the art game complaints that it 'has no purpose' or that you 'cannot do anything', so these 'engaging experiences' with characters are partly faux.

Hidden in plain sight? Reminds me of this:
http://ludusnovus.net/2011/08/15/why-so-few-violent-games/

Also, would The Love Letter count as competitive action? Maybe it would.

Actually, I've heard several players say that it feels strangely like playing a FPS because of the focus on cover and line-of-sight, so who knows... Cheesy

On the other hand it uses music, sound and voice acting to create a very defined atmosphere and with great effect.

I've been reading the book Story by Robert McKee, and I just came across an idea that may have relevance here.

In the chapter on "Scene Design", McKee differentiates between emotion and mood. Mood is that stuff that games are pretty good at - it's atmosphere, it creates the context, shapes the emotional expectations of the viewer (or player), but it is not emotion in itself.

Emotion is the product of a positive or negative change in value (which in a game context might be collecting a coin, or jumping across a chasm, or killing an enemy, or conversely, getting killed), and mood. Without the action, the change in value, the mood remains inert, disembodied potential. With the action, the mood focuses the positive or negative twinge into a specific emotion.

Here's a quote from the book:
Quote from: Robert McKee
The arc of the scene, sequence, or act determines the basic emotion. Mood makes it specific. But mood will not substitute for emotion. When we want mood experiences, we go to concerts or museums. When we want meaningful emotional experience, we go to the storyteller. It does the writer no good to write an exposition-filled scene in which nothing changes, then set it in a garden at sundown, thinking that a golden mood will carry the day.

I think this hits at a common failing (or at least, a common criticism) of many "art" games - just like movies or books, mood is not enough to create strong emotional engagement. You need story (or gameplay) to create positive and negative "value" that the audience will care strongly about.

I think we are just beginning to learn how to do that. I'm looking forward to it. Smiley
79  General / Check this out! / Re: Inventing on Principle on: February 20, 2012, 08:02:32 AM
I finally watched Bret Victor's talk. Awesome. Cool

I'm not going to wait and hope for him to release his see-what-the-code-is-doing-as-you-type-it tool, even though it looks really cool. As Michael said, I think it's a step in the right direction but what we need is visual on the code side too. These examples help give my brain some more concrete ideas to work with, and hopefully something good will bubble up eventually. Smiley
80  General / Check this out! / Unmanned on: February 18, 2012, 06:51:47 PM
I just played through this little notgame by Molleindustria, same people who did Everyday the Same Dream:


Basically an interactive story where you play the role of a character. The game-y part of it are the medals between each scene, like achievements. I didn't pay much attention to them, but I guess they're there to appeal to the more traditional gamer crowd... Tongue

Worth playing.
81  General / Check this out! / Re: Inventing on Principle on: February 18, 2012, 02:54:22 AM
Kjell, I also wrote some blog posts on the subject that might help you understand why we care about this.

http://evolutionlive.blogspot.com/2007/07/art-and-engineering.html
http://evolutionlive.blogspot.com/2009/03/google-is-future-of-games.html
http://evolutionlive.blogspot.com/2010/09/how-artists-want-to-make-games.html

I find that lately I've been leaning toward the direction of becoming an expert programmer (though I am far from it, now), rather than focusing on design. Which is interesting. My ultimate goal, however, is to make a tool like this such that I no longer need to become an expert programmer.
82  General / Check this out! / Re: Inventing on Principle on: February 16, 2012, 07:06:21 PM
Gah! Shocked I can't wait to watch this video!

It's like he's already onto everything we've been discussing about how great it would be to make games without programming.
http://evolutionlive.blogspot.com/2010/09/how-artists-want-to-make-games.html
http://notgames.org/forum/index.php?topic=308.0

Anyway, yeah, I'm jealous...

Quote
In fact, I have not mentioned much about this publicly because my intention was to hide in a cave, apply the concept to a game tool, and then unveil it to the public like a hero (giving credit where due of course). A dumb idea, but once you understand the vision and its implications when taken a couple steps further, you’d be tempted, too.

I know what you mean. Wink But maybe we can work together! I know this will be a very difficult challenge, and I'm sure it could benefit from some teamwork... Even if that means working on separate attempts and just sharing progress and problems and insights along the way.
83  Creation / Technology / Re: 3D tribulations on: February 11, 2012, 04:56:40 AM
Meanwhile, I found this:

http://player.vimeo.com/video/36414371

The space is scanned with lasers by ScanLAB

It's beautiful!
I love the artifacts and the transparency. It definitely gets away from the cleanliness of 3D space.

Wow, I really like the electronic, Matrix-y grittiness of this virtual 3D space. The "vibrating" artifact that sometimes happens is pretty disturbing to me on a visceral level, but if that were a lot more infrequent I would really enjoy trying this approach.

Are there any point-cloud rendering engines or content-creation tools available that could be used for games?
84  General / Everything / Re: "Active Art"? on: February 11, 2012, 03:49:54 AM
"Active Art" could be a good start.

When I was trying to think of good names for the procedural or interactive prototypes I'd make to test out pieces of a potential game, I settled on the name "Active Sketch", as you can see here:
http://axcho.deviantart.com/gallery/12467959

The "Sketch" part wouldn't apply to finished artwork, of course, so I don't mean to suggest "Active Sketch" as a possible name for notgames, but I do like the "Active" part. Smiley
85  General / Everything / Re: Blog I wrote a few years ago on: February 11, 2012, 03:45:10 AM
I think by "chaos" the writer really means "the divine" or "the truth of the cosmos". "Chaos" is her word for "everything that exists", I think. I think her recognition of that as being far beyond our human tolerance is astute. When I stand in front of a Botticelli, crying, I know that this is about as far as my emotions can take me. I feel connected to the "chaos" that is "all" but I am not equipped to directly touch it. That would be the death of me. So art becomes a filter that shows us small fragments of the divine beauty and incomprehensible immensity of the universe.

A disciplined way of art creation, such as the classical method, seems appropriate here. Because we cannot simply unleash the chaos, the truth, the cosmos. It would just look like gibberish to us. (This is probably where modernist art has failed.) The artist is standing in front of a closed door and needs to open it only slightly, while immense forces are pushing from the other side. He should not give in to the temptation of exposing the spectator to the bright light behind the door. Because it is death. Instead, he should show, by example, through metaphor, a glimpse of the beauty behind the door, so it may inspire us to feel this connection with the cosmos, truth, chaos (without the need to understand it -which is beyond our capabilities; we are simply too small, all we have is our sensations).

I like this clarification, it helps me make sense of the idea much better. Very poetic. Smiley And yeah, I like that perspective on what art is. Cheesy Maybe art can be other things as well, but that is an interesting way to look at it, and it helps me understand what I find beautiful about certain things, and how that feeling might come across in a game.
86  General / Check this out! / Re: There is no Magic Circle on: February 11, 2012, 03:41:01 AM
Thanks for the clarification, God at Play. Nice.
87  General / Introductions / Re: Hello there on: February 05, 2012, 08:17:30 PM
Ha, so you're the one who did that Sword & Sworcery fan art I saw on deviantART! Cheesy Nice! And welcome to the notgames forum. Wink
88  General / Check this out! / Re: 4 hour games on: January 23, 2012, 06:12:54 AM
Wow. I just played 09801 too (can't resist that pixel art, heh) and it was a brilliant little experience. The small amount of interaction was very effective.

I'm impressed that you did these in just four hours! Now I'm inspired. Cheesy We'll see how things go at the Global Game Jam this weekend... Any of you participating? Smiley
89  General / Check this out! / Re: Jason Rohrer in favour of challenge on: December 24, 2011, 11:32:37 PM
And anyway, maybe he has a different approach but we share interests. I personally think that "Sleep Is Death" is a brilliant notgame.

Yes.
90  General / Check this out! / Re: They Breathe is live on XBLIG on: December 10, 2011, 08:17:12 AM
Sounds intriguing - the idea of creating dramatic situations through emergent behavior. I'd be very interested in hearing more about the design here or on your blog, if you have one... Smiley
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