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17
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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: October 12, 2012, 11:10:45 PM
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An array could be a stack of cubes with physics properties! Same thing, a array serves a purpose to something. It's all about the context. Not necessarily. Perhaps the array is used in a general sorting algorithm that should be applicable in any context, for any purpose. Sometimes you're going to need abstraction.
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18
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Creation / Reference / Re: Papo & Yo
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on: September 19, 2012, 12:40:15 PM
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We're currently stuck on the make-the-monster-angry-on-purpose level
I haven't played it myself (don't have a PS3) but that seems very odd to me. If keeping the symbolism consistent, wouldn't that mean getting your dad drunk on purpose being necessary to progress? The review in the newspaper said essentially the same thing as you, that the gameplay keeps distracting from the story and meaning of the work.
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19
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General / Check this out! / Re: 4 hour games
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on: August 08, 2012, 09:27:11 PM
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There is no win state in 09801, and I didn't intend for it to be the kind of game you replay to get different endings or story branches. The "story branches" are there to make the characters' reactions to your input (type/not type) feel more natural and believable. I suppose searching for victory conditions comes naturally, especially if you notice that the nature of the "story branches" which are rather traditional and similar to visual novels, etc. (A more advanced AI would be a massive undertaking and completely unfeasible given the time constraints.) Perhaps there would be a way to more clearly communicate this so players don't waste their time. Remnants is not for me. I love the music of Swans but I don't like this kind of narrative.
Whereas I also admire Swans, Remnants is more inspired by Gira's solo works and writings. By "this kind of narrative" I suppose you mean the content moreso than the presentation (or both)? Thanks everyone for your thoughts and impressions. I've also made two new short games, one in 3 hours and one in ~8 (although for a 72 hour jam). One turned out quite like I expected (although lacking in audio); the other, not so much. Aftermath - DownloadA collection of thoughts regarding her, or a final explanation and apology - Postmortem - Download - TextPostmortem recommended rather than the game (although I suppose it could be good to have played it when reading the postmortem).
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22
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Creation / From the ridiculous to the sublime / Re: Addictive games
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on: April 08, 2012, 02:30:33 PM
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The most dangerous myth of modern times is the one that says we are all heroes! Yes, instead we should all know are place as cogs in the machine, worthless, rotting hunks of meat. You're right, that is much better! Why aspire to be anything better when we can be nothing at all. I think your POV is dangerous. Simply awful. I think the black-or-white POV that either you're a hero or you're a "worthless, rotting hunk of meat" seems far more dangerous...
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28
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General / Check this out! / Re: Inventing on Principle
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on: February 18, 2012, 03:45:00 PM
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It doesn't matter how high or low-level you go in programming. It's still only a collection of pre-made blocks. There's no reason a visual approach or similar could not be Turing complete.
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30
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General / Check this out! / Re: 4 hour games
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on: January 31, 2012, 11:53:05 PM
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Ok, so I've now been to the Arabic Game Jam with both some positive experiences and some big disappointments. I thought it was going to be more about developing a game and less about pitching an unfinished game concept... (with questions from the jury like "so, can you win?", "what about multiplayer?" and "what's the business model?") and with talks about creating games for the arabic speaking market rather than the arabic speaking world. The biggest surprise was Josef Fares, renowned Swedish film maker and currently game developer. He ranted against metacritic and all the preconceptions about what games have to be. He also talked about how much of the medium is still undiscovered, using an analogy about some kid in a candy store that now eludes me. I didn't get to talk to him about notgames, though, as I was stressed, hadn't slept much and was in the middle of developing a game. Still, it was very nice to hear that I'm not alone, with some people on the Internet I've never met, in this struggle. For anyone interested in our game, here it is.
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