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61  General / Check this out! / Re: The Art of Video Games on: May 06, 2011, 12:24:33 AM
It's like making an exhibition called "The Art of Cinema" and having Star Wars, Die Hard and Grease but nothing by Godard, Bergman or Pasolini. Very liberal, indeed.  Grin
And this is why you don't let the Internet vote forth the most artistic anything (especially not the gamer community). It tends to confuse good entertainment with good art. Sure, Super Mario may be great for what it is, but what it is isn't art.
62  Creation / Notgames design / Re: Pricing a notgame? on: April 26, 2011, 11:36:33 AM
I don't think invoking scarcity through monetary means is a good thing. If you have a limited but passionate audience that's willing to pay more, then that's good. But trying to limit your audience simply by putting a higher price point on the product is not a good thing. That limits the art to the priviledged few, the rich, rather than being something that can be enjoyed regardless of societal position.

Making niche art is good, making broad art but then stripping it down to a niche market isn't.

One of the main reasons I have approached the digital medium is because of the ability to reach a wide audience that isn't limited by geographical or monetary means. Ideally I'd release all my works for free (which is what I currently do), but that's not viable in the long term. I don't think imposing any effort on obtaining the product makes it any more unique or valuable. It is true that by making it easier to obtain, people who are not as interested might obtain it and reject it. But art is not judged by how many people it doesn't touch, it is judged by how many it touches, and how intensely it does so.
63  General / Check this out! / Re: 1916: Der Unbekannte Krieg on: April 15, 2011, 02:36:12 PM
The latter, yes. I haven't played Amnesia yet so I can't quite compare. I've got it sitting on my desktop but haven't had much time outside of school lately (and when I've had time, I've wanted to take a break and relax, not get scared or tensed up).

I think the problem I have with it is that if it's done to just signify that you're running, it's way too exaggregated to be realistic. If it's done to signify that you're scared and going insane, that would've been ok. But since it's really only there (to that huge amount) when you're running, that would mean you're only scared/going insane when running, not when standing still or walking. So either way, it's unimmersive to me.

Another experience that I felt was just odd was that when I first encountered a fallen soldier, I clicked on him... and tore off his arm. ... Now, I guess you're supposed to use that as bait or something for the dinosaurs, but I hadn't even seen a dinosaur yet.
64  General / Check this out! / Re: 1916: Der Unbekannte Krieg on: April 15, 2011, 02:02:23 PM
I quite disliked this game. It has simple yet very effective graphics that simply look great. But two things completely ruined it for me:
1. The head bobbing. I disagree with you on this. I like head bobbing in general, as it can give another dimension to the game and effectively pull the player into the role of the main character. But this was far too much. It made me nauseous and unable to play. Instead of immersing me, it pulled me out of the experience. No one runs like that, and even if you would, the brain would compensate for it so it won't look like you have a major seizure whilst running.
2. As you said, dinosaurs... Really, that's all that needs to be said.

It's a great atmosphere ruined by two fatal flaws that I just can't overlook. One because it's too stupid, the other because it quite literally makes me sick.
65  General / Check this out! / Re: Tidskriften Fienden on: April 10, 2011, 10:08:27 AM
Wow, now I'm hyped.
66  General / Check this out! / Re: Tidskriften Fienden on: April 10, 2011, 01:10:13 AM
Since I'm Swedish, it being in Swedish is no problem to me. What is a problem, however, is that all it appears to be is a blank, white page. :/

Quote
<!-- WP Super Cache is installed but broken. The path to wp-cache-phase1.php in wp-content/advanced-cache.php must be fixed! -->
67  Creation / Technology / Re: Visual programming for Unity on: April 08, 2011, 04:13:09 PM
He himself said that you can make more money selling tools to game developers than selling games to gamers.
Well, people tend to be willing to pay more when there's potential profit coming from the purchase and not just entertainment.
68  General / Check this out! / Re: The Lighthouse on: April 04, 2011, 10:48:12 PM
Yeah, I wanted to add some more action near the end but, due to the short time span, didn't manage to. Another thing I wanted to fix (but was unsure of how) is that the scenes where the radio just spouts random war phrases doesn't feel very chaotic or effective. I was thinking of adding "manga action lines" but that might make it look more humoristic than serious. Any idéas on how to fix that?

I might port this to flash (as a Flashpunk-project) and revamp the radio scenes but I really don't know how to go about it (design-wise, that is).

You should really read Moominpappa at Sea and watch The Sacrifice. They're amazing. Wink
69  General / Check this out! / Re: The Lighthouse on: April 03, 2011, 06:28:10 PM
Here's a playthrough-video I just posted on YouTube (since I've finally got a computer good enough to run Fraps).
http://www.youtube.com/watch?v=NfHq9c8yOlc
70  General / Everything / Re: iPad / iPhone suggestions on: March 20, 2011, 01:48:38 PM
I have neither iPad nor iPhone but one game that's caught my eye is Sword & Sworcery. The visuals and audio seem absolutely stunning, even if it does look like it's going to be a bit gamey.
71  Creation / Reference / Re: What games inspire you? on: March 10, 2011, 06:34:32 PM
The game that first got me hooked on games was probably Pokémon Red (if I can remember correctly). In 2000, when I was 8 years old, my family was going on a trip to Australia and a friend of ours let us borrow his Game Boy Color and his copy of Pokémon Red in order to endure the long flight. It was a new and exciting experience for both me and my brother. After that we started to take up gaming, though we didn't play as many games as most enthustiastic gamers our age did (not because we couldn't find anything to play, but because we were greedy little bastards who clutched our allowances hard).

1-2 years thereafter, The Legend of Zelda: Ocarina of Time convinced me to become a game developer. I studied programming hard (though due to my young age found it quite difficult) and made small games and "demos" in QBasic on the old, dusty computer dad's work would otherwise have thrown out (MS-DOS, failing harddrive, a nostalgic piece of machinery). I went on to find RPG Maker (or rather, a friend did) which I found quite limited and later Game Maker (recommended by the same friend) which I still use today for several projects.

A major turning point (although I did not realize it at the time) was when I played Metroid Prime. For the first time I played a game entirely for exploring an environment and for the first time, I felt that the gameplay was getting in the way of the experience. As my tastes matured, I found myself grow farther from the medium. I found solace in the independent game scene but it still wasn't enough. I began to lose hope in games. It was a similar process to that I had gone through in film (from quite eagerly watching mindless entertainment to finding mainstream cinema to be a waste of time and stop watching film altogether). I also went through the same process in literature, from being quite an intense reader to not finding anything of interest.

It was at this time that I found the development blog for The Path, which restored my hope in an interactive medium and with it I also found countless other experimental games and developers. At about the same time, my hope for film was restored as I discovered Tarkovsky and Bergman, and my interest in literature was refueled with Tove Jansson.
72  General / Introductions / Re: Hi from Maybe It's The Lighting on: March 08, 2011, 08:24:09 PM
Looking good, though I don't have an iPhone or iPad so I can't test it. I like projects that focus on sound (though I'm afraid sound in my own projects way too often comes as an afterthought).

Nevertheless, welcome to the site.
73  Creation / Notgames design / Re: Rewards inherent to interactivity? on: February 25, 2011, 05:21:28 PM
You both have a valid point. There is nothing wrong in rewarding the player but current game mechanics don't do that very well. An anonymous old woman smiling at you in the street is, in my opinion, a far more rewarding experience than some abstract number going up or a short jingle playing. A reward should consist of an engaging experience, rather than an abstract number or "loot".
74  General / Check this out! / The Lighthouse on: February 20, 2011, 01:37:27 AM

A man tired of his commonday life heads for an autumn taking care of the lighthouse on the outmost island of the archipelago. But war breaks loose and, as he's afraid to return to the mainland, a single radio becomes his only connection with the outside world.

A tribute to Pappan och havet (Moominpappa at Sea) and Offret (The Sacrifice), in my opinion two of the greatest pieces of literature/cinema ever written/filmed.

Download (windows)

Made for the Rapid Development Contest, so if it seems unfinished/unpolished; it's because it is. (It was of course not appreciated over there, but I didn't make it to win.)
If you think the screen is too small, you can press F4, but 2x mode isn't really working all that well...

If anyone has Game Maker Mac Pro and is willing to convert it to Mac for me, I'd be very thankful.
75  General / Check this out! / Re: The Future of Art on: February 09, 2011, 09:58:23 AM
For example: they think computers are fast...
(Not having viewed the video.) Well, duh... Computers are insanely fast at what they do, but they only do one thing (not technically correct, they do a number of things, but still a very small number).
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