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Author Topic: Realtime Art Manifesto  (Read 13642 times)
Michaël Samyn

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« on: January 12, 2010, 12:36:02 AM »

In 2006, Auriea Harvey and I wrote a manifesto that still guides our work at Tale of Tales. It is called the Realtime Art Manifesto and you can read it here. It's a 10-point "shopping list" of do's and don't to remind the artist in us to not make art and the game designer to not make games (or the game designer to make art and the artist to make games... Wink ).
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David

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« Reply #1 on: January 19, 2010, 09:15:19 PM »

i didn't know this text.
i like it.
i share your point of view about all the points of this document, i think.

poesy,
feel real rather than look real,
imagination,
stories told by the interactivity...

about the citation by fumito ueda (which i didn't know) :
"reduce the volume, increase the quality and density",
i think that finally he has increased the volume with shadow of the colossus...
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Michaël Samyn

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« Reply #2 on: January 19, 2010, 11:53:46 PM »

about the citation by fumito ueda (which i didn't know) :
"reduce the volume, increase the quality and density",
i think that finally he has increased the volume with shadow of the colossus...

Sure if you consider the size of the characters! Wink
But less so if you analyze how sparse the elements in the game are: it's a series of boss fights. That's all.
Unfortunately for me, that was about the worst thing he could have chosen to focus on.  Cry
Hope his new game is more interesting.
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David

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« Reply #3 on: January 21, 2010, 05:54:22 PM »

Quote
Sure if you consider the size of the characters! Wink
But less so if you analyze how sparse the elements in the game are: it's a series of boss fights. That's all.

thank you, i didn't get it...
"volume" as "quantity/addition", okay.
so they didn't increase the volume in shadow of the colossus, they just moved the focus from cooperation to competition.
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