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Messages - Chris

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61
Speaking from experience, the best way to come up with an architecture for a gamebook platform is to use that architecture to build a gamebook.  ;)

62
Noticeably, interactive text doesn't have many of these problems. One good quote:

Quote
And emotion is carried fairly effectively through movement, too, which is why Bioware Face - the name I have for two characters standing stock still, facing each other, maintaining eye contact and making occasional gestures that are completely unrelated to what they're saying - seems so wooden and jarring.

63
General Discussion / Re: Hypothetical : New gamebook platform requirements
« on: September 30, 2013, 03:04:12 PM »
Well it's a good idea to define some stakeholders here:

  • Writers (probably want something easy to write with, with easy ways to manage standard gamebook logic/inventory/choices, as well as publishing options)
  • Programmers (probably want something extensible and easy to modify)
  • Readers (probably want something that looks good)

Are you building something?

64
General Discussion / Re: Hypothetical : New gamebook platform requirements
« on: September 20, 2013, 12:51:47 AM »
My instinctive response is 1) Choices, 2) Inventory, 3) Logic

We should pass this on to more people - perhaps I'll send out an email!

65
Games Showcase / Latest News
« on: September 07, 2013, 08:03:02 PM »
The October 2013 Adventure Cow newsletter is live, here. Comments welcome!

66
Discussing Game Design / On Player Characters
« on: September 06, 2013, 07:05:24 PM »
The basic thesis here is that projecting stories onto player characters in games doesn't work well because we remain ourselves when playing a game. Some quotes:

Quote
When Clint Eastwood picks up the gun in Unforgiven, it is meaningful in a story context. Modally it is the same sort of drama that goes back further than Shakespeare ("Is this a dagger I see before me?"), but Clint is a master performer. His performance interprets this moment anew, for this story, and is of characterful signficance which resonates with our deepest archetypal selves.

Doing it yourself in Red Dead Redemption, on the other hand, is very different. It's a straight choice of fight or flight, which weapon will you choose and what's your strategy for killing these six bandits approaching on horseback. It's win or lose, fair or cheat and all about you. You would probably refer to John Marsden (the protagonist of Red Dead Redemption) as your "player character" but you are not him. You are you.

...The duality of character and doll is perhaps most starkly illustrated by Heavy Rain. There are two Ethans. Character-Ethan is the grieving father having already lost one son, now tasked to find the other. His marriage is broken down, his life is a mess, everything he says or does is affected by a deep and painful sadness.

Doll-Ethan, on the other hand, is an android. He (you) wanders around his own house opening drawers to find out what's in them and talking to people (such as his wife) to find out who they are. He plays swings with his children, but it's a dislocated experience because he has no idea of his relationship to them. He talks to his remaining son in a playground like a machine, polling him with questions for answers. He even walks like an android, perfectly straight and turning clockwise or counter-clockwise on a dime.

Game makers like David Cage believe that the interplay between dramatic scenes and control strengthens the connection, in a kind of movies-plus-doing model, but my contention is that this is not so. Though lavish, Heavy Rain is modally no different to Jet Set Willy, and the same creative constant of self applies. Interposing duality mostly weakens the parental connection with the self-expressed doll and relegates it to play-time/story-time. "It's okay," says the game. "You just press buttons when you're told. I'll handle the emotional part."

And so you get interminable cut scenes which just don't seem to matter to the literal game. That's why (no matter how well written) a cinematic-story led approach to games always feels oddly cold. It's also why storysense works.

...I see a similar situation in games, except where cinema used many of the conventions of theatre, games use many of the conventions of cinema. We're passing through an era of "filmed games", just as film passed through its era of "staged films". And just as the lesson to learn in film was "Show, Don't Tell", the lesson in games is "Play, Don't Show".

http://www.whatgamesare.com/2012/07/on-player-characters-and-self-expression-game-design.html#sts=The%20Ineluctable%20Modality%20of%20the%20Playable

67
Discussing Game Design / Re: Writing/Game-design as personal therapy
« on: September 05, 2013, 08:55:17 PM »
I wanted to chime in here, but I don't think I can really respond to this in a way that would be appropriately meaningful.

That being said lunacy can be very therapeutic. And that actually sounds like a hilarious new year's party.

68
Have any of you played Save the Date? It could probably get its own thread but I'm primarily interested in the responsiveness of the main non-you character to dialogue. In many RPGs minor characters give you the same monologue even when it no longer makes sense (after you've beaten a certain monster, say).

69
Contests / Re: Proposal for Adventure Cow Compo
« on: August 12, 2013, 01:26:54 PM »
So that means from 11-2 EDT? Depending on the size of the sprint we might just be able to schedule it to fit what you're available for. I think we can make something work.

70
Contests / Re: Proposal for Adventure Cow Compo
« on: August 10, 2013, 04:11:41 PM »
OK, time to make this happen.

Here's a form: https://docs.google.com/forms/d/1ei-5HQI0Gs9vcoH2l070bWAyeOI4mAZLBzlrCphO7ig/viewform
G+ Post: https://plus.google.com/u/2/111009525532239691713/posts/3fUN3i2Q8KL
FB coming soon: https://www.facebook.com/pages/Adventure-Cow/149530965095344

So I think the tricky part will be doing team assignment and coordinating. I was thinking each group could go on Hangouts, and we'll also set up an IRC for real-time collaboration and use this forum.

71
Contests / Re: Proposal for Adventure Cow Compo
« on: August 10, 2013, 12:39:09 AM »
How do you all feel about the 24th of August?

72
Discussing Game Design / Re: Educational Resources Exchange
« on: August 06, 2013, 02:52:50 AM »
That's tough to wrap my head around - can you think of any quick examples of applications of literary theory, or observations that are made in the field of literary theory?

73
Contests / Re: Proposal for Adventure Cow Compo
« on: August 06, 2013, 02:48:33 AM »
My time for July was totally sucked up, but I'm thinking perhaps do a mini-jam/hangout on August 17th?

74
Discussing Game Design / Re: Educational Resources Exchange
« on: July 11, 2013, 06:15:46 PM »
Very cool. In a nutshell, what is literary theory and what does the lecture cover, for people visiting in the future?

75
Technical Support / [2013-7-11] Numerous bug fixes
« on: July 11, 2013, 06:11:36 PM »
Just some of the updates:

  • Updates to quick editor for ajax save and autosave
  • HTTPS support fixes
  • Updated dice rolling features
  • Fix to bug where home page doesn't load DQ

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