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1076080 Posts in 44161 Topics- by 36127 Members - Latest Member: DSSiege11

December 30, 2014, 09:15:53 AM
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361  Player / Games / Re: IGF 2010 nominations on: January 07, 2010, 08:40:00 AM
I wonder if having more judges means a higher number of stupid judges.
362  Player / Games / Re: On indie games on: January 06, 2010, 04:17:23 AM
I hope this isn't too off-topic, but I wanted to add my own 25-cents to the story vs. gameplay thing:

I still think it's a bit shortsighted to single out a particular medium or component of a game and look at it separately as a way of evaluating the whole game. I find it way more interesting to look at how things intersect, and I believe this is where things are going to get interesting. i.e. the point in some games where narrative and gameplay go hand-in-hand, in some cases the story elevates what would have been pointless gameplay without the context. I did a 30 minute talk about this at Austin GDC, but I'll cut to the chase here.

A big example of this is in Final Fantasy VI (the one for super nintendo, not anime-tits VII) when you wind up stuck on an island with Cid. The player has a choice to feed them fish, or not. There's a chance they might accidentally feed him poisoned fish. Or they can just ignore Cid and wander the island until he dies.

Rather than looking at just the story or just the gameplay, what I find I like is that entire "slice of cake" at that particular moment. The gameplay itself is just walking around and pressing A. There's not a lot going on purely in gameplay. Because there is the added layers of character development (minimalist in FF6, but I personally found that effective) and a history of playing with particular characters up until the current point of the story - the simple actions that you're performing can have a profound impact on some players.

This is a very simple, but it's also very clear where the story benefits come in. It's quite possible to extrapolate this to an entire game, or a mixture of this and other techniques.

Personally, I don't see a great advantage/disadvantage to linear storytelling. There are pros and cons, but ultimately it's kind of like "black and white" in films. It has it's places, and it is quite good at certain things. (one example is making points about fatalism) It sometimes channels the variety of interpretations of a game in a particular (sometimes more narrow) direction, but I don't see that as necessarily being a bad thing. (in some cases it can be a very enjoyable, meaningful thing in fact)

On the other hand, I don't believe that games -require- stories. Yet all games have some measure of context to their interactions. Context can be stories, graphics, music - things that help us human beings attribute meaning to the collision boxes flying around. The creators pick how much of an extent that has on impacting the gameplay. There are many points on this gradient, already made and yet-to-be-made that are all valuable, unique experiences.

Now I personally enjoy being entertained on both a story-level and a gameplay-level at the same time. (and a music-level and visual-level as well, natch) When the two flow well together, and intermingle - it's a really rare and awesome experience. I want to see more of this!

We've seen indie games that have been quite amplified by story (Terry, Cactus, etc) - even stories that aren't presented as "bread crumbs" to motivate the player. Sometimes the story context is just there to provide mood, sometimes it's just there to mislead you. Those are all valid uses of story context are valid in my opinion.

I ranted a bit more about this here, if you're interested: http://infiniteammo.ca/blog/mega-rant-the-state-of-indie/

--

Another point I'd like to raise is the one of "metaphor". Some developers see story as a metaphor for gameplay, i.e. "we need an excuse for why the character does ____". I'm more interested in gameplay as metaphor for a world.

The gameplay, story, visuals, audio, etc all become a metaphor for some imagined world that you want to share with others.

Now I'm not pretending that that ideal can be held up in all cases, in fact it would probably be a bad idea to make it the be-all and end-all.

Holistic Design is also key: letting all the elements influence each other in subtle and not subtle ways - so that they become intertwined

That said, I don't think all elements of a game have to be equal. I can picture a game that focused on story, with less focus on interaction that was awesome. I can also picture a game that focused purely on gameplay with zero story that was awesome. In reality, we don't have to imagine too hard to conjure up images of these games, because they either already exist or the essential pieces of them do.

Regardless of my opinions or the opinions of others here, if you have a strong urge to try a game idea that is "too different" or something "not different enough" because you think it'd make for an awesome game - just make the damn game.

These discussions are fun, but ultimately they're very subjective. At some point you have to be able to step back and admire the grandeur of many different creators making all these different little unique things of beauty, regardless of whether or not they happen to align with your personal tastes. I'd hope that games get even more diverse (even if that means less interactive in some cases) because I love experiencing different creative voices. That's what I like about the indie scene!
 
Beer!
 
363  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: January 05, 2010, 07:19:41 PM
For that you'd want a trigger. You only get OnTriggerEnter callbacks if you have the collider set to be a trigger. Triggers go through stuff.

Otherwise you use OnCollisionEnter.

To get multiple colliders, you'd set up a hierarchy. (parent other gameObjects with colliders to the main gameObject)
364  Community / Jams & Events / Re: TIGJam: Winnipeg on: January 05, 2010, 06:06:11 PM
Rad, thanks for thinking so I don't have to.  Beer!
365  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: January 05, 2010, 05:58:34 PM
You just add a collider yourself in the GUI, then set the properties there.

Component -> Physics -> Sphere Collider

You can edit a collider in script either by using

this.collider
or just
collider

Or you can probably do something like:
var sphereCollider = GetComponent(SphereCollider);
366  Community / Jams & Events / Re: I was there! on: January 05, 2010, 10:02:49 AM
I've always preferred Tidoi to Tide anyways.
367  Player / Games / Re: IGF 2010 nominations on: January 05, 2010, 01:12:57 AM
Yeah, that needs to be repeated. It seems like some folks believe there is an "IGF God" that makes judgements on who deserves which spot, but really its just a sum of a whole pile of votes from a whole bunch of people.

Hence results that might seem inconsistent if they came from one person.
368  Community / Jams & Events / Re: TIGJam: Winnipeg on: January 04, 2010, 10:38:28 PM
Thinking sometime in the spring/summer.

Like maybe April or May?

Let me know when you folks are free.  Gentleman
369  Player / Games / Re: IGF 2010 nominations on: January 04, 2010, 09:22:09 PM
Heaven forbid that people explain why they have certain opinions.

God just called. He says that people explaining why they have certain opinions is now forbidden. THANKS A LOT, ALEC. Geez.

I guess God didn't invent sarcasm. Smiley
370  Player / Games / Re: IGF 2010 nominations on: January 04, 2010, 09:15:01 PM
i think there's a problem when almost every discussion of the nominations contains one or more of the judges trying to justify their selections.

Heaven forbid that people explain why they have certain opinions.
371  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: January 02, 2010, 07:38:53 PM
Note: if you're using C#, you won't be able to use my tutorials word for word

For C#, your class has to match the name of the script. (this is setup automatically if you use Javascript/UnityScript)

e.g. if the new script is called "Fred" your class has to be called "Fred"

372  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: December 29, 2009, 03:16:59 PM
Oh my, this looks like it could be fantastic. I'm tempted to try it out, but 3D has always been so intimidating to me.  Epileptic

Might be worth giving it a shot - and if you end up not liking it, at least you've tried it.  Beer!
373  Player / General / The Imaginarium of Doctor Parnassus... on: December 29, 2009, 12:43:12 AM
...is really good. You should go see it.  Gentleman
374  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: December 28, 2009, 02:25:12 PM
What was the sound effects program called? cfx?


This is the Mac version: http://thirdcog.eu/apps/cfxr
375  Player / General / Re: Avatar on: December 23, 2009, 12:48:01 PM
As far as stereotyped evil corporations with evil generals wanting to blow everything up, Avatar worked a lot better than District 9.

The evil corporation in D9 was so over the top, and the evil guard commander guy so stupid that it completely ruined what could have been a great movie for me.

Avatar isn't really so much about the story, so it didn't bother me. District 9 on the other hand, built this incredible start and then pooped all over it.
376  Player / General / Re: Video game writing is *terrible.* on: December 23, 2009, 12:45:05 PM
I can imagine a hypothetical game that has deep storytelling and very simple gameplay - and it sounds interesting to me.

I don't think the proportions of each component always have to be the same for a game to be good.
377  Community / Townhall / Re: Songs for the Cure '10 - (SFC 09 FREE FROM 12/23-12/25) on: December 23, 2009, 12:34:46 PM
I might do the singing on my track this time...  Cool
378  Player / Games / Re: Cave Story Wii NOT Being Abandoned? on: December 23, 2009, 11:55:43 AM
Not to sound too cynical, but I was totally ready to buy this the first time it was announced like... 2 years ago? Its been too long and I've completely lost interest. Sad

I understand original games taking extra time to develop, but this is a port of a relatively simple game. Even with the DLC, I don't understand why would it take so long. Meanwhile, Nicalis has been announcing more and more new games. I don't get it!
379  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: December 19, 2009, 10:22:25 AM
I thought these were quite programmery. The main questions I have now are how to implement things like gameflow states, managers and stuff that persists between scenes. I read about some "DontDestroy" type flag, but I'm not sure how to organise stuff yet. This stuff might be out of the scope of these, maybe I'll just ask here or on the forums when I get to it. If anyone has a link to this sort of info, please share it!

For persistent managers: You put the object in every scene, but it has a script that destroys the next instance. e.g.:

Code:
static var instance:MusicManager;

function Awake()
{
if(instance == null)
{
instance = this;
}
else
{
Destroy(gameObject);
return;
}

DontDestroyOnLoad(this);
}
380  Developer / Tutorials / Re: Unity3D: Video Tutorials by Alec on: December 18, 2009, 12:26:33 PM
I wish you focus more on explaining the scripts and how they work in unity .  Beg

Thanks guys! The next part will be about how all the scripting for that shooter game works, so I think you'll find it interesting.  Coffee
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