rj
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« Reply #20120 on: March 05, 2015, 12:04:48 PM » |
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I'm watching the twitch VOD of IGF atm. Please tell me I'm not the only one who finds the main host cringey af.
nope but "cringey" and its various forms are the new "epic" and "fail" so it is you who are the true "cringe". this post is terrible. go to your room
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s0
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« Reply #20121 on: March 05, 2015, 12:17:57 PM » |
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ur all cringey
but i still love u <3
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rj
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« Reply #20122 on: March 05, 2015, 12:21:00 PM » |
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<3 u too cas
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Tanner
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« Reply #20123 on: March 05, 2015, 01:47:19 PM » |
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yeah honestly i was in a pretty bad mood when i posted that. sorry impmaster, you don't deserve that.
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Mittens
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« Reply #20125 on: March 05, 2015, 02:58:18 PM » |
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He asked to remove the former pic because he was annoyed by him, I choosed one that is more in his fancy Could you also remove the licking deviant art stamp thing? That has always annoyed me far more than spok
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s0
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« Reply #20126 on: March 05, 2015, 03:00:04 PM » |
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its ghirahim from zelda skyward sword
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JWK5
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« Reply #20127 on: March 05, 2015, 03:02:49 PM » |
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This will put you in a better mood This will put you in an even better mood:
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gimymblert
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« Reply #20128 on: March 06, 2015, 10:10:28 AM » |
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I just figure out how to explain simply why my (true) project is so slow to realize:
- idea are cheap, meaning is expensive
I stumble exactly because having meaningful idea that work together is draining
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SirNiko
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« Reply #20129 on: March 06, 2015, 02:33:29 PM » |
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Meaning is expensive? It's execution that is expensive.
People will find meaning in anything you make, even if there isn't meaning to be found. The hard part is making it.
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gimymblert
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« Reply #20130 on: March 06, 2015, 02:45:40 PM » |
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Execution is straightforward, once you know what you want, plan and budget accordingly.
Meaning is fragile and volatile, if you shoot for meaning then slight change can destroy good chunk of works. It's good to have meaning pin down before execution. Look at how game like bioshock infinite evolved, huge part where made and then toss and then remade.
My game is set by constrain of Caribbean culture with traditional game tropes by prupose, making those two things support each other instead of ignoring or negating each other is actually phycally painful and psychologically draining (also the story was to stay simple and should be understood by a foreign audience who don't know any the references, and use of reference must make sense in a meta discourse).
Of course if you go for "any" meaning with "open interpretation™" it's way easier, in fact you didn't prioritize meaning, you prioritize "idea".
Surely this will be the only and unique project where I go that way (external constrain mostly, staying true to a culture mean I have less room to improvise).
EDIT For example my project was rewriten multiple time with complete characters and story arcs, it started as a pirate story as a play to pirate of caraibean (you never see actual caraibean in this) it was called black powder (easy reference, it's canon powder and also black power, it make sense in pirate setting that happen during slavery), then it was about a maroon girl and her father who run a plantation, based on a tales called "the old Malvan" which is about a cruel plantation owner you get a deal with the devil and try to escape the deal as death loom over his head, now it's about a maroon girl and her mother who is a sorceress and who got a deal with the devil by tricking him with the blood of her daughter (pretty much final now). And I also don't count story that didn't come to completion.
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« Last Edit: March 06, 2015, 02:52:05 PM by Gimym JIMBERT »
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gimymblert
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« Reply #20131 on: March 06, 2015, 06:15:38 PM » |
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SirNiko
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« Reply #20132 on: March 06, 2015, 07:07:23 PM » |
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A person who can execute but not consider meaning will create a game, a person who masters meaning but never executes will have nothing but a rambling devlog.
Until you've put your ideas in front of another person with a rubric for gauging success, you haven't even started. In order to do that, you need execution, which is the most important part of any project.
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gimymblert
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« Reply #20133 on: March 06, 2015, 07:53:03 PM » |
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Yes but just the game is never here the end goal, it's like only searching a key under the spotlight even though you lost them in the dark at night, it's not a competition. You go everywhere BUT where you wanted to go.
But I do execute, depend on what is important for you, right now the game isn't the most important as the structure itself. But the scenario was a massive take even though nobody will recognize it as such by design. BTW currently i'm my "devlog" I do have a explanation of what the goal are, that what I use to judge if I'm close to my goal or not, for example the pirate stuff was cool ut ultimately it was far away from Caribbean culture, piracy is not even part of our shared folklore, people didn't get it the way I wanted, the story is safe for further exploitation though. The second story was too much focus on complicate exposition, convoluted family drama and character introspection, don't exactly sceam action and direct entertainment, too slow too many stuff to explain, the last one is more "classic" but is enriched by the failure of the two previous works (even though there was more than two works previously, all contributed).
For example to drive action I introduce a sorcerer as a henchman, but failed at having motivation, it was resolved by turning him as a woman, which consolidate the feminine pattern that were creeping through the work, I scrapped the plantation owner entirely and move some of its plot to the sorceress and one of the maroon clan. Not everything is solved because the force classic game structure is still left without motivation (how do I do I explain that we NEED to go at 4 different places, how do a level looks like while not just being a skin but actually make sense with what happen "symbolically" rather than realistically).
I'm taking inspiration in works like saint seya who mixed grec mythology with sentai while keeping a true mythical structure that goes beyond the thematic skinning of a typical sentai (as in it permeate really the world by its logic instead of just swapping attack for themed motifs). The french dub of saint seiya was particularly capturing a poetic tone that the english version lack.
I'm rather confident on the game itself, I'm not breaking any ground there, on purpose, so I can truly focus on the world and narration.
I'm not interested in success, or more precisely my personal success matter, not social posturing.
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MeshGearFox
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« Reply #20134 on: March 07, 2015, 12:12:39 AM » |
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You ever notice how literally every song title from Abbey Road could make the title for a porno flick?
Come Together. Octopus' Garden. Maxwell's Silver Hammer. Golden Showers. Her Majesty. Polythene Pam. She Came in Through the Bathroom Window. Something.
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Impmaster
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« Reply #20135 on: March 07, 2015, 04:36:11 AM » |
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I hate you.
Also, I don't think Something works.
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MeshGearFox
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« Reply #20136 on: March 07, 2015, 07:28:21 AM » |
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I hate you.
Also, I don't think Something works.
It's one of those French art-pornography films. You know, the ones that are black and white and involve a flock of nuns and a pomeranian?
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Torchkas
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« Reply #20137 on: March 07, 2015, 12:51:06 PM » |
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Mean Mr. Mustard
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MeshGearFox
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« Reply #20138 on: March 08, 2015, 05:32:01 PM » |
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It works for a lot of beatles songs really Fixing a Hole With a Little Help from My Friends Lovely Rita Within You Without You Dig a Pony When I'm Sixty-Four Being for the Benefit of Mr. Kite Magical Mystery Tour Your Mother Should Know Penny Lane Baby You're a Rich Man All You Need is Love Girl Norwegian Wood Michelle Run For your Life Oh Caroline Oh Pet Sounds Doctor Robert And Your Bird Can Sing I'm Only Sleeping Henry the 8th She's a Muscular Boy Nobody's Child Nights in White Satin I'm Going to Cum in your Face Jizz Revolver Richard Starkey's Massive Dong
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gimymblert
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« Reply #20139 on: March 08, 2015, 09:03:13 PM » |
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Hoooooooooooooooooooooooooooooooooooooooooooooooooo
In "how do you do it", the mother can caught you, you can lose! DAMN!
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