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207
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Player / General / Re: What's your favorite ART FILM?
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on: April 29, 2010, 06:52:53 PM
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I can't write down a single favorite film because I'm a huge film nerd and love many a film.
For a while now I've been delving into more obscure Asian cinema, so if anyone wants Malaysian film recommendations, or whatever, hit me up.
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211
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Developer / Design / Re: Funkbot3000 - Rhythm-based Game Design
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on: April 23, 2010, 09:42:54 AM
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Hmm, I don't understand when I'm supposed to press the buttons indicated. I don't feel I'm getting any significant feedback on how well I'm doing. But I liked the hearts floating off to the robot, and the general aesthetic.
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212
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Developer / Design / Re: Funkbot3000 - Rhythm-based Game Design
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on: April 19, 2010, 05:32:45 PM
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Sure there are. My favorite example: Rhythm Tengoku. There's also Audiosurf, Otocky, Rez, Electroplankton--all of which do not involve pressing buttons to the beat, but do have a strong component of rhythm in their gameplay.
Parappa the Rapper is DDR-like, but notable because it allows you to improvise by pressing buttons rhythmically but not following the commands strictly. Vib Ribbon converts the visual cues to shapes that you have to quickly parse and react to with your fingers.
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216
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Community / Townhall / Re: Time Never Stops - A short "art game" about life.
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on: April 12, 2010, 05:43:16 PM
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I played this in Spanish; 'preciona' should be 'presiona'. :)
The message seems to be quite heartfelt, and it's something that happens in many families. I like that, but I think this work is rather naive in its approach, in that it has a single, unilateral message, and just in case you didn't get it, it throws a brick on you in the form of a written moral. What I'm saying is that it feels rather flat, and as such, doesn't really provoke me, didn't get to me. Perhaps you oversimplified the otherwise rather complex situation that you portray.
I'm sorry; perhaps this critique was uncalled for, since you were inspired by real circumstances, of which I have no knowledge (other than what one can infer from playing the game). I'm just taking this at face value, so bear that in mind. You're the one who really knows what this game is about.
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217
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Community / Townhall / Re: Ogmo Editor
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on: April 11, 2010, 07:34:08 PM
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I was told about this by Greg earlier. I don't have a project that requires any level design for now, but I'll be sure to give this a try when I do. It sure seems useful.
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219
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Player / General / Re: Transformative Experiences via video games
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on: April 07, 2010, 04:03:19 PM
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Unless the player plays the game exactly how the designers envisioned, you might as well toss authorial direction out of the window, because it becomes very hard for the player to “get” whatever the message is.
I urge you to read a thread I made recently. So, a game-play environment has always been simply a playground. It is a place for a player to express himself in.
Can it not also be a place for them to explore what the game maker(s) laid out for them? Do you really think that most games are about enabling the player to express themself? Your thesis suggests that one may not have a transformative experience if it's not explicitly communicated to one by an artist. I haven't had what you call a transformative experience with games. But then again, I can't recall such a thing happening to me in other contexts, either.
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