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Player / General / Re: The Who, What, Why, When and How of Power Fantasies
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on: November 28, 2023, 05:40:19 AM
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Interesting topic. Not gonna post a long wall of text but I like to boil it down to 2 factors - How stories resonate with the audience
- How the emotions are layered to create a paradox
In essence, humans are profoundly attracted by a few types of stories, reflecting how society has evolved. The best known theory around this is the 7 types of storytelling ( https://en.wikipedia.org/wiki/The_Seven_Basic_Plots). An average story usualy stops at the first layer of emotions making them feel shallow, and yes, many games fall in that trap. "Kill the bad guy because he is bad". A good story usualy creates enough emotional layers to create at least one paradox, which leaves the audience wondering what the character will do next and, in the process, theorize about how they would act in that situation. A good example of this, in games, are the Assassins Creed storyline: the player must kill to prevent evil. Over time, the story got more layered and captivated the audience. You can feel more nuance in the power fantasy as you examine the later entries of the series. Personaly, I am not a fan of this brand, but millions of players disagree with me.  Anyway, that's my two cents. 
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Player / General / Re: Is tigsource dead?
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on: November 17, 2023, 05:12:09 PM
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All communities lose steam over time. I do tend to lurk but life made me a busy man… I cannot be as active as I once were, unfortunately. There are still good posts. Each time I pass by, I still see people trying to share their games and dev tricks.  So, as the old saying goes… DISCUSS  
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Player / Games / Re: Jonathan Blow and The Witness
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on: April 01, 2016, 03:53:30 AM
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A lot of people felt the game didn't have enough "rewards" to the player, which I find really bizarre. Here's a real quote from a real review: "The only reward for completing puzzles is more puzzles. If you are the kind of person where the reward is the process of solving puzzles itself, then this is probably not a problem. But if the puzzles aren't fun in the first place for the player, this adds insult to injury." I just don't even know what to answer to that. I've seen variations on this statement in several places.
With modern game design focusing on handing out rewards for every step you take within a game experience, players get used to the over-stimulation of accomplishment(minimal effort, high payout). The Witness, however, offers the journey as a reward; I can see why it could be unsettling, or un-rewarding if you will, to players who got used to over-stimulation. It is also common in modern game design to use a triple-verb loop, in which you earn currency from one of the verb to re-invest in another part of the game. This, again, reinforces the concept wher eplayers get a lot of rewards for almost every action they take in a modern game. That's my theory.
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Developer / Business / Re: Industry cautionary tales
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on: February 01, 2014, 06:50:06 AM
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Master of Doom is one of my top favorite books regarding video game history. It paints a delightful, vibrant picture of how id software came to be, and the events that led to the infamous Daikatana. It is one of the rare times in my life where I personally connected with book, thanks to how the story is delivered.
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Developer / Playtesting / In Torment - Horror Point 'n' Click Freeware
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on: June 04, 2013, 04:09:42 PM
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In Torment: The Case of the Drawing Girl Website: www.worldofguert.com/In_TormentTIGS DevlogTIGS Build Download Features- New Story generated every time you start a new game
- Inspect, gather clues and solve the case
- Hidden special objects in the base room
- Puzzles based on scratching drawings
- "Pop-up book"-like interaction with drawings
- Deep Interrogation system: Different tones and topics result in different ways depending on the mood of the subject.
Hey folks! I'm about to put the final touches to my latest game and I'd like to get some feedback from TIGS. This game is a freeware, horror/detective game where you must solve the case of the Drawing Girl. After witnessing an horrible event, a girl stopped talking and drew pictures of what she saw. You then enter her nightmarish pictures and clues you gather to find out what happened. One of the game's most original feature is its Interview system, which allows you to select a topic and a tone when asking questions. Depending on the mood of the subject, different reactions and answers are given. This system allows you to use Interrogation techniques to get the information you want. Every time you start a new game, a new story is generated using the same actors and setting. Well enough chit-chat, just download the game and give it a try! Hope you enjoy it! Thanks!  Guert
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