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by Ice Cream Jonsey » Thu Jun 19, 2008 4:22 pm
by The Moved Base Fairy » Tue Jun 17, 2008 4:24 pm
by Lysander » Fri May 30, 2008 12:25 pm
by Guest » Tue May 27, 2008 8:53 pm
Anonymous wrote:Which may be the difficulty in creating a story, that the story itself is the perception of the one telling it. As has been already used as an example, the choice Robb made to allow his own writing to be the actions the player takes (creating an enviroment and a specific narrow path for a story to unfold at the expense of freedom and the ability of the player to act how they would within that world), allows him to directly control the perception and of the player and gives him a more direct medium for his writing to come through. It is creating an enviroment and emersing those playing in the logic and perception of the creator, but as been said already, at the expense of the players own ability to interact and foster their own way in that world.
by Guest » Tue May 27, 2008 8:46 pm
Lysander wrote:I'm bumping this. Robb, this is the thread I was talking about in the planet IF thread on the other bass.
by Guest » Tue May 27, 2008 8:39 pm
bruce wrote:Anonymous wrote:bruce wrote: Not from Infocom. From Atari, once upon a time. More recently, from Batshitville, which is in the province of Insania. Bruce That Atari bloke is at least thinking and applying his thoughts in an effort to create something, regardless of what that effort may accomplish. And its another thing everyone can draw on, take, and do something else with. Oh, so am I. And that effort is going to accomplish another Stiffy Makane game. And the source will be available. So I don't think the act of creation is all that special. What separates me from Chris Crawford is 1) I didn't used to be an excellent game designer and 2) I'm not currently a batshit-insane megalomaniac. Bruce
Anonymous wrote:bruce wrote: Not from Infocom. From Atari, once upon a time. More recently, from Batshitville, which is in the province of Insania. Bruce That Atari bloke is at least thinking and applying his thoughts in an effort to create something, regardless of what that effort may accomplish. And its another thing everyone can draw on, take, and do something else with.
bruce wrote: Not from Infocom. From Atari, once upon a time. More recently, from Batshitville, which is in the province of Insania. Bruce
by Guest » Tue May 27, 2008 8:35 pm
Guest wrote:The ultimate game would be a platform to evolve and change a problem around the actions and input of the player, which is something narration can't do, and the player can't accomplish, without both the author and the player forming a mutual basis of creation and evolution around eachother.
by Lysander » Wed May 21, 2008 8:41 pm
by Vitriola » Thu Jan 04, 2007 6:19 pm
bruce wrote:I'm not currently a batshit-insane megalomaniac.
by bruce » Thu Jan 04, 2007 4:23 pm
Anonymous wrote:bruce wrote:Anonymous wrote:That Chris guy from infocom that is working on Storytron Not from Infocom. From Atari, once upon a time. More recently, from Batshitville, which is in the province of Insania. Bruce That Atari bloke is at least thinking and applying his thoughts in an effort to create something, regardless of what that effort may accomplish. And its another thing everyone can draw on, take, and do something else with.
bruce wrote:Anonymous wrote:That Chris guy from infocom that is working on Storytron Not from Infocom. From Atari, once upon a time. More recently, from Batshitville, which is in the province of Insania. Bruce
Anonymous wrote:That Chris guy from infocom that is working on Storytron
by Guest » Thu Jan 04, 2007 12:24 am
by bruce » Wed Jan 03, 2007 10:52 pm
by Guest » Wed Jan 03, 2007 7:57 am
by Guest » Wed Jan 03, 2007 3:22 am
Lysander wrote:Ice Cream Jonsey wrote:I'm all wrapped up in coding solutions that I suspect that 90% of the players won't try. But man, is a game boring if you don't give your players a chance to implement inventive solutions, you know? Indeed. Like I said earlier--if there's one solution that, by all accounts, SHOULD work, but didn't work because i'm smarter than the author and the author didn't think of it or did think of it but just didn't want to code it, I feel cheated. Why should i put the effort into thinking through the author's uzzles to solve them if the author didn't put in the same effort to code them? As far as the former, I'm okay if, when the author finds out about this possible solution from alpha/beta testers, he implaments it in a subsequent release. If he knows but just doesn't want to deal with it, fuck him. I'm even okay with him implamenting the solution and saying "you can't do that becasue blah blah random lame reason #8662" as long as that reason is plausible; jsut that he thought of it is all I ask.
Ice Cream Jonsey wrote:I'm all wrapped up in coding solutions that I suspect that 90% of the players won't try. But man, is a game boring if you don't give your players a chance to implement inventive solutions, you know?
by Lysander » Wed Jan 03, 2007 3:00 am
by Guest » Sat Dec 30, 2006 4:39 pm
by Guest » Sat Dec 30, 2006 4:35 pm
Ice Cream Jonsey wrote:Whether this is because the conversational menu became easy for me to implement and anticipate because I used it in 5 games, I dunno. Hopefully people like the new system.
by Ice Cream Jonsey » Sat Dec 30, 2006 2:26 pm
Lysander wrote:Through a menu of conversations. Which is, again, why I like the conversation menu, because I feel like it has a more realistic format of how people actually think and choose to formulate statements and responses to statements by the other peson in that conversation.
by Ice Cream Jonsey » Sat Dec 30, 2006 2:23 pm
Anonymous wrote:Don't know. Just all of this sounds to a sort of long sheet about validating the "DESIGN CHOICES!!!" of whoever implented whatever I described because... THATS ALL I KNOW
by Ice Cream Jonsey » Sat Dec 30, 2006 12:49 pm
Lysander wrote:In Zork III (the first infocom game I ever played by the way) it serves as a backdrop to the action that's going on.
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