Uhg mew brains are not in high gear I am seeing everything backwards here ><
?Unfortunately, when creating experiences for players, we designers frequently spring to ivory tower answers to these questions. We say things like "guns fulfill a power fantasy" or "the feeling of speed plays on ancient predator/prey instincts," but I'm not sure that's good enough. Yes, human psychology is a vital part of game design - I'd even go so far as to say that it's impossible to design a good game without considering the psychology of the player - but designing experiences without partaking in those experiences (where possible) seems like taking the easy way out.?
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Does not mean you have to A reinvent the wheel or B make a movie or worse yet C reinvent movie making through gaming. Interactive films is what I think about when I think of modern gaming I do not think of fun, deep and rich gameplay and how it connects me with the game, its world and characters. It?s that subtle connection that makes gaming wonderful beyond all other mediums and it?s that connection that?s been spiraling down the tubes since gaming went corporate 10ish years ago.
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?Method Design is the practice of living the experiences you design to help you better convey that experience to players. But merely living an experience is not nearly enough to make it useful for designing a game; it requires careful introspection and a very specific way of observing your experiences. This is the heart of the Method.?
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And IMO completely misses the mark?. You can?t just package a generic experience into generic gameplay and expect it to do well?.
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?1. Don't look for realism. Instead, discover where reality and expectations don't jibe.?
The low points can be made fun if one would focus more on gameplay and how to make it fun again.
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Using fancy words for gameplay is a bit disingenuous IMO you can?t turn a film project into a game and make it feel like a good game because from the outlook you started to make it as not a game but a ?experience? and through that short sighted rose colored view you?ve just made another generic interactive film.
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?2. Discover where reality exceeds fantasy.?
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But ?secrets?(hidden stuff) have been removed from games for the sake of reality or more over the realities of the game are far from fantastical. /incoherent rant
I see what you want to do and it?s not bad on its face IE making a intercut design that?s almost a part of daily life however I am constantly worried about ?results? I could frankly care less if you have a weapon, ect with a dozen animations it?s what that weapon dose and how the AI reacts to it that makes or breaks a game, look at Damnation it goes through the motions but because it?s not really built as a game its built as an ?experience? and you can see how well that did?.
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?Training Introspection?
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AArrgghhh either mew brains are dead today or are you talking in bloated shallow words, surprise and dissatisfaction are by nature fickle terms one can try and play averages with or work to make the experience practical for what it is and fun for what it?s trying to be.
I mean I see you are trying to describe a kind of screen play here? but I hate event music.
Seriously through seeing what film dose with scenes it?s not that hard to play out certain events and make them an ?enjoyable? experience but as I said above its the outcome the result after that I am stuck with, gaming is not a one off type of media like film is its cascading for every action/experience there is another I think devs need to be more focused on the ?WHOLE? experience rather than paint by number clichés that can so easily lead one into painting themselves into a corner?.
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?For Experiences You Can't Experience?
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It?s simple?.you don?t need to experience it?. And you do at try and cover reasonable facsimiles ..but I still think you are trying to make it out to be more than what it is?.
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?A Final Word of Warning?
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I am to jaded to follow anything remotely industry standard so you?ve filled my head with nothing?mmm?perhaps that why I suck so much?.
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?One of the dangers of the Method is that it's easy to fall into the trap of becoming a slave to realism rather than a creator of fantasy. Don't go adding Desert Bus to your game just because you lived it.?
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Doom 3, Unreal 03,gears,quake 4,cod, ,ect,ect adnasusum gaming has in part become a slave to realism, the look and feel of the experience combined with copying film making elements has turned gaming from Quake 1-2 imagination driven concept and design that creates a deep and enriched game to Doom 3 and Quake 4 where realism more than artistic expression takes center stage , where bland realism replaces inventive and genius level design(so much so I can claim that doom 1 has better level layout design than 90% of modern FPSs without being laughed out of the room) where insipid realism infects weapon design and balance so much a game is simply ?pabulum-atic? or boring to play because the essence of gaming was ignored during the development cycle.
I mean look at bioshock it?s a mess pacing/item wise gun play is so so damages even worse than so so, if not for all the choices you are given it would be an interactive film much like DOOM 3 before it. But it sold well so it must be doing something right?..man can sell his soul for riches but is the price worth it?
What I am getting at we can do better, create a fully/richer experience for everyone not just the noobs who don?t know better, and yes I use the term we loosely since my coding style is slash and burn(cut and paste) it?s almost worse than my style of grammar >>
Research of it IE reasonable facsimile will bring you close to your goal you may can polish the visuals, ect with method design but it is only part of designing a audio/visual presentation and thinking of games like that, where interaction(be it with AI, how the weapon works in the world, ect) is 2nd or 3rd just makes for lulzy design IMO?..
Zippy speak brought to you today by Dyslexia, Dysphasia and ADD??