Ironically- you would actually use a foam construction if taking a photo to advertise creme brulee. Common food photography secret.
You keep using that word... ;-)TheReactorSings said:"On-bike combat sequences were roughly EQUIVOCAL to a fighting game in which all the characters are inflatable clowns..."
That's dependent on the codepage of the user's computer and may get garbled when viewed on another user's computer or in a browser with a different default character set. The safest method is to use the HTML entityAkalabeth said:Hold down ALT and type in 129 for ü
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...Wait what?"so many bases were being covered it was easy to steer around the potholes."
i know what you mean, but the point is an open world game normally shouldn´t be like that. an open world game should make all that zip-zingin from a to b fun and also the game world must be interesting enough so you feel you get an abstract reward for your free roaming, if you do so.Akalabeth said:I'm not sure why open world games are so adored myself. In such games you spend half your time just going from point A to point B. I just played through Arx Fatalis which I grabbed off of Gog.com and that's what I did, spent a good half the time just walking to different locales to talk to some guy or do whatever. I think I much prefer something like Thief, where the level or situation is open in that the player can choose what to do but there's linearity to it so you don't spend so much time just walking or driving.iamthehorde said:and i don´t see why he has to diss open world-games so frequently when he generally loves every game where open world equals i am able to destroy the whole city right off the bat. let´s take brütal legend as an example again. free roaming through the world of brütal legend wasn´t only cool because the world was so imaginative. it was also because you can reach some places before you are supposed to get there, the game world grows on you. i remember reaching that giant wall of speakers and i just thought wtf? if you have such moments when you can freeroam and are not pushed by the story, you create your own story. you also become more immersed, because when you actually reach that place in the story you´ve already been there. and maybe you were too weak then and got your ass kicked, so now you´re back for revenge. i think you get what i mean...
Well, yeah.JakobBloch said:Hmmm so a QTE is suppose to be:
1) Player initiated and
2) rewarding beyond what you would normally get?
that works in my head for some reason.
These days, most relatively new 'names' are those who've already become big in another medium - people like Clive Barker, or Tom Clancy.The Random One said:You know, just yesterday I made a comment on the topic about American McGee Presents American McGee's Return of Alice by American McGee that is quite pertinent here. How does one become a 'name' in the videogame industry? You need hundreds of people to create a game nowadays - how can you think a single person, by its own, can cause strong influence on how a game is developed?
It's no wonder most 'names' are from the earlier history of gaming - back then, with no need for horders of programmers to accurately model how the heroine's hair flows against her breasts, one name could do a lot. Right now, a 'name' can steer game development in a direction, even control the entire storyline (which is actually not very important outside the point-and-click genre), but there's little it can do regarding the complexity of the mechanics.
I know that mad geniuses don't usually work well together, but it would still be cool to see. And as far as the story vs. design conflict goes, you don't always need a deep story, just good characterization. Psychonauts had a rather generic overall story, but the settings and character development were what set it apart. You don't need to devote a lot of time to what's going on, just a little bit of time geared towards helping the audience understand the characters better.Sewblon said:That won't work. People who are exceptionally good at what they do don't necessarily work well together, that is why developers form teams with people they know they work with well. And Tim Schafer always comes across as the second-last person in the world who would ever willingly work on any ideas except his own(the last person in the world who would work on any ideas except his own is Suda51.) Finally, so far as I know, either gameplay or story inevitably takes priority over the other.randommaster said:What Shafer needs to do is team up with some people who are really good game designers. I think a Mario game that was set in a universe that Shafer creates would be awesome. You know you want to see a Mario game with a good story, and since it's Mario, you can have him do anything and it wouldn't be out of place. Shafer gets criticized on game design and Mario for lack of story or characterization. Sounds like a good fit to me.
The main problem isn't gameplay VS story though. The main problem is that teams make video games, and you can't replicate group dynamics. The only way for the game you are talking about to exist would be for Tim Schafer and some employees from Nintendo to form an entirely new team, and since you can't replicate group dynamics, no matter how talented the those people are as individuals, they wouldn't necessarily work well together or make anything good in the end. And if the story and gameplay, no matter how good they each are by themselves, don't fit together, the final product will suffer for it.randommaster said:I know that mad geniuses don't usually work well together, but it would still be cool to see. And as far as the story vs. design conflict goes, you don't always need a deep story, just good characterization. Psychonauts had a rather generic overall story, but the settings and character development were what set it apart. You don't need to devote a lot of time to what's going on, just a little bit of time geared towards helping the audience understand the characters better.Sewblon said:That won't work. People who are exceptionally good at what they do don't necessarily work well together, that is why developers form teams with people they know they work with well. And Tim Schafer always comes across as the second-last person in the world who would ever willingly work on any ideas except his own(the last person in the world who would work on any ideas except his own is Suda51.) Finally, so far as I know, either gameplay or story inevitably takes priority over the other.randommaster said:What Shafer needs to do is team up with some people who are really good game designers. I think a Mario game that was set in a universe that Shafer creates would be awesome. You know you want to see a Mario game with a good story, and since it's Mario, you can have him do anything and it wouldn't be out of place. Shafer gets criticized on game design and Mario for lack of story or characterization. Sounds like a good fit to me.
I thinl the main problem with getting anybody to work with anybody else is getting the money to convince them to do it. Whether Shafer, or anybody else, would work well with another team will go unanswered because you don't want to risk dumping a lot of money into a project that won't turn out well. I'm sure if somebody provided enough money, you could get anybody to work with anybody else. Since nobody's doing that, however, we won't see experimental teams doing crazy projects since developers don't want to lose a bunch of money.Sewblon said:The main problem isn't gameplay VS story though. The main problem is that teams make video games, and you can't replicate group dynamics. The only way for the game you are talking about to exist would be for Tim Schafer and some employees from Nintendo to form an entirely new team, and since you can't replicate group dynamics, no matter how talented the those people are as individuals, they wouldn't necessarily work well together or make anything good in the end. And if the story and gameplay, no matter how good they each are by themselves, don't fit together, the final product will suffer for it.randommaster said:I know that mad geniuses don't usually work well together, but it would still be cool to see. And as far as the story vs. design conflict goes, you don't always need a deep story, just good characterization. Psychonauts had a rather generic overall story, but the settings and character development were what set it apart. You don't need to devote a lot of time to what's going on, just a little bit of time geared towards helping the audience understand the characters better.Sewblon said:That won't work. People who are exceptionally good at what they do don't necessarily work well together, that is why developers form teams with people they know they work with well. And Tim Schafer always comes across as the second-last person in the world who would ever willingly work on any ideas except his own(the last person in the world who would work on any ideas except his own is Suda51.) Finally, so far as I know, either gameplay or story inevitably takes priority over the other.randommaster said:What Shafer needs to do is team up with some people who are really good game designers. I think a Mario game that was set in a universe that Shafer creates would be awesome. You know you want to see a Mario game with a good story, and since it's Mario, you can have him do anything and it wouldn't be out of place. Shafer gets criticized on game design and Mario for lack of story or characterization. Sounds like a good fit to me.