Questions & Awnsers

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defcon 1

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Jan 3, 2008
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1: L.B. Jeffries has given me a reasonable answer, but how would brown convey violence? Red or even dark Grey colors looked better. It doesn't look atmospherically violent, it just looks like someone fetched the textures out of a sewer.

2: If the designer/writer thought he was so brilliant in telling stories, then he wouldn't HAVE to force you to watch them. If the designer is brilliant, then the user will watch on his own accord.

I do hate the cut scenes that you have to watch over after dying(boss fights and so forth). No matter how good your cutscene may have been, people will not say, "this never gets old, I don't mind watching the same shit every time my one and only priority is to get revenge on the guys who killed me." Having said that, If they were to make unskipable cutscese (granted that they actually are good), then why don't these designers force you to watch them only once? That way you will like that part and not hate it after the hundredth time.
 

ChaosTheory3133

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Jan 13, 2009
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defcon 1 said:
I have a few questions about video games.

1: Why are so many games brown?

2: Why are so many cutscenese still unskippable?

3: Why are so many tutorials mandatory?

If you have any questions, ask and someone may answer.
1) "brown" by which I assume you mean the cluster mixture of darker colors for post apocalyptic or darker type games. Its the type of game your playing. I recommend playing Barbie Horse adventure, or Dora the Explorer (as a more serious recommendation, Mirror's Edge) for bright colored and inviting games.

2) Have any idea on how complicated it is to animate graphics of today? I don't blame them for making you watch every second of their hard work.

3) No one reads the instruction manual.
 

CyberAkuma

Elite Member
Nov 27, 2007
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1: Because the designers put more emphesis on "realistic graphics" rather than proper colour correction making games being mostly gray and brown.

2: Because they'd love to shove as much of the game down your throat as much as they possibly can.

3: See 2