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SorenJohnson Hey Denis, if you put the narrative in front of the gameplay, you are no longer making a game. You're making a movie. http://bit.ly/193Qdz |
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Thu Jul 16 21:17:01 +0000 2009 |
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manveerheir Well I can finally say why I've been super excited at work for the last 2 weeks. I'm officially the Lead Designer on the new project. WOOHOO |
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Thu Jul 16 21:25:47 +0000 2009 |
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ibogost @bpm140 what pain sufferst thou? |
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Thu Jul 16 21:34:53 +0000 2009 in reply to bpm140 |
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ibogost Ontological problem: what is a fajita? Is it the thing you make from the fixings, or is it the set of fixings as such? |
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Thu Jul 16 21:44:57 +0000 2009 |
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djaffe Can anyone tell me if FORCE UNLEASHED is worth playing? Loved the demo but the first level of real game felt shit. Does it get good? |
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Thu Jul 16 21:48:28 +0000 2009 |
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ClickNothing RT @SorenJohnson if you put the narrative in front of the gameplay, you're not making a game. You're making a movie. http://bit.ly/193Qdz |
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Thu Jul 16 21:55:19 +0000 2009 |
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xemu Anticipating both the NPD numbers and the start of the Robot open house! |
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Thu Jul 16 21:57:14 +0000 2009 |
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ClickNothing @Harvey1966 I see Cops/Robbers as simply play. Games & movies are both media artifacts with some amount of authorship. Cops/Robbers is none |
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Thu Jul 16 21:59:37 +0000 2009 |
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ibogost Hahaha @ibogost I checked Badiou's BEING AND FAJITA, and it's just whatever you decide to "count as fajita." :) (via @afeeld) |
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Thu Jul 16 22:01:20 +0000 2009 |
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djaffe Cool- thanx for the reviews ya'll. Looks like it's CALL OF JAUREZ this weekend! Oooh, and next week this time= COMIC CON! SWEET! |
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Thu Jul 16 22:02:00 +0000 2009 |
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ClickNothing And, no, gameplay is not 'everything' - but I refute Dyack's claim that it is not the most important thing. |
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Thu Jul 16 22:05:06 +0000 2009 |
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Harvey1966 @ClickNothing @SorenJohnson My reaction was against the binary "game or movie." It's a scale: Go-Chess-Civ-FC2-COD-Myst-Moon. |
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Thu Jul 16 22:07:21 +0000 2009 |
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ClickNothing else just make a movie... |
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Thu Jul 16 22:10:53 +0000 2009 |
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Harvey1966 @ClickNothing @SorenJohnson @Xemu: Shit. Now @ChessTweets is following me on Twitter. "I parley with the Queen instead of attacking her." |
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Thu Jul 16 22:12:32 +0000 2009 |
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ClickNothing I think we're all agreeing actually - just Twitter forces debate to be in unsupported fragments. |
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Thu Jul 16 22:13:57 +0000 2009 |
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ibogost @ClickNothing @SorenJohnson @Harvey1966 one way around the conflict is to think about levels of fiction instead of narrative |
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Thu Jul 16 22:15:10 +0000 2009 |
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xemu Cute girl now wandering our biergarten dispensing soft pretzels. IMO this should be a permanent addition to Robot offices. |
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Thu Jul 16 22:18:04 +0000 2009 |
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SorenJohnson #dyackrant I usually try to separate "theme" from "story". If something could be called a spoiler, it doesn't belong in my games. |
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Thu Jul 16 22:18:16 +0000 2009 |
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Harvey1966 @Harvey1966: Haha, now someone from economics is following me. What will happen if I mention "law enforcement?" |
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Thu Jul 16 22:20:40 +0000 2009 |
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SorenJohnson @Harvey1966 I once twittered this: "time to stop being anal over the use of 'begging the question'" Guess what happened... |
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Thu Jul 16 22:20:44 +0000 2009 |
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ClickNothing I see Soren's stance as 'purist': narrative does not belong. By contrast, I'm 'idealist' - I feel games can be better with minimal narrative |
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Thu Jul 16 22:21:01 +0000 2009 |
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SorenJohnson #dyackrant Indeed, many people lose interest in Civ once they "uncover the black" |
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Thu Jul 16 22:21:48 +0000 2009 |
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bbrathwaite @harvey1966 I feel the strongest narratives are pre-chunked rulesets to assist the world interaction, conflict and set plyr expectations. |
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Thu Jul 16 22:24:41 +0000 2009 |
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xemu @SorenJohnson LOL@ Blackmap :) what I mean though is there is a sense of magic in my first playthru of a new civ that is never there again |
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Thu Jul 16 22:24:47 +0000 2009 |
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ClickNothing #gamedesign now we get to discuss the nuances of design in 128 characters or less :) |
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Thu Jul 16 22:26:45 +0000 2009 |
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bbrathwaite followers - great design convo going on between @xemu @sorenjohnson @harvey1966 @clicknothing @ibogost. I am late to the party. Follow them. |
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Thu Jul 16 22:27:30 +0000 2009 |
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ClickNothing #gamedesign to anyone following me - here are others in this debate: @bbrathwaite @xemu @sorenjohnson @harvey1966 @gtez |
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Thu Jul 16 22:28:17 +0000 2009 |
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xemu IMO the non-interactive cutscene is just another kind of content reward we can use. It is not inherently good/evil #gamedesign |
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Thu Jul 16 22:28:27 +0000 2009 |
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xemu That is , clearly some games rely on it heavily and IMO they can be powerful (in a diff way) than those that are "pure" #gamedesign |
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Thu Jul 16 22:29:16 +0000 2009 |
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SorenJohnson #gamedesign Narrative elements (Sister Miriam from SMAC) are great, but please don't reveal something halfway through that can't change |
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Thu Jul 16 22:29:28 +0000 2009 |
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Harvey1966 @Harvey1966: Check out the fun #gamedesign conversation with @xemu, @ClickNothing, @bbrathwaite, @SorenJohnson, @meathelix. Pop eats itself. |
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Thu Jul 16 22:32:07 +0000 2009 |
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ClickNothing #gamedesign @xemu agreed - but millions of games and movies move me through authored narrative ... |
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Thu Jul 16 22:32:36 +0000 2009 |
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SorenJohnson #gamedesign er, I meant, "is always the same" not necessarily "can't change" |
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Thu Jul 16 22:33:09 +0000 2009 |
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ClickNothing #gamedesign @xemu - & so few move me as deeply through dynmcly driven 'narr elements' (ie: Sister Miriam) - I want 10k x more of that |
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Thu Jul 16 22:34:21 +0000 2009 |
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Harvey1966 @bbrathwaite: Another fave example: Sadness when a male X-com soldier died because another had the same last name. (Married?) #gamedesign |
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Thu Jul 16 22:35:00 +0000 2009 |
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xemu @Harvey1966 #gamedesign Interpretive lens of incomplete data is an awesome form of self-creativity. Character design by last name only. :) |
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Thu Jul 16 22:36:53 +0000 2009 |
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ClickNothing #gamedesign @xemu EXACTLY - but why even try it if we can put the compelling characters in authored narratives as good as hollywood movies? |
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Thu Jul 16 22:37:03 +0000 2009 |
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SorenJohnson #gamedesign @ClickNothing That's a good way to put it.There is so much more unploughed ground for games without fixed narratives. |
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Thu Jul 16 22:37:29 +0000 2009 |
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JKeverne #gamedesign @ClickNothing But if those X-com characters were "written" as married, and my actions led to their death isn't that meaningful? |
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Thu Jul 16 22:40:43 +0000 2009 |
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ClickNothing #gamedesign @Harvey1966 thx - but shame on us. 1 small step per decade is way too slow...buddy design could have been in circa 2003 shooter |
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Thu Jul 16 22:43:19 +0000 2009 |
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Twylite1 @bbrathwaite move it closer to Austin? ;) |
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Thu Jul 16 22:43:27 +0000 2009 in reply to bbrathwaite |
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xemu @SorenJohnson #gamedesign Yeah, I can't defend the apparent thesis extreme of "Dragons Lair = ultimate form of all gaming". (damn hashtags!) |
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Thu Jul 16 22:44:20 +0000 2009 |
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xemu #gamedesign and micro-narratives can be coherently integrated into a macro structure without trivializing them I theorize |
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Thu Jul 16 22:46:21 +0000 2009 |
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xemu #gamedesign Lots more steps beyond X-Com though: I have a self-generated narrative in San Andreas way more compelling than the linear one. |
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Thu Jul 16 22:47:12 +0000 2009 |
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bbrathwaite Cutscenes as reward, strictly speaking, is ok. They are often used as a bridge, however, and that's when *desired* control is removed. |
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Thu Jul 16 22:52:00 +0000 2009 |
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bbrathwaite #gamedesign @ClickNothing re buddy design - we spend 10x more time on pathing/ai/behaviour and less on dev'ing our attachment to buddy. |
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Thu Jul 16 22:55:18 +0000 2009 |
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xemu @wyattEpp #gamedesign Too bad the UI and presentation are so utterly unapproachable. It's a game I'd love to make playable by humans. |
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Thu Jul 16 22:55:25 +0000 2009 |
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ClickNothing @bbrathwaite #gamedesign - not entirely true. General AI stuff had to be done anyway, plus we *failed* 10x more with 'building attachment' |
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Thu Jul 16 22:57:56 +0000 2009 |
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bbrathwaite #gamedesign Cutscenes as reward is ok. They are often used as a bridge, however, and that's when *desired* control is removed. |
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Thu Jul 16 22:59:31 +0000 2009 |
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bbrathwaite Holy hell. Now I am caught up. |
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Thu Jul 16 23:01:29 +0000 2009 |
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ClickNothing RT @djaffe If your game needs to reward people by giving them non interactive media as a reward, then your game is not good enough :) |
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Thu Jul 16 23:01:44 +0000 2009 |
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ClickNothing @djaffe - we don't agree on lots of stuff - but on this I <3 david :) |
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Thu Jul 16 23:03:00 +0000 2009 |
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ZPat @gameism @bbrathwaite #gamedesign You think, that the story has to evolve in players head, and he himself has to create answers 2 questions? |
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Thu Jul 16 23:03:59 +0000 2009 |
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SorenJohnson RT @djaffe If your game needs to reward people by giving them non interactive media as a reward, then your game is not good enough :) |
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Thu Jul 16 23:04:34 +0000 2009 |
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Harvey1966 I now have to work til 8pm due to cool game design conv. Peace out, Bikram yoga class. |
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Thu Jul 16 23:07:21 +0000 2009 |
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xemu #gamedesign @djaffe Our games are made of lots of non-interactive atoms though... I just don't understand the special hate for bigger ones |
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Thu Jul 16 23:07:22 +0000 2009 |
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bbrathwaite FWIW, Train has no cutscenes. #gamedesign |
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Thu Jul 16 23:08:01 +0000 2009 |
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VRBones @djaffe does that include headshots in fallout 3? they are non-interactive demonstrations. |
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Thu Jul 16 23:08:05 +0000 2009 |
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xemu #gamedesign Blade Runner also prescient? |
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Thu Jul 16 23:10:17 +0000 2009 |
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bbrathwaite RT @xemu #gamedesign Energy we can leverage from pre-existing player knowledge = energy we can spend on building our own world |
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Thu Jul 16 23:15:41 +0000 2009 |
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ClickNothing #gamedesign is it funny that no one thinks movies would be better if we added choices as rewards? Maybe 6 choices with a large popcorn? |
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Thu Jul 16 23:15:59 +0000 2009 |
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bbrathwaite #gamedesign I think part of our narrative challenge is that we also associate games with fun. Imagine if all movies had to be "fun." |
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Thu Jul 16 23:17:50 +0000 2009 |
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bbrathwaite @djaffe #gamedesign Licensed games give us the fiction, but that's only good in early digestion. If the mechanics don't hold up, fail. |
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Thu Jul 16 23:20:05 +0000 2009 |
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bbrathwaite @sorenjohnson @clinthocking @xemu @harvey1966 Assume you're following him. If not, @djaffe has joined us. |
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Thu Jul 16 23:24:49 +0000 2009 |
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bbrathwaite @djaffe @sorenjohnson #gamedesign But we're afraid to take chances, I think, and cover truly difficult themes. We have so much opportunity. |
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Thu Jul 16 23:26:43 +0000 2009 |
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ZenOfDesign Took a day off to run all the errands in life that had accumulated, then rewarded myself playing Rock Band on my newly returned Xbox. |
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Thu Jul 16 23:34:30 +0000 2009 |
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djaffe @xemu the hate for the bigger ones is cause- 4 me- u are no longer playing, you are watching...not that fine a line between both activities |
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Thu Jul 16 23:34:42 +0000 2009 |
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Harvey1966 Day started w/ DX2 example...systems collided w/ "fiction" in a good way (wrt Health Leech Drone vs "lab worker"). Full circle. #gamedesign |
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Thu Jul 16 23:37:19 +0000 2009 |
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ZenOfDesign Man, I take a day of PTO, and come back to find a twitter list full of crack. #gamedesign |
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Thu Jul 16 23:42:08 +0000 2009 |
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djaffe I think the trick is to create interactive that is easy enough that you have brain power left to allow emotion/subject matter to engage... |
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Thu Jul 16 23:42:16 +0000 2009 |
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djaffe in that respect, games rite now r like a filmed version of someone reading a contract-2 much focus on only 1 thing the medium can do. |
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Thu Jul 16 23:43:13 +0000 2009 |
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ZenOfDesign Compelling art of any genre is reflective. Great books& movies linger in your mind, and you learn from them. #gamedesign |
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Thu Jul 16 23:44:06 +0000 2009 |
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sheldoncarter @djaffe @bbrathwaite #gamedesign Are "safe themes" just another way of asking for fantasy of the familiar? http://tinyurl.com/lp67ex |
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Thu Jul 16 23:44:40 +0000 2009 |
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ZenOfDesign Games are compelling because when they are reflective, it comes from interactivity. Often player learn something about yourself. #gamedesign |
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Thu Jul 16 23:45:05 +0000 2009 |
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ZenOfDesign Narrative is one possible (and often effective) tool for doing this (at Bioware, we live by that). #gamedesign |
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Thu Jul 16 23:45:57 +0000 2009 |
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ZenOfDesign It's more fun for designers when the mechanics themselves are reflective and narrative is almost absent: Train and nuking in Civ #gamedesign |
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Thu Jul 16 23:46:39 +0000 2009 |
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bbrathwaite for those following the #gamedesign convo, @ZenofDesignis now in. |
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Thu Jul 16 23:47:46 +0000 2009 |
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bbrathwaite I'd like to suggest we all to the Fairmont and relax after this convo. #gamedesign |
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Thu Jul 16 23:52:42 +0000 2009 |
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AnjelusX If games are moving to be more narrative focused,Riddle me this, why the hell does the industry seem to ignore quality writers? |
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Thu Jul 16 23:53:11 +0000 2009 |
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bbrathwaite RT @ZenOfDesign: Compelling art of any genre is reflective. Great books& movies linger in your mind, and you learn from them. #gamedesign |
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Thu Jul 16 23:54:51 +0000 2009 |
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Harvey1966 @djaffe @bbrathwaite: I've always felt like the fiction comes and goes, inverse to the moment's problem-solving. #gamedesign |
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Thu Jul 16 23:56:05 +0000 2009 |
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Harvey1966 @djaffe @bbrathwaite: Invariably, when immersed, I become "(sort of) me in this situation" and not the prescribed characters. #gamedesign |
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Thu Jul 16 23:56:36 +0000 2009 |
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bbrathwaite I wonder how many people are watching the #gamedesign convo now. I've had three skypes and two phone calls about it. |
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Fri Jul 17 00:02:01 +0000 2009 |
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plushapo How much of this debate poorly conjoins personal design style/voice with theory? #gamedesign |
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Fri Jul 17 00:04:38 +0000 2009 |
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jesawyer @bbrathwaite I don't think we're (game designers) afraid to tackle difficult themes; I think we generally just... don't. #gamedesign |
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Fri Jul 17 00:06:27 +0000 2009 |
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bpm140 My Scion just turned 10,000 http://bit.ly/W8GXe |
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Fri Jul 17 00:10:20 +0000 2009 |
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ClickNothing #gamedesign re theme falling away with diff/complexity: reminds of recent talks on Conviction. When we make a spy game whose *mechanics* are |
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Fri Jul 17 00:12:24 +0000 2009 |
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ClickNothing #gamedesign lie, cheat, steal, betray, decieve instead of rum, jump, shoot, stab with a spy narrativ wrapper - will the theme still fall? |
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Fri Jul 17 00:13:52 +0000 2009 |
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bbrathwaite #gamedesign We should do this again, absurdity of twitter and all. Btw, @theromero joined in. |
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Fri Jul 17 00:14:25 +0000 2009 |
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ZenOfDesign Schindlers is powerful because of Schindler's voiced views. #gamedesign |
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Fri Jul 17 00:18:36 +0000 2009 |
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ZenOfDesign Train is powerful - it's happening to you- but the player may miss the lesson unless you bludgeon him with the point. #gamedesign |
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Fri Jul 17 00:19:00 +0000 2009 |
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bbrathwaite #gamedesign How narrative can affect things in unexpected ways: Abe Lincoln cage fighting like a badass. http://bit.ly/29A49j |
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Fri Jul 17 00:24:54 +0000 2009 |
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bbrathwaite @jesawyer Doug's article was excellent (FADT right?) |
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Fri Jul 17 00:26:50 +0000 2009 |
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ZenOfDesign Interactivity is a double-edged sword. The more your game has going on, the more likely that serious issues get lost. #gamedesign |
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Fri Jul 17 00:34:10 +0000 2009 |
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bbrathwaite #gamedesign Okay, I'm out. I have a fuckton of work to do. Enjoyed this a lot. |
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Fri Jul 17 00:38:42 +0000 2009 |
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ibogost He do the police in different voices: http://yfrog.com/52ganp |
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Fri Jul 17 00:39:10 +0000 2009 |
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Harvey1966 Some spam just caused me to see this blog post from '99 which made me WANT TO RE-INSTALL AND PLAY SYSTEM SHOCK 2. http://tinyurl.com/nxah8f |
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Fri Jul 17 00:44:32 +0000 2009 |
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bbrathwaite Wow. This design convo sent me over 1,000 followers. Hello everyone. #gamedesign |
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Fri Jul 17 00:46:48 +0000 2009 |
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bbrathwaite RT @roxaloxa: @bbrathwaite i feel like you really just want more than @ibogost, and then you'll be happy. |
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Fri Jul 17 00:50:14 +0000 2009 |
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raphkoster Impressed by how hard to follow the #gamedesign thread is, because of twitter's limitations. :) |
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Fri Jul 17 00:53:49 +0000 2009 |
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AtmanRising @bbrathwaite A crazy thought just crossed my mind: could a board game be played over Twitter? #gamedesign |
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Fri Jul 17 00:59:57 +0000 2009 |
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Dlangar Watched the conversation explode on twitter in #gamedesign. Pretty amazing thing this afternoon. |
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Fri Jul 17 01:00:25 +0000 2009 |
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ZenOfDesign Still, there ARE people who play GTA for the gimmick professions (Taxi, Ambulance) - including some who didn't set out to. #gamedesign |
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Fri Jul 17 01:02:44 +0000 2009 |
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ZenOfDesign Perhaps these players are learning something about their own thirst for violence in a violent world with non-violent options. #gamedesign |
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Fri Jul 17 01:03:13 +0000 2009 |
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flantz Spent the day brainstorming with the guy who wrote the movie The Game while surreptitiously reading #gamedesign tweets re. story v. play. |
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Fri Jul 17 01:06:07 +0000 2009 |
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SorenJohnson Cool... RT @in_orbit #gamedesign in_orbit Today's #gamedesign stuff made me compile it into a threaded format: http://bit.ly/cdfQK |
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Fri Jul 17 01:09:28 +0000 2009 |
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Harvey1966 Got 2 more missions to update. One more hour before food? I suspect breath is bad...need gum. |
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Fri Jul 17 01:10:14 +0000 2009 |
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Harvey1966 @in_orbit: Thanks for putting this into a threaded format: http://bit.ly/cdfQK #gamedesign |
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Fri Jul 17 01:12:40 +0000 2009 |
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bbrathwaite #gamedesign If someone would add in the @djaffe comments and repost, that would be awesome. |
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Fri Jul 17 01:24:24 +0000 2009 |
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bbrathwaite Could we get a roll call of pro designers in the #gamedesign discussion? |
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Fri Jul 17 01:30:01 +0000 2009 |
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bbrathwaite roll call - like title, company, current or last project #gamedesign |
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Fri Jul 17 01:30:25 +0000 2009 |
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pvaughan007 @bbrathwaite thanks for giving back to the design community. Following you here after ur gamaS article led to seeing todays cool design talk |
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Fri Jul 17 01:43:23 +0000 2009 |
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NicoleLazzaro @Vexir The language of games must evolve. Together we discover what connects emotion to player choices. #gamedesign |
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Fri Jul 17 01:46:11 +0000 2009 |
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djaffe why the hell can I not follow #gamedesign? I see the page on twitter but no FOLLOW button...wtf?!? |
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Fri Jul 17 02:06:31 +0000 2009 |
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djaffe Ok I think I got it...so now when people post with #gamedesign in the tweet, it will appear there? |
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Fri Jul 17 02:10:26 +0000 2009 |
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djaffe nice- thx all! |
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Fri Jul 17 02:14:32 +0000 2009 |
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ZenOfDesign Damion Schubert, Bioware Austin, currently lead systems designer on Star Wars: the Old Republic #gamedesign |
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Fri Jul 17 02:17:18 +0000 2009 |
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Patorama Pat Guarino, User Interface Designer, Crystal Dynamics, Tomb Raider: Underworld. #gamedesign |
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Fri Jul 17 02:21:24 +0000 2009 |
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bbrathwaite Brenda Brathwaite, Game designer, Secret Master Plan. Currently working on MKW. Recent Train and Siochan Leat. #gamedesign |
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Fri Jul 17 02:22:02 +0000 2009 |
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djaffe #gamedesign David Jaffe, Eat Sleep Play, Co-Owner/Director/Designer, RECENT GAMES: Twisted Metal, Calling All Cars, God of War. |
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Fri Jul 17 02:23:41 +0000 2009 |
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pmera @invisisci #gamedesign That's why I see Fumito Ueda as a point of reference when approaching the theme of pure video game narrative. |
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Fri Jul 17 02:23:54 +0000 2009 |
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djaffe @PMera His games work because he takes powerful yet stock emotional cues that don't require lots of processing and lays a great game over it |
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Fri Jul 17 02:25:11 +0000 2009 |
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djaffe In many ways, his wind and ambiance and minimal vibe is a cliche- albeit a great one- that players already know from elsewhere... |
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Fri Jul 17 02:26:10 +0000 2009 |
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djaffe so the emotion he KIND of gets for 'free' because he's building it from elements that are already emotional to us from other mediums/stories |
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Fri Jul 17 02:26:43 +0000 2009 |
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djaffe It's licensing emotional elements versus characters from movies or comics...and I think it's brilliant! :) |
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Fri Jul 17 02:27:02 +0000 2009 |
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SorenJohnson #gamedesign Soren Johnson, EA Maxis, Designer/Programmer, Unannounced strategy title |
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Fri Jul 17 02:27:12 +0000 2009 |
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pmera @djaffe #gamedesign is based deeply in the narrative Ueda is trying to offer players. |
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Fri Jul 17 02:32:20 +0000 2009 |
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pmera @bbrathwaite #gamedesign Rules are important, but in some cases narrative is as important and should be considered in creating said rules.:p |
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Fri Jul 17 02:37:58 +0000 2009 |
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bbrathwaite @PMera The topic is critical and will tell you the mechanics it needs if you listen. Narrative is a wrapper on mechanics, tho. #gamedesign |
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Fri Jul 17 02:40:22 +0000 2009 |
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pmera @bbrathwaite #gamedesign I think considering narrative a wrapper on mechanics is the reason games don't have yet found their own narrative. |
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Fri Jul 17 02:42:15 +0000 2009 |
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bbrathwaite Regarding rules vs. narrative, it's a cultural thing, too. Americans are heavy into theme. Euros moreso into mechanics. #gamedesign |
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Fri Jul 17 02:42:23 +0000 2009 |
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bbrathwaite Someone like Knizia re-themes the same mechanics again and again. #gamedesign |
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Fri Jul 17 02:42:57 +0000 2009 |
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pmera @bbrathwaite #gamedesign But that's just an aspiring game designer's opinion. :p |
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Fri Jul 17 02:43:21 +0000 2009 |
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ZenOfDesign #gamedesign I don't think anyone says that game designer should only use rules, not narrative. But using rules is unique to our genre. |
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Fri Jul 17 02:44:37 +0000 2009 |
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bbrathwaite @UmarifficCKzzle Your metaphor is off. The projector=the rules. Once film is rolling, you have the dynamics and then you get XP #gamedesign |
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Fri Jul 17 02:47:16 +0000 2009 |
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bbrathwaite I get sucked into the #gamedesign discussion again. I have #gamedesign to do for #dollars so I better #ceaseanddesist. |
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Fri Jul 17 02:52:11 +0000 2009 |
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NicoleLazzaro The game mechanic *is* the moral of a game. The timeless successful strategy resonates more than narrative. #gamedesign |
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Fri Jul 17 02:53:36 +0000 2009 |
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EmikoJaffe RT @ByronKatie How do I know that I don’t need what I want? I don’t have it.<-- making peace with 'what is'=powerful |
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Fri Jul 17 02:56:30 +0000 2009 |
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pmera @AnjelusX #gamedesign That game design is not in the rules or narrative or graphic design, but in the emergence that comes from all. |
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Fri Jul 17 03:05:00 +0000 2009 |
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bbrathwaite Via @jofsharp. Can you name an example of a ruleless game? |
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Fri Jul 17 03:09:59 +0000 2009 |
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bbrathwaite #gamedesign Via @jofsharp. Can you name an example of a ruleless game? (I keep forgetting to add the hashtag) |
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Fri Jul 17 03:10:30 +0000 2009 |
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pmera @bbrathwaite To me, #gamedesign is managing the emergence of this system created by all the different aspects of a game. :p |
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Fri Jul 17 03:10:45 +0000 2009 |
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jofsharp @ ibogost I counter the fajita conundrum Is there anything natural about Chicken McNuggets? |
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Fri Jul 17 03:15:53 +0000 2009 |
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bbrathwaite Shutting tweetdeck so I can focus. This is like Civ Rev compelling. |
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Fri Jul 17 03:17:17 +0000 2009 |
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djaffe http://bit.ly/16P8YABehind the scenes theme park stuff! Impossible to resist! LOVE this stuff :) |
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Fri Jul 17 03:21:04 +0000 2009 |
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xemu #gamedesign Rob "Xemu" Fermier, Robot Entertainment. Programmer who pretends to do design sometimes. System Shock 1&2, Age of Myth. |
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Fri Jul 17 03:28:23 +0000 2009 |
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ZenOfDesign Rules are not the killer feature of games, though. That's interactivity. Many games try to be rule-light or allow rule-breaking. #gamedesign |
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Fri Jul 17 03:31:49 +0000 2009 |
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oizys At the risk of sounding philosophical, is a pile of rules that has yet to be interacted with a 'game' yet? #gamedesign |
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Fri Jul 17 03:36:16 +0000 2009 |
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xemu #gamedesign @djaffe licensed games *could* be among the most compelling games because you have such intimate knowledge of world |
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Fri Jul 17 03:41:42 +0000 2009 |
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xemu #gamedesign @djaffe also characters/enviros that are compelling even w/o interactivity. F-ed up $$ motivation outside game hose them IMO. |
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Fri Jul 17 03:43:14 +0000 2009 |
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jofsharp #gamedesign Whilst you all have a head of steam and your thinking hats on: why does (or doesn't) art history matter for games and game dev? |
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Fri Jul 17 03:44:03 +0000 2009 |
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ZenOfDesign #gamedesign Because twitter makes my eyes bleed: "What is fun?" discussion thread: http://bit.ly/zpRPG |
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Fri Jul 17 03:46:59 +0000 2009 |
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UmarifficCKzzle @bbrathwaite #gamedesign Actually I went to school for art, and am easily more versed in that, rather than game design, haha. |
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Fri Jul 17 03:49:48 +0000 2009 |
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xemu #gamedesign @Harvey1966 inre: writers unfortunately I think the trend is more to use them to promote very traditional authorial content |
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Fri Jul 17 03:51:23 +0000 2009 |
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xemu Wow, I step away from the comp for a few hours and the gamedesign thread explodes! I had a party to go to people -- a party with PRETZELS. |
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Fri Jul 17 03:57:33 +0000 2009 |