FATALISM THEME INCORPORATED INTO THE STRUCTURE OF THE GAME ITSELF?
Posts
I am planning a horror game where the main character does increasingly more desperate and despicable things for self-preservation. As the story is quite fatalistic, and I am all about incorporating metaphors into my game design, would it make more sense for the player to have literally no other choice than "kill this person" in a given scenario as opposed to simply showing these sorts of actions of the main character in cut scenes?
The player character in my game is more of a threat to others than others are to him (sort of). The player has to complete the given actions to advance, and it would be written in such a way that would convey the sense that the character believes he has no other choice than to do this stuff.
Anyway, I guess I'm wondering if this sounds like an interesting/plausible thing to implement?
The player character in my game is more of a threat to others than others are to him (sort of). The player has to complete the given actions to advance, and it would be written in such a way that would convey the sense that the character believes he has no other choice than to do this stuff.
Anyway, I guess I'm wondering if this sounds like an interesting/plausible thing to implement?
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Yes yes yes, by all means, if this is a strong theme of the game then definitely incorporate it into the gameplay!
Final Fantasy 13, for all its flaws, is an excellent example of how to build the story's themes into the gameplay. FF13, like yours, is a game about fate and predestination - characters charged with a focus that they cannot possibly stray from. No matter how much they try to run away or fight back, there was only ever one path, and they were always on it. This is why the game is so linear! It has thematic significance! It's also why the "fake sphere grid" you use to level up ends up ultimately being damn near a straight line. There are a bunch of crazy twists and 3D curves and tiny branches, but the branches always end after 2-3 nodes and force you to go back to the main path. Ultimately you're headed the same place no matter what you do.
Building this kind of fatalism into long-term aspects of gameplay like the exploration, the character's skill/stat customization, and the direction the player takes through the game seems to make sense in FF13, moreso than building the fatalism into the actual combat. The fatalism in FF13 is all about long-term goals, after all, not about what you do along the way. However, building it into the combat or other primary gameplay could totally work also, and may be more appropriate for your game, especially if the fatalism in your story is more about the moment-to-moment actions of the protagonist always following a pre-set pattern.
If you wanted to build it into the combat, or the platforming or puzzle-solving or whatever... hmm. Is this even an RPG? Is there combat at all?
Final Fantasy 13, for all its flaws, is an excellent example of how to build the story's themes into the gameplay. FF13, like yours, is a game about fate and predestination - characters charged with a focus that they cannot possibly stray from. No matter how much they try to run away or fight back, there was only ever one path, and they were always on it. This is why the game is so linear! It has thematic significance! It's also why the "fake sphere grid" you use to level up ends up ultimately being damn near a straight line. There are a bunch of crazy twists and 3D curves and tiny branches, but the branches always end after 2-3 nodes and force you to go back to the main path. Ultimately you're headed the same place no matter what you do.
Building this kind of fatalism into long-term aspects of gameplay like the exploration, the character's skill/stat customization, and the direction the player takes through the game seems to make sense in FF13, moreso than building the fatalism into the actual combat. The fatalism in FF13 is all about long-term goals, after all, not about what you do along the way. However, building it into the combat or other primary gameplay could totally work also, and may be more appropriate for your game, especially if the fatalism in your story is more about the moment-to-moment actions of the protagonist always following a pre-set pattern.
If you wanted to build it into the combat, or the platforming or puzzle-solving or whatever... hmm. Is this even an RPG? Is there combat at all?
No, it's not an rpg. I don't really know what it is right now; maybe somewhere between a visual novel and an adventure game...
I have very little experience in gameplay design so that is why I'm trying to mirror the themes in the gameplay... the stuff mentioned in my op is really all the ideas I have of how to make the story "playable". Another thing would be to make all previous maps inaccessible after completing the required tasks. You were constantly moving forward in the game, and all the NPCs would be moving with you; you could revisit areas but they would be different maps set during different times of day/different days, that sort of thing. This would also create the illusion of a "living" town around the character, as the characters would always have something new to say/some new way to interact with them (however basic it may be).
...My brain did not put FF XIII and fate = linearity together at ALL XD
I have very little experience in gameplay design so that is why I'm trying to mirror the themes in the gameplay... the stuff mentioned in my op is really all the ideas I have of how to make the story "playable". Another thing would be to make all previous maps inaccessible after completing the required tasks. You were constantly moving forward in the game, and all the NPCs would be moving with you; you could revisit areas but they would be different maps set during different times of day/different days, that sort of thing. This would also create the illusion of a "living" town around the character, as the characters would always have something new to say/some new way to interact with them (however basic it may be).
...My brain did not put FF XIII and fate = linearity together at ALL XD
author=suzy_cheesedreams
I am planning a horror game where the main character does increasingly more desperate and despicable things for self-preservation. As the story is quite fatalistic, and I am all about incorporating metaphors into my game design, would it make more sense for the player to have literally no other choice than "kill this person" in a given scenario as opposed to simply showing these sorts of actions of the main character in cut scenes?
The player character in my game is more of a threat to others than others are to him (sort of). The player has to complete the given actions to advance, and it would be written in such a way that would convey the sense that the character believes he has no other choice than to do this stuff.
Anyway, I guess I'm wondering if this sounds like an interesting/plausible thing to implement?
Final Fantasy X was brilliant in this regard. It was your fate to go to Zanarkand, and you were largely stuck on this path for the bulk of the game. Much of the gameplay therefore involved very narrow set paths, sometimes meaning you couldn't backtrack much, or go on sidequests. When you actually chose to fight fate, the airship opened up, and suddenly you could sidequest/explore. Even the battle balance was scripted, with certain party members having their own role (Rikku was good for alot of things since she was near two magic grids and her grid was semi-physical, Tidus was a fast attacker, Auron was an armor piercer, Waka was a ranged attacker, and Yuna/Lulu were white/black mages. Everyone basically had their purpose, in theory), so boss battles in theory had a set path using puzzle style. This is an example of game mechanisms working.
Yeah, honestly... shrewdness is not one of my stronger points. I've played that game more than once, and the aspect of the story/design you just described still never really set in. Yeesh.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
Please do this. By the love of game design please do this. I would caution you, though, because it's a fine line to walk between a fatalistic themed game and a guided tour.
You could argue that the Call of Duty games are shining examples of fatalistic stories, as you never have any say in what happens. You just do things, shoot things, and silently obey others yelling at you to do things and shoot things. It's very, VERY boring.
I would give players a clear choice, and make it VERY clear that the, "bad" choices (kill a man, rob someone, etc.) are in fact the choices you NEED to be making. A good example of this, in my experience, is the second half of Fable 3: After you become King, you are told that there is an army of dark monsters massing up to destroy the kingdom, and it's up to you to stop it. However, your treasury is all but empty. To raise military funds, you really have no choice but to become a tyrant yourself: raise taxes, build a brothel instead of an orphanage, drain a pure, pristine lake to mine the abundance of valuable ore at the bottom.
Moments that the above feel like everything is predetermined, as you have no choice but to do those unspeakable things in order to save yourself and your kingdom, but it doesn't take you by the hand and guide you along. Instead, you take an active role in moving towards fate, therefore making the game experience feel more personal to the player.
Aside: I never thought of Final Fantasy XIII that way. Thanks, LockeZ, now I actually have to have some respect for the game. Great...
You could argue that the Call of Duty games are shining examples of fatalistic stories, as you never have any say in what happens. You just do things, shoot things, and silently obey others yelling at you to do things and shoot things. It's very, VERY boring.
I would give players a clear choice, and make it VERY clear that the, "bad" choices (kill a man, rob someone, etc.) are in fact the choices you NEED to be making. A good example of this, in my experience, is the second half of Fable 3: After you become King, you are told that there is an army of dark monsters massing up to destroy the kingdom, and it's up to you to stop it. However, your treasury is all but empty. To raise military funds, you really have no choice but to become a tyrant yourself: raise taxes, build a brothel instead of an orphanage, drain a pure, pristine lake to mine the abundance of valuable ore at the bottom.
Moments that the above feel like everything is predetermined, as you have no choice but to do those unspeakable things in order to save yourself and your kingdom, but it doesn't take you by the hand and guide you along. Instead, you take an active role in moving towards fate, therefore making the game experience feel more personal to the player.
Aside: I never thought of Final Fantasy XIII that way. Thanks, LockeZ, now I actually have to have some respect for the game. Great...
OH GOD. CALL OF DUTY. So bad.
Hahahaha. That Fable 3 example is amazing. But... HOW did that game make it clear that you had to pick the bad options while still giving you options at all?
Hahahaha. That Fable 3 example is amazing. But... HOW did that game make it clear that you had to pick the bad options while still giving you options at all?
There was an iOS game called Cause of Death that incorporated something like this quite well. Usually, the "gameplay" consisted of a visual novel that at certain points in the story gave you two, maybe three choices. The overall story would be the same, but your choices would affect dialogue and your "detective score" (you needed 80 or more to unlock a special scene at the end of each episode). However, where I think the genius lies is that there were certain segments during especially action-packed scenes where you only had one choice...but you still had to tap it as if you had chosen to do it yourself; the game doesn't continue until you do. It really cemented the futility of the situation especially when you're used to having a choice.
That's what I was thinking of - bringing up a dialogue box with only one option that the player must tap to continue. It might suggest something abhorrent, but you just have to press it anyway. And that fits with the character's mental state/personality... he makes impulsive decisions so maybe the fact that just one quick thought pops up and you must press enter to proceed can reflect that?
Strongly disagree with the earlier hating upon Call of Duty.
That said, I think this is a fascinating concept. But is this a situation where the PLAYER has no choice but the character has lots of choices, or is it one where neither player nor character has any choice? The best ever in history execution of the former is Spec Ops: The Line. So everyone should really check that out. It's completely unique.
This reminds me a lot of my old horror adventure game Backstage. Although that was all very subtext heavy, so it would be possible for different players to leave with totally different takeaways about the experience.
That said, I think this is a fascinating concept. But is this a situation where the PLAYER has no choice but the character has lots of choices, or is it one where neither player nor character has any choice? The best ever in history execution of the former is Spec Ops: The Line. So everyone should really check that out. It's completely unique.
The player character in my game is more of a threat to others than others are to him (sort of). The player has to complete the given actions to advance, and it would be written in such a way that would convey the sense that the character believes he has no other choice than to do this stuff.
This reminds me a lot of my old horror adventure game Backstage. Although that was all very subtext heavy, so it would be possible for different players to leave with totally different takeaways about the experience.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=suzy_cheesedreams
Hahahaha. That Fable 3 example is amazing. But... HOW did that game make it clear that you had to pick the bad options while still giving you options at all?
Every decision you made either gained or costed money. You needed about 1,000,000 Gold (I can't remember the currency name) to successfully fund your army, and you only had a finite amount of time. So every decision you made either gained or costed money.
For example: would you build an orphanage and gain 200G in taxes? Or build the more lucrative brothel and gain 8,000G in taxes? Would you cut down a forest and use the wood to gain 4,000G in resources? Or leave it alone and gain absolutely nothing. Would you drain a pristine lake and earn 12,000G in resources gained? Or set up a guard post to preserve the lake and LOSE 3,000G from your treasury?
The best part about those choices is that, in the first half of the game, you made a bunch of promises to others that you would do certain things once you become king. But you didn't know about the army beforehand. So when you ascend the throne, you realize that you have to break the promises you made in order to save everyone.
EDIT: Of course there was a loophole. If you built up enough real estate in the first half of the game, you could donate your personal funds to the treasury, allowing you to be a good ruler and still save the king. But I personally hated that part. If you're going to do that, don't give the players that option.
author=Max Mcgee
The best ever in history execution of the former is Spec Ops: The Line. So everyone should really check that out. It's completely unique.
This. This. This. This. This. THIS!
edit: @Red_Nova Ah, okay, thanks for explaining that.
@ Max McGee XD Sorry dude, Call of Duty just isn't for me, haha.
Well, the player wouldn't have any choice, but the character would... it's not as if someone else is forcing him to do this stuff (besides the player which could further illustrate this theme) however as I've mentioned earlier, he is selfish, desperate and now that I've just thought of it, impulsive. I think (for now at least) having a dialogue box come up with some prompt in a cut scene that the player must click to continue might be a good way of conveying this...? Yeah XD I don't know.
There's not really a lot of subtext, it is going to be an open sort of story as in-game, all the CHARACTERS are the ones who are lying to each other.
At its most basic I could say that the story is about the absence of love in the characters' lives (particularly to do with notions of family), and the stuff that takes its place. The main character has, firstly, been horribly abused by his father. He is then separated from his daughter, she doesn't know he is her father. This has made him more sad than he realises. He does a lot of horrible stuff to fill the void.
The player character does ultimately take responsibility for his actions at the end of the game, and it has a relatively happy ending. So I guess the fate theme could carry on right to the end, that all of the bad stuff that happens to him/he does to other people was only part of the journey to being reunited with his daughter... which yeah just further solidifies the need to have fate embedded into the gameplay itself.
@ Max McGee XD Sorry dude, Call of Duty just isn't for me, haha.
Well, the player wouldn't have any choice, but the character would... it's not as if someone else is forcing him to do this stuff (besides the player which could further illustrate this theme) however as I've mentioned earlier, he is selfish, desperate and now that I've just thought of it, impulsive. I think (for now at least) having a dialogue box come up with some prompt in a cut scene that the player must click to continue might be a good way of conveying this...? Yeah XD I don't know.
There's not really a lot of subtext, it is going to be an open sort of story as in-game, all the CHARACTERS are the ones who are lying to each other.
At its most basic I could say that the story is about the absence of love in the characters' lives (particularly to do with notions of family), and the stuff that takes its place. The main character has, firstly, been horribly abused by his father. He is then separated from his daughter, she doesn't know he is her father. This has made him more sad than he realises. He does a lot of horrible stuff to fill the void.
The player character does ultimately take responsibility for his actions at the end of the game, and it has a relatively happy ending. So I guess the fate theme could carry on right to the end, that all of the bad stuff that happens to him/he does to other people was only part of the journey to being reunited with his daughter... which yeah just further solidifies the need to have fate embedded into the gameplay itself.
author=Red_Novaauthor=Max Mcgee
The best ever in history execution of the former is Spec Ops: The Line. So everyone should really check that out. It's completely unique.
This. This. This. This. This. THIS!
Dropping in with a fresh load of party pooping about how much I hate spec ops the line, primarily because it has this reputation.
I mean, w/e if you like it, but it's not a "smart" game nor do I feel it executes it's Artsy Themes very well, including the fatalism aspect. (Though Shinan, in his very last post, points out a Cool Thing about the mob sequence that's indeed a pretty good example of how player choice can matter in a narrative concerned with fatalism. lol seeing it over a year later) I also hate Heart of Darkness so y'know, really just not much about spec ops: the line there I can get on board with.
tbh I consider "fatalistic themes" = "linear game" fairly easy to do. It's obvious and makes sense, but what good is it? I hate when game devs get all smarmy about "HA HA YOU DID THE THING YOU HAD NO CHOICE BUT TO DO...IT WAS FATE"; no, it was the way the game was designed.
If I shoot someone in the face because there's no other way to advance the plot, am I going to stop and reflect on that moment? No, because what ELSE was I going to do? Turn off the game? Probably.
I mean, it boils down to what you're shooting for here? If you just have a Story in mind and want a game that communicate its events, yeah, put that on rails, whatever man. It gets the point across and is a very simple "character feels he has no choice, character behaves as if he has no choice". If you want to get the PLAYER to reflect on themselves or their own actions or something in that vein, you got your work cut out for you and I think a strictly linear, railroaded game is not a good fit in that case. True, meaningful choices in a game are a tall order to fill, but at the very least the illusion of choice can do wonders. I feel a simple dialogue box that amounts to "continue with this?" doesn't get you very far.
This has made him more sad than he realises. He does a lot of horrible stuff to fill the void.
What I notice here is a fairly real thing -- dudes taking out their personal pain on the world. Happens more often than it should, and depending on where you go with that, alright you could get some really meaningful things out of there.
I'm unironically interested, I think you have an idea nugget that could go places, but I guess it just depends on what you're trying to accomplish! plz don't be gross about women is the only thing i can say with certainty. I mean even the stuff about "should this game be linear or have nonlinear aspects" depends on what you wanna try and accomplish.
edit: oh yeah, also consider whether or not you're encouraging the player to identify with the protagonist, or if they're merely an observer to his actions.
I've read your article before and I did think of it when Spec Ops: The Line was mentioned :D
I don't want to make a game like Spec Ops at all (as in, one that tries to shove some sort of naff meaningful message at the player), I guess the only similarity is the fate thing. There are a lot of other themes in my game but it's like you said, the fate thing seemed the easiest to reflect in the gameplay, honestly. I really only have a rough idea of the gameplay so far as I've spent much more time on the art & story.
(Holy crap I was just about to address you as "pentagram"... then remembered you're "Pentagon". So there's a high chance I have called you Pentagram elsewhere in the forum XD)
I know what I said before makes the game sound a lot worse than it potentially will be, regarding a sad/angry dude and sex stuff - which basically sounds like the recipe for a badly written rapist? Also I get the feeling you think I'm going to make like mini-games out of abusing women to shock the player or something. I am reading a lot into what you said, and I feel a bit bad now (for not explaining my game better before). Using exploitation as the basis of the horror is not really my purpose... but there is (inspired directly by David Lynch) a pretty huge element of sexual abuse in the story; the main character and his two brothers all have dealt with the abuse from their father in their own ways, with one bro being a worse person than the mc and the other bro being the better.
The horror does not come from scenes of rape or anything, this is not like a game meant to shock you with how "gross" it is. Let me assure you, I have thought really critically about this part of the game as I have of its place in other media. I have a good idea of your views on putting this stuff at all in a game or anything else from your review of Dreaming Mary. That review was really helpful, actually, as it made me even more cautious about how I was going to present this subject.
The protagonist is supposed to be somewhat sympathetic+. The traumas he suffered as a kid still affect him now (as they would). He had his daughter as a young teenager, which is why his older bro raised her as his own. This is unnatural, they should be father and daughter, but she grows up thinking he is her uncle. This causes him a lot of sadness and he finds a substitute daughter whose own father is violent and controlling, so he is the better father-figure to her as well. However he at some point starts an affair with her younger sister, who is as young as he was when he had his daughter. The girls' father attacks the daughter when he finds out, then makes a bargain with the mc in that he won't tell anyone he has been sleeping with his daughter if the mc keeps quiet about the physical abuse. The mc DOES this, and that is what I meant by "horrible things". He is very selfish, and doesn't want to lose the love and trust of his older bro. He eventually gives himself up when the girls' father attacks the youngest again quite viciously. His bro is disgusted. At some point the mc's daughter discovers he is really her father, and is horrified/saddened. MC kills the girls' father as he thinks that will make up for him making a sordid deal with the father earlier and enabling him to continue to hurt his daughters. It doesn't. Anyway yadda yadda yadda, he does try to run but ends up taking responsibility for that stuff. He goes to prison, and should be unhappy, but because his daughter finally knows he is her father, and is making peace with it, he is happier now than he has ever been. (There is a lot more stuff but that is the basic plot).
There is supernatural stuff to justify the "horror" tag. It is meant to be symbolic of the unnatural things the protagonist and his brothers suffered as children.
Anyway that is why I thought to put the fate/linear thing in the gameplay, as the other (and more important) themes sort of mirror each other anyway within the story itself.
So... feel free to argue against what I've said, I am genuinely interested in what you say about this subject. (I'll also note - not that it makes a real difference - that I AM a woman. But yeah)
I don't want to make a game like Spec Ops at all (as in, one that tries to shove some sort of naff meaningful message at the player), I guess the only similarity is the fate thing. There are a lot of other themes in my game but it's like you said, the fate thing seemed the easiest to reflect in the gameplay, honestly. I really only have a rough idea of the gameplay so far as I've spent much more time on the art & story.
(Holy crap I was just about to address you as "pentagram"... then remembered you're "Pentagon". So there's a high chance I have called you Pentagram elsewhere in the forum XD)
I know what I said before makes the game sound a lot worse than it potentially will be, regarding a sad/angry dude and sex stuff - which basically sounds like the recipe for a badly written rapist? Also I get the feeling you think I'm going to make like mini-games out of abusing women to shock the player or something. I am reading a lot into what you said, and I feel a bit bad now (for not explaining my game better before). Using exploitation as the basis of the horror is not really my purpose... but there is (inspired directly by David Lynch) a pretty huge element of sexual abuse in the story; the main character and his two brothers all have dealt with the abuse from their father in their own ways, with one bro being a worse person than the mc and the other bro being the better.
The horror does not come from scenes of rape or anything, this is not like a game meant to shock you with how "gross" it is. Let me assure you, I have thought really critically about this part of the game as I have of its place in other media. I have a good idea of your views on putting this stuff at all in a game or anything else from your review of Dreaming Mary. That review was really helpful, actually, as it made me even more cautious about how I was going to present this subject.
The protagonist is supposed to be somewhat sympathetic+. The traumas he suffered as a kid still affect him now (as they would). He had his daughter as a young teenager, which is why his older bro raised her as his own. This is unnatural, they should be father and daughter, but she grows up thinking he is her uncle. This causes him a lot of sadness and he finds a substitute daughter whose own father is violent and controlling, so he is the better father-figure to her as well. However he at some point starts an affair with her younger sister, who is as young as he was when he had his daughter. The girls' father attacks the daughter when he finds out, then makes a bargain with the mc in that he won't tell anyone he has been sleeping with his daughter if the mc keeps quiet about the physical abuse. The mc DOES this, and that is what I meant by "horrible things". He is very selfish, and doesn't want to lose the love and trust of his older bro. He eventually gives himself up when the girls' father attacks the youngest again quite viciously. His bro is disgusted. At some point the mc's daughter discovers he is really her father, and is horrified/saddened. MC kills the girls' father as he thinks that will make up for him making a sordid deal with the father earlier and enabling him to continue to hurt his daughters. It doesn't. Anyway yadda yadda yadda, he does try to run but ends up taking responsibility for that stuff. He goes to prison, and should be unhappy, but because his daughter finally knows he is her father, and is making peace with it, he is happier now than he has ever been. (There is a lot more stuff but that is the basic plot).
There is supernatural stuff to justify the "horror" tag. It is meant to be symbolic of the unnatural things the protagonist and his brothers suffered as children.
Anyway that is why I thought to put the fate/linear thing in the gameplay, as the other (and more important) themes sort of mirror each other anyway within the story itself.
So... feel free to argue against what I've said, I am genuinely interested in what you say about this subject. (I'll also note - not that it makes a real difference - that I AM a woman. But yeah)
Woah, woah! I'm not assuming how well you'll execute any of whatever you plan on doing since I hardly know you or your work. Kinda hard to guess what kind of chicken will come out of an egg when all you know is that some chicken, at some point in time, laid an egg. (I mean maybe if you have some geneaology charts and a chickenologist on hand, alright, you can make some educated guesses.)
And about any kind of hot topic, I'm not really into telling people what they can/can't put in their stuff, just asking folks to consider why/what purpose it serves. I consider that a very basic part of doing like...literally all creative stuff tho, whether it's "why is there blue in this painting", "why is there a burning orphanage in this story" or "why is there healing magic in this game". Sometimes the answer is just "because i felt like it" but it's worth thinking about.
There is not much to argue against! Or about, really. I mean abuse in media is kind of a separate topic and idk, it's actually really cool to hear you've thought about sensitive portrayal at all? that's cool. In a brief candid moment, I am someone who has been through abuse and studies patterns of abuse/dealing with it as part of my job prep. This isn't something I talk about in public, but if you're worried about how something might come off sounding or unsure about portrayal i would be willing to talk more in a pm or something. Not that whatever I say is the end all, be all, mind you.
I had noticed the Pentagram but assumed it was just a fun interpretation of my username. I like it. ... i don't get very fussed about how folks refer to me, ah-hahahaha. I think Buddy is the only thing i've taken exception with.
And about any kind of hot topic, I'm not really into telling people what they can/can't put in their stuff, just asking folks to consider why/what purpose it serves. I consider that a very basic part of doing like...literally all creative stuff tho, whether it's "why is there blue in this painting", "why is there a burning orphanage in this story" or "why is there healing magic in this game". Sometimes the answer is just "because i felt like it" but it's worth thinking about.
There is not much to argue against! Or about, really. I mean abuse in media is kind of a separate topic and idk, it's actually really cool to hear you've thought about sensitive portrayal at all? that's cool. In a brief candid moment, I am someone who has been through abuse and studies patterns of abuse/dealing with it as part of my job prep. This isn't something I talk about in public, but if you're worried about how something might come off sounding or unsure about portrayal i would be willing to talk more in a pm or something. Not that whatever I say is the end all, be all, mind you.
I had noticed the Pentagram but assumed it was just a fun interpretation of my username. I like it. ... i don't get very fussed about how folks refer to me, ah-hahahaha. I think Buddy is the only thing i've taken exception with.
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
You are now known as PetabyteBunny.
I mean, w/e if you like it, but it's not a "smart" game nor do I feel it executes it's Artsy Themes very well,
That's cool, lots of other people are wrong about stuff too so you're in good company.
plz don't be gross about women is the only thing i can say with certainty
the actual fuck does this even mean? I mean here's some gross shit happening with women (actually women like things which is...yeah). It is from Silent Hill 2, one of the greatest video games of all time. OF ALL TIME.
Also I get the feeling you think I'm going to make like mini-games out of abusing women to shock the player or something.
been done Dungeoneer: Beautiful Escape, very popular game by our own calunio, extremely well reviewed : P
I don't want to make a game like Spec Ops at all (as in, one that tries to shove some sort of naff meaningful message at the player),
Man I really hope you are not judging Spec Ops without playing it considering it's a goddamn masterpiece. (Sure, it's not subtle, but most gamers are dumb as mud (because most PEOPLE are dumb as mud) so it was exactly as 'subtle' as it needed to be.)
@Pentagon: Haha sorry, I guess I just posted that huge detailed rant because I wanted to be clear that I agree that it (and yeah, all other themes in anything) should be considered greatly before it's used so that you actually know what you're doing/what you're trying to say. Not just throwing it in there for a cheap shock.
So... thanks for your feedback! And I really appreciate the offer of helping me out if I feel something is amiss in my story. Thanks, dude!
@Max McGee, haha, you're so argumentative.
My interpretation of what Pentagon meant was to consider whether what you're portraying in your game comes off as exploitation or ...exploration. Like he just said, it doesn't mean you CAN'T use those themes, but I think you should feel that you have some responsibility to portray them tastefully. Or not - that could be the purpose of your work, to have as much bad taste as possible as a sort of satire or something. I guess it's all about context.
I DO consider Silent Hill 2/Angela Oroscoe to be an example of a well-done treatment of this stuff, and in fact it was quite an influence on my work. I mentioned this in my horror design topic, but Twin Peaks (especially the movie) is another excellent example, as is Lynch's more recent film Inland Empire.
And I have read all about D:BE, and I am an admirer of Calunio's work as it is clear that he gives a lot more thought to his games and how to execute difficult themes than many other people.
And lastly, I was kind of judging it :P, but I also meant that I am not trying to emulate that particular directness/linearity in my game at all, that I am not trying to make like a "mindfuck" game. I said earlier, there is little subtext in the way the game itself will be written, as the characters are the ones who are in the dark about each others' situations.
So... thanks for your feedback! And I really appreciate the offer of helping me out if I feel something is amiss in my story. Thanks, dude!
@Max McGee, haha, you're so argumentative.
My interpretation of what Pentagon meant was to consider whether what you're portraying in your game comes off as exploitation or ...exploration. Like he just said, it doesn't mean you CAN'T use those themes, but I think you should feel that you have some responsibility to portray them tastefully. Or not - that could be the purpose of your work, to have as much bad taste as possible as a sort of satire or something. I guess it's all about context.
I DO consider Silent Hill 2/Angela Oroscoe to be an example of a well-done treatment of this stuff, and in fact it was quite an influence on my work. I mentioned this in my horror design topic, but Twin Peaks (especially the movie) is another excellent example, as is Lynch's more recent film Inland Empire.
And I have read all about D:BE, and I am an admirer of Calunio's work as it is clear that he gives a lot more thought to his games and how to execute difficult themes than many other people.
And lastly, I was kind of judging it :P, but I also meant that I am not trying to emulate that particular directness/linearity in my game at all, that I am not trying to make like a "mindfuck" game. I said earlier, there is little subtext in the way the game itself will be written, as the characters are the ones who are in the dark about each others' situations.
author=Max McGeeI mean, w/e if you like it, but it's not a "smart" game nor do I feel it executes it's Artsy Themes very well,That's cool, lots of other people are wrong about stuff too so you're in good company.plz don't be gross about women is the only thing i can say with certainty
the actual fuck does this even mean? I mean here's some gross shit happening with women (actually women like things which is...yeah). It is from Silent Hill 2, one of the greatest video games of all time. OF ALL TIME.Also I get the feeling you think I'm going to make like mini-games out of abusing women to shock the player or something.
been done Dungeoneer: Beautiful Escape, very popular game by our own calunio, extremely well reviewed : PI don't want to make a game like Spec Ops at all (as in, one that tries to shove some sort of naff meaningful message at the player),
Man I really hope you are not judging Spec Ops without playing it considering it's a goddamn masterpiece. (Sure, it's not subtle, but most gamers are dumb as mud (because most PEOPLE are dumb as mud) so it was exactly as 'subtle' as it needed to be.)
?????????
if you want to defend the sacred honor of silent hill 2 or spec ops or whatever, uh, there are better places to do it. If you have some kind of qualm with what i said i'm not really up for hollerin in here about it with you, if at all
like, the comment about "plz don't be gross about women" is not something i'm going to elaborate on when you want to fight about it in a thread not even about women in games or anything like that, no thanks



















