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Messages - Hobbes

#441
In one of the books on Creative Writing that I own, there was a rather interesting paragraph dealing with character. True, there were a few chapters, but DG's question made me think about that one.

I, too, prefer characters who are clearly defined. The paragraph (summarised) said something like: The more defined the character is, the more the player can identify with the character. Furthermore, the different the character is from the player, the more the player can identify with it.

Looking at what has been written above, this seems to hold true. I've yet to come across an interesting game about a regular Joe doing regular stuff all day. Wouldn't be able to find myself in that person.

Now, Indiana Jones... yeah, I can identify with him, even though there are hardly any similarities between him and me (we're both male, that's about it).

So, as a conclusion, it could be said that to build a good story (and because of that, a good game) your characters should be unique, and clearly defined.
#442
Competitions & Activities / Re:August MAGS
Fri 01/08/2003 16:49:36
*grin*

*bows humbly for TerranRich as well*

So, now that we've got the rules sorted... a short teaser in the form of my main character:

#443
Competitions & Activities / Re:August MAGS
Fri 01/08/2003 16:14:33
*stands corrected*

*bows to undergroundling*

And I happen to call myself a teacher...  :o
#444
Competitions & Activities / Re:August MAGS
Fri 01/08/2003 15:55:54
Actually, as I always learned, 16th century is 1500-1600... and 17th century is 1700-1800.

That's why we're living in the 21st century and it's only 2003.

Right? :)

(As I've already started work on the game, I do hope something from 1620ish is viable).

Edit: Oi, editing your previous post now makes mine look stupid!  ;)
#445
Competitions & Activities / Re:August MAGS
Fri 01/08/2003 13:48:14
Oooh, might just enter this one... would be my first try at a MAGS game. But then, it would be fun. :)
#446
Cool demo! Granny's as witty as she was last time.. I do miss her voice, though. ;)
#447
Trap, that MI2 thingy is cool!

Have listened to it 3 times now... it is music with rocks in it!
#448
Best of luck on the jobhunting and income-acquiring!

Ain't life a bitch?
#449
Eric, you're right on the melodramatic usage of music. The violin and close-up being a classic example.

But, as you put so perfectly: no music during that scene from Regarding Henry. Sometimes, silence can indeed have a much stronger effect than music.

I'm reminded now actually of "Saving Private Ryan". Sure, there was a lot of music in that movie. But not during the scenes at Normandy at the start of the movie.

The absence of music, the only sound that of a real battlefield helped make the movie something special.

But, music or no music, it is still the choice of the composer. If the composer chooses silence to help the scene, it is as much a conscious choice as having slow strings and a piano. If done properly, it gives a great effect.

But true, it isn't often done properly. :)

Now I really must sign off and get some bedrest.
#450
Shouldn't this be in the other thread about boys and girls being friends? :)

But more on the subject: I think an AitD movie would work, if they focused on character and plot development.

If I wanted mindless slaughter, I'd play the game.
#451
I second everything said before, but also wish to draw attention to the following:

The music. Surely one of the most overlooked aspects of computer games has to be the music. Look at any good movie (e.g. Indiana Jones and the Last Crusade). The score for a movie really helps to set the tone. And when the piano and the strings roll in, you know it's the emotional part. Fate of Atlantis is a game that captured that wonderfully. Remember near the end? The score was truly dazzling there. It just had a sense of urgency, which helped to identify the player to the emotions there.

And, yes, Gabriel Knight has that nailed down perfectly. I cannot describe the emotions I felt when I fired up GK2 for the first time, and during the intro heard the haunting tune of GK as a low brass coming from my speakers.

When you reach that effect, you know you've succeeded.
#452
Updated version looks terrific!
#453
Wish I was an American citizen, then I would. Most definitely.  ;D

Cool thingamabob!
#454
Great stuff, this! The style is wonderful... I love the characters and the backgrounds, they go together perfectly.

The music sounds good. :-)
#455
I second everything said here. This was GREAT to watch!

Where do I sign up for the next one? :)
#456
Oi, that was uncalled for!

True, but uncalled for.

:P
#457
General Discussion / Re:Occupation
Mon 28/07/2003 13:27:55
I'm a teacher. Working full time with a group of 10-year-old kids. And right now it's the summer break... that explains my free time. :)
#458
Just rewrite what you have so far. Tinker with the story, write new stuff. Even if it is just one sentence a day, keep it moving. The problem with writer's block is that with all the procastrinating you do, you lose sight of the project and soon find yourself forgetting about it all together.

The block is only as big as you make it. Stay away from your written material for a day, and you can come back to it. Stay away for a month, and you've risen the bar so high for yourself, it's hard to get back into the flow. So, get writing!
#459
I'm sorry for bumping this thread, but the reason is that I'm rather insecure about a lot of things. Does the game look nice? Is it playable? Is the main character (as he's drawn right now) something you can look at?

What I'd really like is for people to try this one, so with their feedback I can build a better game. Nostrum commented on the puzzles being tricky. Maybe they are, maybe they're not. Since I've been very involved in thinking them up, to me they are logical. But to the outside mind, perhaps they're not...

...please try this and tell me what you think.
#460
As far as I know, it's still being started...

...right? :)
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