Excellent! And lovely use of In the Hall of the Mountain King.
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Show posts MenuQuote from: David_Holm on Sun 07/07/2013 10:38:07
That is not the sense of the comparison, in the 1910s, movies are building the rudiments of the art, like adventure games in 1990s. In 1920s some movies were already very sophisticated, full master pieces (narrating through the moving image). Adventure games, today, don't reach that evolutionary stage (narrating through the puzzle).
Quote from: David_Holm on Sat 06/07/2013 18:51:58Quote from: Ascovel on Fri 21/06/2013 02:49:51
To be the Citizen Kane of something is to be the first widely recognized example of having fully used all the unique techniques of a particular medium to communicate something meaningful.
Like things about human condition and stuff.
Obviously, Citizen Kane is not Citizen Kane of films according to your statement. Citizen Kane, ¡1941!, that's too recent. What about Friedrich Wilhelm Murnau's Der letzte Mann (The Last Laugh), that used plenty movie techniques, even some new techniques like unchained camera? It was the film that change the way to do movies in Hollywood, William Fox gave to Murnau a blank check to do a movie like that for him. It was the seed of Golden Era in Hollywood, even Murnau filmed Sunrise in the States, another full modern master piece. Three lustrums before Citizen Kane. Citizen Kane was not an instant master piece, during a lot of years no one list about best films ever included Citizen Kane.
If I have to say two films that being fully modern films, changed the way of filming, I say Körkarlen -The Phantom Carriage- (Victor Sjöströn, 1921, "most important film in history" Ingmar Bergman said) and Der letzte Mann (F.W. Murnau, 1924). And I say no, there aren't yet adventure games like Körkarlen or Der letzte Mann.
QuoteAdventure games reached 1910s movies in 1990s, we still wait for 1920s in 2010s.
Quote from: Trapezoid on Sat 06/07/2013 19:57:19Quote from: Ascovel on Sat 06/07/2013 11:02:52It could also negatively affect all future games crowd-funding (particularly that of adventure games), and Schafer knows this.Worrying about his own game is probably enough work for him. Why should that be his burden?
Quote from: Trapezoid on Sat 06/07/2013 00:36:21
When I see so many gamers scoffing at Tim's desire to make this as big and good a game as possible (and holding that as a higher priority than being utterly practical, business-wise) I think to myself, "This is why people don't see games as art."
Quote from: Snarky on Fri 05/07/2013 17:47:02
I think most commenters agree that Double Fine has screwed up from a business POV. They should never have ended up in this situation. What seems to separate the complainers from the "defenders" is the question of whether this is something we need to worry about. Unless you own shares in Double Fine, their inability to stick to their budget isn't necessarily our problem.
It only becomes our problem if it jeopardizes the completion of the game, or the future of the company.
Quote from: Trapezoid on Thu 04/07/2013 18:38:36
But we're used to making half-hour games for free. And not having health insurance.
Quote from: Scavenger on Sun 30/06/2013 07:59:58Quote from: Ascovel on Fri 28/06/2013 22:19:34
Animation wise it actually seems more complex than Sam & Max Hit the Road.
Scavenger, frankly it looks so good that I'm starting to worry you may not manage to finish the project while aiming at such high standard. Or have you a team of animators working with you now?
Hah, no, it's just me doing the animation, I'm afraid. Would that I could have a team, that would be amazing. But I'm carefully balancing what I can and cannot do, making sure that only the important parts of the game get full animation, and the rest gets limited animation.
I can tell you all, you ain't seen nothing yet. I'd show you, but I don't want to spoil ALL the surprises :3c
Quote from: Bluke4x4 on Sun 30/06/2013 07:34:32
If you could play a game where every 'door' in the world was open, there were no puzzles, and you just walked around in this environment and had extensively coded dialogs with anyone you could talk to- intensely reactive and with lots of content based on lots of small things you've witnessed and other people you'd spoken to, would that not be an adventure game? Perhaps you're finding out about a mystery, but the game doesn't necessarily end if you figure it out, and you have no bearing on it- it happened a long time ago, maybe. But the graphics are beautiful and the writing is really good. With no puzzles. Is that an adventure game? And depending on who you talk to and how much you put off some people, some conversation topics are blocked off forever. You might come to one conclusion about the mystery on one playthrough and another on a different one, but it's all on you. And there's no 'good endings' or 'bad endings', there's no 'ending', you would just be interested enough to keep playing and lose interest either on your own or when the conversation well inevitably dries up of interesting exposition. Does a game have to tell you when it ends?
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