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Messages - ThreeOhFour

#441
Quote from: janosbiro on Wed 23/04/2014 23:05:09
But the idea is "this lifestyle has costs that goes beyond what you pay". We must first face those hidden costs, and them decide what to do about it.

There we go, a clear summary.

I'd say that no ideal solution to this dilemma has emerged, but - unless my perception is very much skewed - things are on a trend for the better. Slavery is less popular than ever. We're actively aware of the destruction we've done to the planet and we're pursuing technology that means we're trying to slow this idea. 50 years ago solar and wind power probably seemed a fantasy, these days it's not uncommon (in my part of the world anyway - which counts as some change, even if it's not global). Vehicles are more fuel efficient, refrigeration doesn't rely on CFCs, conservation programs do their best to try and reverse some of the harm done. We recycle, we carpool, we cycle. We give money to the poor, to care organizations, and discrimination is less popular now than any time in written history (feel free to contest this, I'm no history buff). The voting public (in some parts of the world) starts to complain now if governments start a war.

Yes, we're still enormous assholes, a greedy, gluttonous, wasteful blight on the earth, on each other and on ourselves, who are way too invested in smartphones and hamburgers and palm oil, and none of this changes that. But there are things like this which give us some hope as a species.
#442
So, the point we're examining is that "Civilization isn't that great, maybe", then?

An electrician once told me "Your world doesn't work without me - all your fancy computers, they're nothing without electricity."

There was no point behind his statement, I don't think, except... some sense of poking at me, or of superiority, perhaps? Big deal, I was working on farms at that point, and therefore was involved in the production of the food which was essential to keep him alive, unlike electricity, which I don't require to survive. I didn't feel the need to point this out to him. What would it prove?

If you're struggling with the concept of games being worthwhile, consider them as cultural expression, much like cave paintings, but whereas people have been painting in caves for over 40,000 years, we've been playing video games for around 0.1% of that time. What you're engaging in is, over the course of human history - not taking into account the history of every other species - an extremely rare thing. By playing video games, you're actually engaging in something very unique, very special and very, very rare, historically speaking. Treasure that! :)
#443
A bit of plot feedback, if you're at all curious:

Spoiler
I was initially extremely uncomfortable at the dishonesty of Ord's chosen course of action at the very end, and it seemed like a terrible solution to the problem. What saved it from becoming a tasteless, paper thin fairytale ending, for me, was the fact that Sara teases Ord for his writing. That little moment immediately set me at ease a bit - that the story was ending with Sara having some idea of what transpired, and the fact that Ord was keeping the truth from her because he believed he was protecting her was, if not obvious, then suggested to her. Nice touch, that, you saved it from becoming an ending that I didn't like at all, and turned it into something I felt was quite fitting for the story.
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#444
I've not been offended by anything you said - just pointing out the reasons why I believe your approach is going to offend people.

I could write forever about the place of video games in culture and humanity's development as a species. I don't see the point, though, and I wouldn't be telling you things you didn't know. I don't know what your point is at all - can you sum your thoughts up in a single sentence, for the sake of clarity?
#445
Quote from: janosbiro on Tue 22/04/2014 20:21:43
I had no idea this subject could be so insulting to some people.

This is a forum of creative, passionate people. Simply dismissing their creativity and passion with an analytical train of thought that shows a complete lack of empathy for the group you're hoping to engage is going to stir people up a bit, yeah.
#446
Quote from: janosbiro on Tue 22/04/2014 19:16:34
I didn't knew “negative” means “don't like it”. I was thinking of something else.

Hahaha :cheesy:

Quote from: janosbiro on Tue 22/04/2014 19:16:34
Yes, art can be depressing. I meant it is not just depressing, like it shouldn't have been done.

Try spending all of your free time on a project, then releasing it and having some asshole on the internet pull it to pieces even though you gave it to them for free. Try spending all of your free time making games to the point where all you ever seem to do is eat, sleep and work. Try seeing a game you're extremely passionate about get ignored while Halo 60 sells a zillion copies. Try pushing Morte into the pillar of skulls in Planescape: Torment.

Games can be depressing, mate.

Quote from: janosbiro on Tue 22/04/2014 19:16:34
About jobs, I was oversimplifying, but what I meant was: why more jobs in game industry if we already have too much games?

Can't answer a question when I disagree with the reasoning for it completely, can I?
#447
Quote from: janobiroMy argument is that they choose to relate games with "rules" instead of "stories" and describe it like a scientist describes the anatomy of a dead bird in a vivisection, because they feared that other entertainment industries could appropriate the gaming industry.

If this is your point, what is the issue with it? Everything is restricted by some rules, from every experience emerges a story, even if the story is "I spent 15 hours on this game and finally beat the high score."

What does it matter what "they" think? Games are expression. Daring games that are well made will find their audience, no matter how unconventional. Creating a game is an expression, playing a game means picking which form of expression appeals to you personally. None of this defines how to make an engaging experience at all. Trying to approach game design as a science is like trying to approach storytelling as a science - there are patterns that you can set, but they can change in time. Cart Life did extremely well at the IGF, despite being more daring than any platformer, shooter or adventure game.

I haven't studied ludo-science at all. Played a lot of games, though.
#448
Hints & Tips / Re: The Samaritan Paradox
Tue 22/04/2014 00:28:17
You're missing something

Spoiler
The phrase "sea to sea" is misdirection. Maybe it means something else? Liiike...
[close]

Spoiler
...c. Which, incidentally, is covered by a book in the library - about something totally not aquatic.
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#449
Hints & Tips / Re: The Samaritan Paradox
Mon 21/04/2014 01:33:43
Neither of these is the right way of thinking.

Spoiler
You need to get the engine part to make the noise. But you also have to be in the box when it does so, so you're not seen.
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Explicit solution:

Spoiler
Put the tape over the crane button
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Fun fact: this is my most favourite puzzle in the game. :D
#450
Looks awesome :D
#451
Hints & Tips / Re: The Samaritan Paradox
Sat 19/04/2014 19:09:13
The numbers are shown somewhere else.

Maybe you need to

Spoiler
Read a book?
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#452
Hints & Tips / Re: The Samaritan Paradox
Sat 19/04/2014 18:51:59
Spoiler
This one had me stuck for a long time. One of the numbers isn't right. Which one? Well, there's a way of checking the numbers...
[close]

Want to know more?

Spoiler
Check the library. Some of those books are somewhat relevant...
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Hopefully this gets you on the right track. :)
#453
Hints & Tips / Re: The Samaritan Paradox
Sat 19/04/2014 17:25:46
Spoiler
You can leave the journalist's place? You should be able to walk out as soon as you've talked to him and gotten the camera.
[close]

Unless you mean

Spoiler
Stuck on top of the bunker? In which case... you should also be able to just leave
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#454
Hints & Tips / Re: The Samaritan Paradox
Sat 19/04/2014 16:14:24
Stee:

Spoiler
If you haven't got the cane, you need to focus on other things first. Maybe do a little detective work.
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#455
My commitment to solving mysteries triumphs once more! :grin:
#456
I've been really curious to see how this one would turn out, and having just finished it, I can say I enjoyed it a lot!

Some tricky puzzles here and there (Grundislav and I had to swap a hint with each other at one point) but otherwise I thought it played nicely. You did a nice job of mixing the classic adventure game feel with a slightly more modern design sensibility. The bits where there are danger never feel unfair, very well done on that count.

I liked the graphic style, very readable for low res and some lovely colour choices. I was initially worried from screenshots that the book world ones would stand out a lot from the real world ones, but once in-game I honestly didn't notice. Very impressive that one guy did so much work - and there's one scene right near the end (you know the one) which I recognized from years ago, and it made for not just a nice part of the ending, but a part that made me personally nostalgic.

Interesting writing, the mix between the two worlds, and the range of characters, and a twist that genuinely had me saying "Hahahaha Jesus Christ, Andail" which was, happily, immediately followed by Ord expressing the exact same sentiment. It seems there are multiple endings - and I am pretty happy with the one I got, but there's one element I may do differently for a replay.

Voice acting and music were both very nice, sound was a little sparse but it didn't detract from the experience too much.

But hey, you finished your game, and I enjoyed it, so well done. I've been interested to play this since I first saw it, and I was not disappointed. Know that if you're planning to make more games, I'm definitely a return customer.

Congrats to Mark at Screen7 for getting another game under his publishing belt, too. It felt lovely to be able to buy the game from whichever was my favorite place to buy games!

Thanks guys, good work, and give yourselves a pat on the back. Thumbs up from me! :cheesy:
#457
Hints & Tips / Re: The Samaritan Paradox
Fri 18/04/2014 22:42:11
Spoiler
Check your notes. There should be a list of constellations in there which will help
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#458
Hints & Tips / Re: The Samaritan Paradox
Fri 18/04/2014 21:36:16
Spoiler
Have you gotten the item from the ship?
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#459
Yep, I know Steve. Lovely chap!
#460
Yep, Steve was kind enough to include it in the bundle, which was pretty cool of him! It was kinda fun seeing as it'd been a long time since I'd heard anybody talking about it. :cheesy:
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