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just_nonplussed

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just_nonplussed

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#1  Edited By just_nonplussed

-Try to steal from it, before it dies. Sometimes you get something. 

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just_nonplussed

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#2  Edited By just_nonplussed

I think part of the reason that the so-called 'core gamer' exists is because in the virtual dimension they've found a place where the world speaks to them and a place where they have some actual power and can realize their potential; It's a very vicarious way of existing. The prison of daily life, a reality for most of us, can be very daunting and is often structured in ways that make people feel powerless and isolated. So yes, video games offer us a glimpse of unlimited realities.. but it's still an illusion. Games offer a lot of raw power that can change our consciousness, but they're not complex enough to exist in like we exist in life. There is more potential in life, and if video games can empower people to believe in their own power as an individual, then I think they're doing their job.

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just_nonplussed

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#3  Edited By just_nonplussed
@Rattle618 said:
I guess a better executed form of this type of thing would be interesting, but this was just lazy.  I simply placed my phone on top of the space bar and moved on to other things once I realized that there was nothing else to what I was seeing/doing, then I shot the air once the dude knelt, and I feel absolutely no desire to do it again to see the other outcomes...
 
What did you want to be doing in the meantime..? Side quests? A little mini-game where you balance plates on your character's head? Shooting birds in the distance? This isn't GTA, or Fable. The walking is the build-up in the narrative. What did you want, just a button that says 'Shoot' / 'Do not shoot'? 
Maybe you're the lazy one, for not paying attention. It is what it is. 
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just_nonplussed

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#4  Edited By just_nonplussed

Hey, I posted about this game a while back. It literally got no replies. I guess it helps if you're staff, but kind of silly...

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just_nonplussed

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#5  Edited By just_nonplussed

 

No Caption Provided
I happend to come across a small browser game by the name of ' The Killer'. It's really very good, so I recommend it to you guys.
You play the role of some kind of soldier in Cambodia, tasked with the job of killing someone (Maybe a prisoner of war?). The visuals are beautiful, and it's quite emotionally-affecting. The designer also apparently travelled to Cambodia, so the game is based on some historic background.
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#6  Edited By just_nonplussed
@Little_Socrates said:

So while I don't have the patience to actually play this long enough to tell you if this game is well designed, as a proof of concept it's brilliant. If you made this for a class, you should get an A on the assignment. Otherwise, use the concept of storytelling integrated into gameplay into a game that's easier/more fun to play please?

 
Lol, thank you. :-)
Yes, I made it mostly as a proof of concept thing. But the story is from personal experience, but that feeds back into the demonstrative nature of the game.
 
I haven't played Game Dev Story yet. It looks cool. I haven't got an iphone though. :-(
I'm not really a game developer (Well, I don't do it as a job). I just wanted to make this to show people that stories in video games often happen through play, and most don't realize this.
 
Oh, and the story lasts exactly 1 minute!
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#7  Edited By just_nonplussed
@TheDudeOfGaming said:
So how do you play? I keep clicking on the screen and the bastard won't do anything.
Oh sorry. You use the arrow keys to move the yellow square around. :-)
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#8  Edited By just_nonplussed
@Gamer_152 said:

@just_nonplussed said:

@Gamer_152 said:

 It's a bit pedantic to be trying to say that the experience/how you experience/what you experience/what you're experiencing is not the story. Then what is? The experience is the total 'thing'. I think you are grasping at straws here. Perhaps by story you mean events in the script. Well, for example, Mario has events in the script. In the game the player is pushed forward and can jump on the shell and then has an option to throw it somewhere; maybe into a goomba or maybe down a hole. There's your script and your event, and the total nature of that game-play is the experience (Or narrative).  I'm done talking about this. :-)
Well if you're really not going to talk about this any longer then okay. I'll just leave you by saying that I don't think the idea that experiences and stories are not the same thing is by any means clutching at straws.
 
Thanks, what did you leave here..? Lingering doubt. You should just end by admitting that Mario Bros. tells a story through gameplay. Might not be the most thrilling story in the universe, but it's still a valid example of interactive narrative. :-)
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#9  Edited By just_nonplussed

 

I made a little game in Game Maker. It's very simple, but I wanted to see if I could create an interesting interactive story with a begining, middle and end in the style of those old single-screen arcade games like Space Invaders, where all the action happens in one space. For the visuals I appropriated the graphics of the Atari 2600 classic, Adventure.
In Adventure, probably the first game of its kind, the player embarks on an epic quest to aquire a chalice. You generally explore castles, slay dragons, unlock doors (Yes, unlock doors!), and other things. Those Atari visuals just worked for my game, Invisible Wall, because they're so simple and easy to create, but there is some deeper meaning to the choice. Invisible Wall is about those situations in life where getting something or confronting someone (Or just talking to them) seems simple on the surface...It's right there in front of you, but there is something holding you back that is so powerful that that simple thing seems impossible. So my game subverts the epic hero's quest, as in Adventure.
 

No Caption Provided

 
I made this mostly to demonstrate how it is perfectly possible to tell stories through play (Through the player). There is also a glitch that I left in there because I thought it could add to the narrative in an interesting way.

Invisible Wall
Added: 01 July 2011
By: just_nonplussed

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#10  Edited By just_nonplussed
@Gamer_152 said:

 
It's a bit pedantic to be trying to say that the experience/how you experience/what you experience/what you're experiencing is not the story. Then what is? The experience is the total 'thing'. I think you are grasping at straws here. Perhaps by story you mean events in the script. Well, for example, Mario has events in the script. In the game the player is pushed forward and can jump on the shell and then has an option to throw it somewhere; maybe into a goomba or maybe down a hole. There's your script and your event, and the total nature of that game-play is the experience (Or narrative).
 
I'm done talking about this. :-)