Pages

Thursday, August 5, 2010

Concept sketch && notes


I think this idea for feedback is will work well - depending on the characters social level, in relation to the player, is - it will either become more defined, or pixelated. The characters actions will also reflect this, with undistinguishable blocks offering only a slow pacing, and recognisable characters displaying more interesting, and joyful actions.
This is in response to what I read somewhere, likely in Koster's A Theory of Fun, that AI in modern games (still) are dumb, but are looking more and more realistic. Their detail should reflect their intelligence.
It is also a response to what Will Wright argued in a lecture - that pride and guilt and emotions that games seem to have better influence on over non-linear media (literature, film).
Here it is your responsibility to care for the characters, and it is a direct result of your actions that allow them to come alive, or fall into dull greyness.

To further this idea of quality of detail representing the success of the game state, the over world could also have a treatment representing an average of all characters current states.
If you are failing overall, then world becomes a blur to you, you are less part of it.


Experiment game
Coming soon: More Experiments!
In the meantime, here is my most recent experiment. Codenamed Strangers
strangers011.exe 

No comments:

Post a Comment