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Post by cardigenette of corn spoon not on Apr 25, 2015 4:49:06 GMT
based on orange's secrets in games thread.
the thing I think that interests me most when playing games is when developer puts in details that you can easily miss. I enjoy for instance Halo because all the enemies have lots of varied animations and have hierarchy in their groups. Also how enemies don't just spawn, but are dropped in by ships that you might not notice, and don't need to notice. did this type of stuff come from an earlier game? it must have, I'm not sure
I like how little narratives are constructed out of any tiny event that takes place in complicated games like this. it is like it's own unlimited material for comic strips and storyboards. I mean just describing all the events and interactions that happen in a word document would be intriguing. I think glitches can be interesting and fun for same reasons.
i really like Tom's Bernband because it seems constructed of the kind of details you easily miss in other games - a lot in the sounds. it feels like an explored and condensed detail of a non existent game; as if the whole game is a secret location from another game
I love Hotline Miami for the details it has too
anyone know cool details to talk about>>>>>??
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Post by nik on Apr 25, 2015 12:15:58 GMT
Games that really focus on every detail in a way without making it messy really provide a special experience once you immerse yourself. It isn't just something you push a button or two to - it's a unique world full of characters and locations for you to explore, experience and think about. I honestly haven't played many recent games that explore this concept, but the ones I have played really achieve this. And when someone does it for a short little indie game, it really shows off, because it's something quite unnatural as it takes a lot of effort and thought. Then again - if everyone did it we wouldn't appreciate this feeling as much.
I still have to make such a game that achieves this, but it's hard to spend so long on a game and also keeping yourself immersed in your own project.
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Post by orange08 on Apr 25, 2015 18:34:57 GMT
all of the details in the background in Daniel Remar's game Iji are what first come to mind when mentioning games with lots of detail
spelunky has some good details in it too, both the HD version and the one made in GM8
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Post by crozier on Apr 26, 2015 5:28:45 GMT
Have you guys played The Stanley Parable? It's narrative driven and makes you feel like every action that you do matters. There's dozens of different endings, and I have a weird sentimental attatchment to my first playthrough (the "confusion ending"). I advise trying the game out, but do NOT look up spoilers, YouTube lets plays, or Easter eggs. It takes the entire experience out of a great game.
And when I think of detail, I instantly think of Fallout 3. The NPCs just feel so real sometimes. I couldn't get myself to kill them, even if it was for quests or the like. There's an optional quest, pretty early on into the game, where you literally have to nuke a town of innocent friends or betray the person giving you the quest. I opted to betray/ kill the questgiver, despite him offering a pretty good sum of cash if I decided to do it. It's weird... Never felt like NPCs mattered until I played Fallout 3.
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Post by cardigenette of corn spoon not on Apr 26, 2015 7:18:42 GMT
i really like details that suggest activity beyond importance of player. this involves anything like background details and things moving around that the player can ignore. Like the wolf monster in Another World that runs along the background, and goes in and out of sight. it has a form of existence before just being something for the player to interact with.
fallout 3 looks great, but I don't really want to pur hours into it before getting much out of it
what type of game? freeroam? it sounds complicated like the kind of thing you need 100 hours on your hands to play. I used to think having more and more to interact with and do in a game, done the 'right way', would make it ideal. but I sort of feel now like i'm not interested in that. I think now I prefer a small thing that hits a spot good, especially as you don't need to play small games for a long time.
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Post by crozier on Apr 27, 2015 5:46:32 GMT
After the first hour of Fallout 3, things really get good. The first half-hour is essentially a tutorial/character builder, when you are inside an underground vault, but as soon as you escape, you are literally dropped into an open world where you can just head into any direction. Just pick a direction, and you're bound to find something interesting. So, I've had two relatively big playthroughs, and I pretty much did sidequests and explored the world. There was a main storyline, but I don't think I ever even saw the credits. I kinda just ignored it and had fun finding secret locations/quests and talking to the quirky NPCs. I think you'd like it.
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Post by nik on Apr 29, 2015 21:16:44 GMT
Freeroam is in mind, but it doesn't have to be that way. Story and in-depth character loops and dialogue choices don't have to be the key to success, it's just creating that immersive experience. Skyrim and Fallout do a good job regarding dialogue and quests, etc, but other games execute this well too and have barely any content. Take for instance Journey, Shadow of the Colossus, Bernband, etc.
It's good to know when you're going overboard with content, and when you're not.
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