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Everything posted by clyde
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Idle Thumbs 166: Cyberpunk Cop-Killer
clyde replied to Chris's topic in Idle Thumbs Episodes & Streams
This is the Dr. Facto trailer for the game. -
If I'm correct that there are no steam-friends leaderboards, then it is a surprising omission. This game needs a friends-list leaderboard. How else will they see my sick times?
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What did you think of it? (The metacritic thread)
clyde replied to SuperBiasedMan's topic in Video Gaming
Does anyone with experience have reason to believe that a fellow who enjoys first-person-shooters, Katamari's aesthetic, and the Blur campaign would like Lovely Planet? Edit (2 hours later): I figured it out. -
I've been looking up terms for these types of games and I think I've settled on digital tours. Here is the definition of tour. Feel free for telling me I'm wasting my time trying to coin new terminology for computer games.Also cyber-tours may be more evokative.
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I know I buy all my GPUs based on how hot the woman on the cover is. The numerical conventions are so confusing that it seems like the most reasonable heuristic. *sarcasm*
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Pretend I don't know the first thing about making games
clyde replied to Architecture's topic in Game Development
I just came across this site, it seems to make the idea of making games feel more accessible. http://makegames.pixelprospector.com/ -
My initial impressions of the new maps are positive. For the record, I play Attrition most of the time. I actually think I will like this batch more than the last. I enjoy jumping into windows and fighting in medium-sized rooms with diverse layouts. I'm also pleased with the new burn-card system. Now it feels like I'm saving up for something instead of trashing a bunch just so I can reload my queue.
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I do think it would have been a better article if some of the people who love to make erotic fan-art of Sonic characters were interviewed rather than someone who collects it.
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I've been thinking about the relationship between enjoying something ironically and schadenfreude lately. I'm having a hard time coming to any conclusions. Is enjoying uber-niche for its wackiness always insulting? Or is it just insulting when someone who is pointing it out makes sure to establish that they are not one of those people?
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I see a grey screen which changes in height if I move the mouse and I hear giggles. I no longer get a sense that I am in any sort of space. Edit: Nevermind, I now see that it is the horizon. 2nd Edit: Whoa. Nice use of the doppler effect.
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I read the post. I didn't see anything that invalidated my interest in the video or the reality of it. It was a nice additional perspective to read, but not some sort of exclusive conclusion that reveals a conspiratorial agenda or whatever you seem to be implying.
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I took the plunge and parted ways with 5 precious dollars. I've already gotten my $2.50 worth by seeing Jake Clover's name in a magazine. I haven't even gotten to your article yet.
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I'm interested in why Velvet Sundown feels like an unfinished game. Is it because the scope that we are used to for 3d character-models is typically much larger? Would The Yawg feel incomplete if it was done with 3d assets?
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It looks like Rock, Paper, Shotgun is highlighting a freeware game once a day. This is of particular interest to me because I see that there are typically more than ten comments for each game. http://www.rockpapershotgun.com/tag/freeware-garden/
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Your case seems way different than that of the letter to the advice column. There is a big difference between being considerate of a pedestrian on a dark street, and not being willing to acknowledge that a woman is making a sexual advance towards you because you don't want to be part of the problem. I still think that he was using his feminist perspective as a rationalization that allowed him to avoid situations in which he might be rejected (again, assuming that he was actually interested in any of the ladies he mentioned).
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I might be completely wrong about this, but currently I'm thinking that they are more related than your paradigm allows. Feel free to correct me as I make assumptions. I'm guessing that your fear of being a creep is not so much "Man I want to take some panty-shots when she's not looking", but is more like "I want to compliment her looks and I'm interested in potentially hooking up with her." In that latter case, the difference between looking like a creep and confessing your feelings are whether or not she rejects you. I think that there may be an element of just being super uncomfortable with the idea of giving evidence of how you feel to someone else and then having to just deal with the fact that they an do whatever they want with them. What am I failing to consider? Edit: I should mention that I'm more talking about situations in which you do know the other people at least a little bit.
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If you are referring to the Mr. Darcy comic and the Is-feminism-keeping-me-from-getting-laid letter by association, I've been thinking about this a bit more and I'm even more confident in the idea that the obstacle of not wanting to look like a dick is appropriately overcome by actually being attracted to someone. As I think more about the letter that Argobot posted, I become convinced that the real issue wasn't that dude was being too considerate, it was that he had a fear of rejection and he was using his feminist perspective as an excuse to never try. This, of course, assumes that he actually was interested in any of the ladies he mentions in the letter.
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Thanks for that Gormongous. It's pretty close to what I was wishing for two pages ago.
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It does look awesome Blambo. Are you programming in the GameMaker language?
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I took the opposite route. Unafraid of wasting other player's time, I've been trying to put more weight on the role-play than the cards; I feel sorry for my poor narrator. I'm not sure if I have been an annoyance or not, but I will say that forcing other players to solve the problems that my character exacerbates has been the most interesting part of the story. I'm not trolling them, I'm just role-playing. I've still been finishing obstacles, often with weak outcomes. My personal goals are rarely fulfilled. The narrative of this ends up being this broken and damaged cyberpunk character who is dragging the team down with all his personal baggage. It may be selfish, but I think it's fascinating. Unfortunately, it's also a lot of work. I'm still in the same game from May and i must admit that I don't look forward to typing out my contributions. I haven't felt this need to procrastinate since turning in creative-writing pieces in college. It's actually similar in many ways. As the team/social pressure is forcing me to continue to write in this world, my narrative-skill is improving much faster than if I was to do something on my own with no one watching. I don't think that the resulting Storium-prose is more than a first draft, but it does have some interesting plot-depths. I'm supposed to write my character's epilogue for our first run and I needed to get this out of my system before putting my big-boy britches on and typing this shit out. This is good for me, but it's like pulling teeth.
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The fellas that grow cocoa beans for chocolate get to try chocolate for the first time.
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I rarely talk in the multiplayer games I play. I don't know if that will take some of the pressure off you. Are there games that you are interested in playing that you aren't because of player interaction (like Day Z)? Or are you more concerned that you will be expected to interact with other players by conversing and such?
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Your description here is leaps beyond what I've been able to manage in my attempts to figure out what I like about these games. I've used the term "melodramatic" in conversation all my life, but I never knew what "melodrama" meant until I looked it up today (it happened because I was following a thread of hyperlinks on Wikipedia's kitch page). In summary, melodrama is a narrative which uses overly expressive symbols to evoke emotional reactions; this is only half of the equation though. There is also (as you point out) the apparent existence of an unironically amused creative-tone that plays with the melodramatic elements like a child plays with dolls. It reminds me of this scene from Rushmore. The melodramatic elements in Max's play are easy to detect and appreciate outside of a suspension of disbelief. Even though the director of Rushmore seems to be using the production of Serpico for ironic purposes, as I'm watching it, I am sincerely enthusiastic about the ability to see a vivisection of a drama. In Magnificent Planet, this quality is used to create what you have called an "inscrutable cocktail of alienation, wonder and amusement ". In Space Mouse, it's used to quickly drill to the core of a general feeling that some of us have had in our lives, but which doesn't really express itself in games very often.
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And in some cases, participating in an active discussion about Game X is a good way to discover what is great about it.
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I assume it's just a low priority.