5 Matching Annotations
  1. Oct 2024
    1. Mainstream game design has moved toward minimizing these down times, adding mechanics like fast travel or quest markers to get players straight to the next point of interest, another filing away of the adventure game’s rough corners.

      I think the lack of fast travel in Walking Simulators forces players to think more about the environment around them. This function reminds of Red Dead Redemption where for the early part of the game the player is forced to move through a large world on horseback. The lack of fast travel forces the player to explore the wild west and take time to see the environment around them. Walking Simulators believe in this experience as well as investigating every part of the environment is how players learn more about the games narrative.

    2. Myst’s images were largely static because it required offline rendering to create worlds beautiful enough to hold up to long scrutiny, while small bits of spot movement were added via Quicktime video to award attentiveness, creating interesting environmental details such as lapping waves or flittering butterflies. Doom’s engine, by contrast, creates lower-fidelity images in constant motion: the player will look at any one thing for only moments, while constantly racing through the environment fighting enemies who are also in constant motion.

      Its super interesting how the type of engine used creates different technical challenges that are addressed through different developmental choices. Compared to the past where every engine was unique and came with its own limits arising from issues with storage and usability on a variety of devices, newer game engines like Unreal Engine 5 and Godot show how these limitations have gradually disappeared. While the issue of storage is still prevalent, many other limitations arising from the engines are gone. This allows for new games to be far more robust compared to older ones like Myst and Quake which were limited by their engines.

  2. Sep 2024
    1. Odysseus’s description is constructed so that we can enjoy each individual step and gain increasing pleasure as the overall plan becomes clear. The story is as much a riddle as Oedipus’s, but the answer to the riddle is not in a single word; it is in a series of beautifully orchestrated steps, an elegant algorithm for defeating giants.

      Novels often don't benefit from pictures and require visualization so each detail needs to be more carefully crafted.

    2. Computer-based journey stories offer a new way of savoring exactly this pleasure, a pleasure that is intensified by uniting the problem solving with the active process of navigation.

      Different mediums introduce new ways to develop simple story problems. For instance in video games problem solving is coupled with spatial movement.

    3. With the invention of the movie camera, the journey story was again revived, and its variations include everything from the comic (e.g., Buster Keaton’s The General) to the cowboy melodrama (e.g., Stagecoach, The Searchers) and the feminist buddy film (Thelma and Louise). When television came along, journey stories (Wagon Train, Route 66, The Fugitive, and, of course, Star Trek) were among the most successful series. (22)

      Stories progress through a variety of mediums as technology advances