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Games with a meaning

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28 comments, last by Roderik 23 years, 10 months ago
AAAHHH found the post again....
Hi Roderik...

jo, kenn St.Florian... gibts da ned so a EDV Firma Gruber, de so a Patienten datenbank software herstellt?

is jo wurscht...

Gamedev rulez.

Ajo, nu was: wennst amoi was von Paradi-g-m by Rarebyte hoerst...wast, wer teilweise dahintersteckt..
ok,
cya,

Phil
Visit Rarebyte! and no!, there are NO kangaroos in Austria (I got this question a few times over in the states ;) )
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Bonjour, But we are in a forum where all the posts so far have been in English. Makes no sense to be switching languages now!

But anyways , meaning in games? Do we want better stories, more choice and basically and all round better game? How would you want games improved? And how do you think you could improve them?


-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
Well the basic thing when you create a game would be "give fun to the player".But i like the "artist" idea.

Make a game that YOU like,with the messages that YOU want to pass,with the feelings YOU want to express.

And believe me if you''re good at that you will get many supporters(and enemies unfortunately).

phueepl1:
Well if you want ot speak any non english language please do:
Text in ....language

So that we don''t have to trace when you''re speaking english or not.

Do you know what will happen if i start speaking Greek?
Your screen will be filled with funny characters cause you don''t support Greek.

Voodoo4
Here these words vilifiers and pretenders, please let me die in solitude...
I never really thought about creating a game from an artistic point of view, I was always thinking of appealing to the masses. Maybe that is why nobody really responded well to my "Learning Experience" idea

-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
1. No other languages in this forum beside English, unless it really is called for. I''m leaving the german post in for now, but I''m tempted to delete it. The post is WAY offtopic, even if it was in English.

2. Theme, mood, style, are all things that are inherent in all games already. Even the crappy-happy pokemon style, or Quake''s Dark-but-not-so-Dark setting. This is what sets them apart from the multitude of not-so-successful engine ripoffs. It''s subtle, but it''s there.
However, these games do NOT have meaning.
The only ones that I can come up with are the older Ultima series (becoming the avatar, reconciling the two worlds, etc. ). That''s a carried theme, and it works very well for the game. I still think that VI is one of the best I''ve ever played, regardless of engine advancements. Who cares about EAX, 3D, millions of triangles, better AI, etc..., if the game is empty and bare. But that ground''s been covered many times before;
We''re trying on this forum to shift the focus from technology to content. There''s a side project going on to provide people here with adequate technology to work on their ideas, without having to worry about it anymore... we''ll see how far it gets.




Give me one more medicated peaceful moment.
~ (V)^|) |<é!t|-| ~
ERROR: Your beta-version of Life1.0 has expired. Please upgrade to the full version. All important social functions will be disabled from now on.
It's only funny 'till someone gets hurt.And then it's just hilarious.Unless it's you.
LOL! So now this topic is "Posts with meaning!"

Games do not have enough depth or character response. Bring emotion into the game and players get attached to the game and the game brings meaning to the player. Bring depth in story and the player becomes immersed in the game. That is what we need, broadly.

On a side note: I hope that "Goblin" ends up being everything you guys have been planning. It is looking good over there, I hope to add some input to your project at some point . "NPCAI" got resurected (or aroused from its sleep) by myself and Ingenu. It looks like we are making positive steps. Hopefully Altmann will come back to continue what we are attempting to do. BTW. I pretty much stole the Goblin definition language for use in our Needs based schedule scripting. Hope you don''t mind (but the example was really thought provoking ).

PS. The reason this is as short and sweet as it is is due to that BLOODY Clear Fields Button! Someone should remove that annoying button!

-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
Hey, I don''t really want to turn the whole process of designing games upside-down, I don''t want to kill the fun in the whole thing, but I think creating art can be a lot of fun too, and then, who can say what''s art and what not? The only thing I want to say is that what I do really miss in computer games is reflection; it''s not only the gameplay-features in games that are simply used because it has always been done this way (EXP''s, leveling etc.), but the same applys also to the actual content of the game, the story and the themes (although those two things affect each other strongly of course). Landfish has caused a little revolution here, he has made you think about why you put things in games, but it seems that this was only restricted to the gameplay part of games; the same do I want to start with actual contents. I mean, an example; say you put dragons in your game; why do you do it? Do you want to express something with it? Is it a symbol for something? Is is the thing that best fits your storytelling needs? Do you want to use the fact that it has been used so often in other games and stories to make a connection with these? Is a dragon really what YOU want? Well, basically I have to say that I doubt most people ask themselves such questions; they put dragons in because they are big and cool and have long teeth. I don''t say that you have to use symbols and metaphors and analogies everywhere; they can totally destroy a story IMHO, and I don''t like it when every aspect in a story is actually a "code" that has to be deciphered; symbols should simply be used when you think they are fitting, and a story which is just that, a story written to entertain you, can be great too, when it is well done, but I digress. Everything I want to say is: When you create a game, think about everything and listen to what you feel and how you see the world. But if someone wants to make a game just for fun, some sidescroller named "attack of the ninja robots from Uranus", and if that''s what he likes, than that''s fine too, I don''t want to tell anybody which games he should make!

To phueppl1, in German: Kennst du den "Gasthof Moritz" in St. Florian, so ein großes, altes, gelbes Wirtshaus? Genau dort wohne ich, ich bin nämlich "da Wiatsbua" hier. Wenn du mal in der Nähe bist, kannst'' ja vorbeischauen, das Essen ist das Beste in der näheren Umgebung .

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Ghosts crowd the young child's fragile eggshell mind...
--------------------------Ghosts crowd the young child's fragile eggshell mind...
OK, the reason why *I* want to put a dragon in my game is because I want to express to others what I believe dragons are (anybody who has read Raymond E. Feist will know what I mean). It would be quite a surprise if the player found out that their dream NPC (gee... I really am hung up on NPCAI ) is actually one of the Golden Dragons that they were fighting simply because it was a dragon. The reason why I want a dragon is to express the mightiest majiks. That there is a God figure who will watch over those players who fight for righteosness and will crush those that are deceitful (ie, PKers ). The reason why I want a dragon is to make a change to the story of "evil attacks unkown town -> kill the dragon and be the hero" to "evil attacks town -> people blame dragon -> player has strong emotional attachment (love really cannot be simulated in games in my knowledge) with dragon (in human form) -> player now has a double standard... What to do?" This would create a non-linear story and would really stuff around with the players mind when they found out...

GO THE MIGHTY DRAGON!

-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)
Uh...well, actually the dragon-thing was more some sort of a general example

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Ghosts crowd the young child's fragile eggshell mind...
--------------------------Ghosts crowd the young child's fragile eggshell mind...
Did I rebut sufficiently?

-Chris Bennett ("Insanity" of Dwarfsoft)

Check our site:
http://www.crosswinds.net/~dwarfsoft/
Check out our NPC AI Mailing List :
http://www.egroups.com/group/NPCAI/
made due to popular demand here at GDNet :)

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