05-11-2007, 12:25 AM | #1 |
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(Adv. Architect Series) Squinky ~~~ I luv u
This is one INCREDIBLY talented young lady !!
I've just read your latest article. If I was 60 years younger I'd be about your age (now 22 ???) and in love with you !! P.S. Missed the "U" in 'Squinky' ... ah well... we can't ALL be brilliant ! Last edited by Len Green; 05-11-2007 at 04:31 AM. |
05-11-2007, 04:04 AM | #2 |
The Greater
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Couldn't agree with you more, got to love that cooly cynical spin she puts in her articles. Here's to the next article.
P.S. When are we going to see a 3D adventure from Deirdra Kiai Productions?
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Success is going from failure to failure without loss of enthusiasm. -Cliff Bleszinski Last edited by Giligan; 05-11-2007 at 04:45 AM. |
05-11-2007, 04:34 AM | #3 |
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............. and your next EXCELLENT game !!!
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05-11-2007, 04:36 AM | #4 |
The Greater
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Indeed, here's to that!
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Success is going from failure to failure without loss of enthusiasm. -Cliff Bleszinski |
05-11-2007, 09:02 AM | #5 |
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Thanks, guys!
Not too far off in the future, but not too soon, either, because 3D takes a hell of a lot of work. (Right now, anyway. Perhaps someday, 3D adventure game development tools will be just as easy to use as 2D tools.)
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Squinky is always right, but only for certain values of "always" and "right". |
05-11-2007, 02:15 PM | #6 |
It's Hard To Be Humble
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She IS pretty fabulous, isn't she?
Great article, Deirdra. Looking forward to this series a great deal. |
05-11-2007, 02:55 PM | #7 |
The Greater
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Heh, that would mean that an Xbox 360 game wouldn't cost $63, and then the whole world would surely explode with a loud "whumpf" of overloaded wallets.
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Success is going from failure to failure without loss of enthusiasm. -Cliff Bleszinski |
06-03-2007, 01:32 AM | #8 |
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We've been away in Tuscany for a fortnight for the (incredible, marvellous) wedding of our 2nd oldest granddaughter (28 y.o.).
Just read your latest article here! You never cease to amaze me ... brilliant ! |
06-03-2007, 08:28 AM | #9 |
The Greater
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I agree. Extremely well illustrated and presented article.
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Success is going from failure to failure without loss of enthusiasm. -Cliff Bleszinski |
06-03-2007, 10:22 AM | #10 |
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Thanks again!
I have to ask, though, is anyone going to give me any actual feedback on my articles? A bit of constructive criticism to provoke discussion, perhaps? It's okay, I can take it. Sure, declarations of undying love are nice and all, but how are they going to make me a better game designer, exactly?
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Squinky is always right, but only for certain values of "always" and "right". |
06-03-2007, 02:09 PM | #11 |
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Your games are rubbish
Kidding just counterbalancing the love fest
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06-03-2007, 03:35 PM | #12 | ||
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Squinky, have you ever read Bird by Bird by Anne Lamott? It's her reflections on writing (and life). It's about writing stories (be they novels, short stories, etc). However, she has a chapter on Character. The first bit really reflects what you described in your latest article (in terms of character development).
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06-03-2007, 03:46 PM | #13 |
Unreliable Narrator
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Oooh, thanks Mel. I haven't read the book, but I'll definitely be sure to look for it sometime.
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Squinky is always right, but only for certain values of "always" and "right". |
06-03-2007, 04:06 PM | #14 |
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Although writing a story that stands on its own is different than a game because you do need to keep an ending and possible plot twists in mind. However, what if the story takes you in a direction that means you have to change some puzzles later on? Do you write the entire story then look at it and decide where puzzles/interactivity can be placed or do you do it as you go along?
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06-03-2007, 09:07 PM | #15 |
Unreliable Narrator
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Good question. As I'll likely detail in a future article, it's more a matter that the gameplay emerges from the story. I'm not a particularly big fan of separating the two so much; the idea of "placing" puzzles into a story just feels a tad artificial and mechanical to me. So, if the story goes in a different direction, then everything associated with a story goes with it, really.
That said, when I was a bit younger and actually did insert puzzles into my games solely because I thought it would be cool to do so, there were, indeed, times when I'd completely scrap entire sections of puzzles, either because I'd come up with something better, or because I'd found certain things too hard to program, or because I just wanted to make the game shorter so that I could actually finish making it. And since I was going at the puzzle-making in such an artificial way at the time, it didn't really harm the stories all that much.
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Squinky is always right, but only for certain values of "always" and "right". |
06-04-2007, 12:21 PM | #16 |
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I find it interesting to know you're building your games around characters. I never realized it, but I came to the conclusion that I'm always building around locations. (and themes)
Great article, D! --Erwin
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06-04-2007, 04:00 PM | #17 |
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Interesting. Now, if only you'd release a certain game so I could see the results of such an approach. *nudge nudge*
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