Quote:
Originally Posted by Rather Dashing
I read the thing you linked to and the "About" section, as well as a couple blog entries, and honestly I still don't know exactly what this is about. It came off to me as a lot of pretentious wording adding up to, well, nothing, but obviously that was not the intended perception. It could be that my brain feels somewhat preoccupied at the moment, in which case it might just be that I'm having trouble digesting any slightly vague messages.
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I'm sorry. I should have introduced the origin of that project better then.
The design challenge that not-games.org offers is
originated from the heads of the "
tale-of-tales" company whom made "
The Path".
I suggest reading the forums.The notgames.org's forums introduces the project better than the blog post since they are not vague and are simple discussions so you can read them in your present condition.
All in all, it's a place in which creative and successful indie developers (like the developers of Amnesia: The dark decent) and other creative yet-to-be-successful developers and people interested in the cause gather around and discuss re-inventing games and game design. Visiting the forums is the best way to get to know the inquisitive.
Quote:
Originally Posted by Rather Dashing
Actually, that's part of the problem, in a way. A lot of what kept me going when going through Episode 3 was the fact that the entire period of player interaction was filled with examples of how to make one of the worst games ever made. Every step of the way was so broken that it was fascinating to look at WHY it was so broken. From what I've played, Episode 4, on the other hand, it just...bad, in a boring way, rather than bad in a fascinating example sort of way, if that makes sense. It's technically better, but less interesting, heh.
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It perfectly makes sense. I understand completely.
Although you can still pull analysis-worthy bits out of it, like you mentioned the door problem earlier.
I was so interested by the story's twist and it's dark theme that I forgot that door problem but you can, say, control yourself, you can manage to stay focused to find the analysis-worthy bits.
I have to say that even if it's not analysis worthy, it has an interesting emotional conversation between young doc and Marty towards the end of the episode which is very similar to the first episode's strongly performed rendered dramatic scene between Marty and young Emmet which I've heard you thought was the only good thing about the 1st episode.
Quote:
Originally Posted by Rather Dashing
Oh, okay. Right now, my file only covers the portion of the game set in the Citizen Plus...uh, "prison"? It is probably the Bureau of Discipline. Anyway, right now it'd be a relatively short read, though obviously a good deal longer than many of the reviews in the Review Thread.
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I'd like to read that article too.