case: (Default)
Case ([personal profile] case) wrote in [community profile] fandomsecrets2014-04-19 03:53 pm

[ SECRET POST #2664 ]


⌈ Secret Post #2664 ⌋

Warning: Some secrets are NOT worksafe and may contain SPOILERS.

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Notes:

Secrets Left to Post: 03 pages, 075 secrets from Secret Submission Post #381.
Secrets Not Posted: [ 1 - broken links ], [ 0 - not!secrets ], [ 0 - not!fandom ], [ 0 - too big ], [ 0 - repeat ].
Current Secret Submissions Post: here.
Suggestions, comments, and concerns should go here.
feotakahari: (Default)

[personal profile] feotakahari 2014-04-19 11:11 pm (UTC)(link)
To try to explain what I think the previous anon was getting at, there's this game called Fragile Dreams that's about the frustration and loneliness of an apocalypse survivor. It does some things right, and I think it's worth watching an LP of it, but I wouldn't recommend playing it. It tries to create a feeling of boredom in the player, and that's simply bad art.

There's a longstanding recommendation to skip the boring ending of Huckleberry Finn. Skipping the boring parts of a game is similar, a reclamation of the audience's right to consume media as WE see fit, not as the artist sees fit. It's a different experience, and that's the whole point, because it doesn't have to be as tooth-gnashing as the creator planned it to be.

(Anonymous) 2014-04-19 11:20 pm (UTC)(link)
i know what they were getting at. what i was getting at was that they were being a dick about it and i'm not having that passive-aggressive bullshit.

(Anonymous) 2014-04-19 11:24 pm (UTC)(link)
I agree. Sometimes when I hear creators talk about how gameplay intentionally invokes feelings of boredom and/or frustration in the player to emphasize the story, I can't tell if they're just covering their asses for fucking up their game, or if they actually believe this is an approach that has merit. If it's the latter, it's an ass backward view and those folks are clearly to full of themselves to remember what their job actually is.

Granted, a small section in a larger game with that kind of gameplay could theoretically work, if you mean to contrast it with the rest of the (fun to play) game. But if your entire game is like this... well, try to market it like that, a game that "intentionally invokes boredom and frustration", and see how far your art gets you.
inthecorner: (Default)

[personal profile] inthecorner 2014-04-20 12:24 am (UTC)(link)
OH god Fragile Dreams. Man, for a game all about exploration, it really discouraged you from exploring by putting everything reaaaally far away. And the combat sucked. And by god, why did they put so many long ladders when you climb so sloooo-

Oh, uh, yeah. Fragile Dreams is really one of those games I would suggest watching a lets play as well, as the gameplay can be quite an effort to get through, and not in the good way.

Another game I would suggest would be Rule of Roses. Very interesting story, but the game designers tried to replicate SH2 in all the wrong ways and the fact it's around 80 dollars.
msboring27: (Default)

[personal profile] msboring27 2014-04-20 12:17 pm (UTC)(link)
I watched my sister plays Rule of Roses and enjoyed it a lot, but I'm pretty sure I wouldn't get over 30 minutes by myself