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To leave Commie, hyper to
http://commie.oy.com/commie_leaving.html
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> 1. games of thought / wit
> 2. games of skill
> 3. silly games
> 4. combinations
You forgot interactive fiction and roleplaying. They're not exactly "games
of thought", because the narrative of the game is the key element, not the
puzzles. Puzzles are there only for keeping the story in motion.
They're more like "games of emotion" or "games of storytelling".
> So it's hard to be original in providing new games, but
> cool that
> the hyperrealism has worn off, and we are now progressing
> slowly into the
> land of surrealism.
There was hyperrealism only involved in the graphics, not in the game world
itself. Basically it's all the same, whether the guy you're shooting at is a
funny bunny or a photorealistic digicapture of the game designer. In either
way, you're doing unrealistic things in an unrealistic world.
To me "realism" means a way to tell the story, not the amount of pixels
used.
---> Jarmo Lundgren, multimediatsaari
Helsingin Sanomat, Verkkoliite
p. 09-1227555 / 040-5345868
"Less is moo." - The Holy Mad Cow