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To leave Commie, hyper to
http://commie.oy.com/commie_leaving.html
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Indeed,
I was still a bit too focused on the computer side of things.
However I've herad about some (elect.) games that incorporated a
dungeon master of sorts, who has the power to inject NPC's and so forth into
the game and (possibly?) introduce some storytelling aspects. Anybody has
experience with those?
> > 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
>