Less Talk More Rock
11–16 of 16 posts
Re: Less Talk More Rock
#12Re: Less Talk More Rock
#13What immediately comes to mind when I read this is the original Half-Life, and how it has a complete narrative, told mostly through the environment. There's no pre-mission briefing or cut-scenes, and very little dialogue. You simply experience the word, and that world makes sense. It barely even tells a story; it's more like you see the story that the world came from. Portal, despite having more words and more dialog…
Portal oozes design-awesome, it probably belongs in the list too. The biggest detractors I can see is that the world is pretty small, and thus the story and characters are pretty narrow (though done very well), and the puzzles take away from that world somewhat (they're just sort of "there", they're only part of the story because you have to go through them).
Re: Less Talk More Rock
#14Still working through the article, but does anyone else think the layout is really, really bad ? I know it's all the rage these days to lay things out blogozine style, but this seems worse than most. When outlining a 3 step process, do you really need a gigantic image of the numbers "1, 2, 3" half the height of my screen? The illustrations don't really complement the text, and interrupt text flow. The font choice is…
> The illustrations don't really complement the text, and interrupt text flow. Especially annoying was that the images were presented before they were mentioned in the text. The reader is interrupted from reading text to see this large image that has nothing to do with the preceding text.
That is, while it may be annoying to a reader, it should be preferable to a rocker. :)
Re: Less Talk More Rock
#15I'd like to trash the article for its poor layout and being overly talkative and inadequately rockative, but I think others are doing a fine job of that. Instead, an observation: many of the best video games I've played became "best" because the creators' "talk" was usually in the context of lots of "rock". That is, they built the games and then played the games an awful lot . They didn't just play to find bugs or ma…
Re: Less Talk More Rock
#16I guess it wouldn't be as much fun if we admitted that this is one good path to take to a good game, but that there are also games that use words to wonderful effect.
Also Mechner's The Last Express: a murder mystery in the Agatha Christie vein. Mechner is also screenwriter for this year's Bruckheimer blockbuster version of Prince of Persia.
I think the key point is that it's not how much talking there is, it's how well it's used that matters.