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Sleep is Death : a storytelling game by Jason Rohrer

sleepisdeath.net

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Re: Sleep is Death : a storytelling game by Jason Rohrer

#11
post #3

If anyone here is interested in playing when it comes out tomorrow, let me know. My email is in my profile. I don't know how this works with playing with multiple other persons. I hope I don't have to buy more than one copy.

It is only two players as far as I know.

However, since the source code is public domain and come with the game, you probably can hack it to support multiple players and controllers as well.

Re: Sleep is Death : a storytelling game by Jason Rohrer

#14

Interesting. I haven't played yet, but I saw a video of a talk where he was talking about how this is his response to interactive drama. Essentially, instead of aiming at deep, believable AI characters with coherent yet non-linear plotlines, he just has one of the players be that "deep AI", sort of like D&D on a computer. (He doesn't like the D&D comparison, though.)

I comented about it here http://news.ycombinator.com/item?id=1250519 , that they "rediscovered" the role of the Dungeon Master from paper RPGs (and I think Neverwinter Nights and other computer RPGs might have something similar, though I don't know if it does).

Why doesn't he like the comparison? It's perfectly appropriate here.

Edit: I found this article http://www.destructoid.com/preview-sleep-is-death-player-mod... where he highlights the differences: "The first and most obvious difference, the time constraint, essentially turns Sleep is Death into performance art. ". Ok, that's a point in its favor.

The second point is not valid "The computer screens that separated us gave the experience both a sense of tangible believability" as there are computer RPGs, though this might be a better / more freeform implementation (and that might be a killer feature)

Re: Sleep is Death : a storytelling game by Jason Rohrer

#15

Interesting. I haven't played yet, but I saw a video of a talk where he was talking about how this is his response to interactive drama. Essentially, instead of aiming at deep, believable AI characters with coherent yet non-linear plotlines, he just has one of the players be that "deep AI", sort of like D&D on a computer. (He doesn't like the D&D comparison, though.)

I comented about it here http://news.ycombinator.com/item?id=1250519 , that they "rediscovered" the role of the Dungeon Master from paper RPGs (and I think Neverwinter Nights and other computer RPGs might have something similar, though I don't know if it does). Why doesn't he like the comparison? It's perfectly appropriate here. Edit: I found this article http://www.destructoid.com/preview-sleep-is-death-player-mod..…

> "The first and most obvious difference, the time constraint, essentially turns Sleep is Death into performance art. ". Ok, that's a point in its favor.

No it isn't. Players aren't going to sit around waiting more than a few seconds for a DM to react to what they do.

Re: Sleep is Death : a storytelling game by Jason Rohrer

#16
post #7

I've been playing SID for the past few days. The interface is fairly confusing but the 'gameplay' is absolutely fantastic. Highly recommended. At first the 30 second limit seemed outrageous, but once you find the rhythm it makes for a really engaging experience. You start becoming less ambitious and the scenes tend to become more driven by dialogue and character. A great decision on Rohrer's part. When you buy the ga…

Going to http://sidtube.com is the only time I have ever smiled about my cursor changing on a website.

gasp Gimme my Amiga pointer!
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