Also in what universe 36 different partners a year isn't a whore of the highest caliber?
Good, Daggerfall was bad.
You probably had to be there from 2007-11 (yeah I know you were there for some of that time). Judging from some of my brofisted posts, a few people care. I think I was finally finished with the subject until I saw you bring it up.Ulminati: But does anyone except Roguey really care about Lesifoere at all?
Ulminati: I mean, the only reason I know about Lesi is because of Roguey going on about her
Ulminati: She was a pretty boring codexer who roguey stalked until she ragequit. And then he paraded her around as a trophy for years as if it was somehow an achievement to make her butthurt
The material impact of video games is fairly low, as are individual rates of consumption (for the majority of people, anyway). The more video games move toward full digital distribution, the smaller their environmental impact should become. Video games do require a lot of electricity to both make and play, which does have a negative impact and is perhaps the most difficult thing to reconcile. I try to make games that are enjoyable but not addictive. I want people to be able to pick them up, put them down when they have something more important to do (which should be almost anything), and eventually stop playing entirely.I find it interesting that your very livelihood is financed by this consumption based society. How can you look down your nose at it but still profit from it. It's like saying, "I hate that my wife's a prostitute, but I like the money."
I've attempted to find other occupations into which I could go, but most of them require going back to school for two or four years. I do not have any marketable talents or vocational training outside of what I have learned in the game industry -- very little of which is applicable outside. Whether I'm good or bad at it, video game development is the only place where I can make a wage that allows me to fulfill financial obligations to people who depend on me. A true believer in minimalist consumption would sacrifice everything for the principle of it, but I'm not That Guy.
Yes, paying the mortgage on the house my parents live in is more important to me than ending my career in an industry with relatively low environmental impact so I can live the life of an ascetic hermit doing something I have little to no skill at. Count me out of the fourth wave RAF.I think you missed the point of an earlier post. Why do you impose financial obligations to others upon yourself? Is that more important to you than pursuing your other beliefs? Isolating yourself would be a good first step towards your professed ideal.
Truly a designer who holds his work in high regard. Well he certainly has succeeded in that so far. Every time I've contemplated about playing one of his games, higher priorities always trumped, like playing with a cat, staring out the window or wasting my time on the internet.Josh Sawyer said:I try to make games that are enjoyable but not addictive. I want people to be able to pick them up, put them down when they have something more important to do (which should be almost anything), and eventually stop playing entirely.
Which is ironic because most of grognard games I have played are enjoyable but not addictive while gamist shit is often based on addiction-based gameplay.Truly a designer who holds his work in high regard. Well he certainly has succeeded in that so far. Every time I've contemplated about playing one of his games, higher priorities always trumped, like playing with a cat, staring out the window or wasting my time on the internet.Josh Sawyer said:I try to make games that are enjoyable but not addictive. I want people to be able to pick them up, put them down when they have something more important to do (which should be almost anything), and eventually stop playing entirely.
Josh said:a lot of the more story/feels-based concepts would probably work best as interactive experiences without gameplay elements anyway. something like kentucky route zero would be less enjoyable with gameplay, IMO. how many adventure games have been fine to great as interactive stories but suffered because gameplay elements went in even when it wasn't necessary or important?it's true, the people who want to make lesbian comfort zone III and feelings time:identity discovery either bailed out on making all the big budget violent games or were never going to make the something like that ever, because you'd have to work on gameplay, and that's the least like writing a tumblr diary entry
Josh said:papers, please does do a great job of melding gameplay and thematic/story elements because it has a core mechanic that keeps building over time and stress/oppression are part of the vibe. most story/adventure scenarios don't have core activities outside of environmental exploration and really varied context-specific interactions. they usually feel fine until odd minigames get inserted like the motorcycle fight above. there's only one section in the game where ben does that and it's really weird even though it's arguably stylistically appropriate. ben slamming the bartender's face into the bar by his nosering also seems stylistically appropriate but they made it a one-off moment in a conversation instead of turning it into a mechanic. compare that to the lucasarts indy games where the fist fighting minigame both seems appropriate (indiana jones punches ppl a lot in the films) and is spread out enough that it feels well-paced (as far as i remember, anyway).It depends on whether the interactivity and/or the feels are necessary or important.
you could design mechanics to directly operate conway's truck in kentucky route zero, but navigating the maps as-is gives the appropriate sense of bewilderment/wonder (high), mental challenge (low), physical challenge (none) for that specific game. not navigating the maps at all would make the game worse. making the navigation more complex/stressful/difficult would also be worse. i don't think there's an ideal abstract balance of gameplay/story/whatever for all games. i think it's great that we have some games that stress demanding, high-focus gameplay with no effort on an explicit story, games/interactive whatevers that are atmospheric wandering feelfests with no gameplay at all, and a bunch of other stuff across the spectrum.
He likes AD&D and he tells good stories. That is all i care about.JES&Roguey have a new ally.
https://twitter.com/TheSpoonyOne/status/529981502139162624
He also just re-tweeted something by Ian Miles Cheong, so he fits in their SJW clique as well.
Truly a designer who holds his work in high regard. Well he certainly has succeeded in that so far. Every time I've contemplated about playing one of his games, higher priorities always trumped, like playing with a cat, staring out the window or wasting my time on the internet.Josh Sawyer said:I try to make games that are enjoyable but not addictive. I want people to be able to pick them up, put them down when they have something more important to do (which should be almost anything), and eventually stop playing entirely.
Josh said:wtfsomeone else said:Id love to run a burning wheel over your body about 10 times for the abominations against gaming you've committed. Fuck youJosh said:someone run a burning wheel game pls