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[General Discussion] Games as Art
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Sexninja
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Old Aug 1, 2007, 06:48 PM Local time: Aug 2, 2007, 04:48 AM #1 of 50
Every game is Art by in a sense that every game starts from CONCEPTART, designers/ARTISTS draw something on paper first then on graphic building softwares, then gameplay comes later.

So fundamentally every game is being DRAWN by Artists and there fore is an ART.

When it comes to question of whether Artist integrity is there, since they are taking orders/input from heads and directors of game, then i would say that artist integrity is nowhere , even in old days the painters and big artists used to draw for their patrons.
And in films too , once you get any input from unit , the artist integrity is lost, and most of the time the budget concerns also hinders the full portrayal of your work.

Art is wihtout any sacrifice, without any input of others, totally your own expression wihtout any censor, this is real defination of art.

This is what davidduchovony ^^said^^ in BBC Talkingmovies, and i agree to this.

Jam it back in, in the dark.
Sexninja
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Old Aug 2, 2007, 01:53 AM Local time: Aug 2, 2007, 11:53 AM #2 of 50
How many games this ebert guy played to post comments on the medium?
There was interview of clivebarker few days back , and he was praising games as most creative medium to express art, a nextgen form of art.
Different people different views , but atleast one should go in depths of sea rather than speculating depth by standing on shores.

There's nowhere I can't reach.
Sexninja
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Old Aug 7, 2007, 08:32 PM Local time: Aug 8, 2007, 06:32 AM #3 of 50
Since its ENDing, the choices to select them, should be concentrated to End chapter,epilogue or climax scenario, it works better.

If you want game with real choices and in which choices in beginning can affect endings, play Rawdanger, excellent game.

I don't know if its new
http://rogerebert.suntimes.com/apps/...NTARY/70721001

Roger wants attention, read his comments, he sounds like shit.

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Sexninja
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Old Aug 8, 2007, 09:32 PM Local time: Aug 9, 2007, 07:32 AM #4 of 50
I've played Raw Danger and it's a great game. It does more or less do the same thing as Indigo Prophecy, though (The difference being it doesn't go to shit at the end). Your choices for the different endings tend to happen right AT the ending, and this is true for the first guy you play as as well as the scientist.
.
Want to make some corrections since you used capitals AT

1. RD is game about life and suvival of characters, so the whole scenario and ending of city doesn't matter, the end of the particualar character matters, whether he/she survived or not. I don't know how many paths you have explored, but you can certainly end the game in the begiining like in Amber case and the Isaac case, the story will not even START if you will leave the customer(isaac) and will give yourslef(amber) in.

2. and the first guy josh you mentioned.
If you will leave with/without in chopper stepahanie, you will get different ending of the whole game(the tower scene will not come, so will the fate of disc will e unknown), since his actions trigger later scenarios and events so IT does matter the end and the whole game.

3. Further more his actions can only unlock Keith in the END.


4. As far as city goes, i agree that fate of city is dependant only on one guy(doc) but again before that all the survivors leaves, so they survive. To hell with city , it already got ruined. And it was just his purpose to save city. Take notice of how every character has differnt purposes and role.
If you think the city fate is important and the hallmark of whole game i would say the disc and its exposue to public is the meat of whole game, which again depends upon initial actions of Josh and isaac , as it will make the disc situation different in the repoters(keith and isaac love interest) scenarios.

RD is complex game since action of one guy can alter scenario of other even in later stages.
i hope to have such comlpexity in Masseffect.

I think there's two solutions to the endgame disconnect between your choice of endings and what you've done during the rest of the game:

1. Choices are limited in accordance with character alignment or story-related variables.

2. Games have individual endings for factions, communities, individuals, etc. This validates the player's choices throughout the game while not limiting endgame options.

In case of RD , as i said things are way comlpex and both of your rules apply yet they not.
But RD achieves the perfect execution, how it connects and all.



"Since its ENDing, the choices to select them, should be concentrated to End chapter,epilogue or climax scenario, it works better."

I said 'works better' because every game with complexity of choices msierably fails to achieve to do so. I am amazed how budget title RD came from nowhere acheives the complexity so smartly.
How many games we have played like this?
In order to make every choice connected to later parts and endgame, developers screw the whole game like fahrenheit, and thats why its etter be avoided.
Execute it perfectly or don't bother.

I am a dolphin, do you want me on your body?

Last edited by Sexninja; Aug 8, 2007 at 09:46 PM.
Sexninja
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Old Sep 2, 2007, 11:58 AM Local time: Sep 2, 2007, 09:58 PM #5 of 50
You didn't understand the story(well almost evryone didn't), because the story is incomplete.
Mikami said this, due to budget they had to cut many things.

I was speaking idiomatically.
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