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A STORY WITHOUT WORDS

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post=143899
post=143888
you have discovered what grownups call "cinema" congrats
its not the same thing though


I feel a semantics argument coming on.

Quickly; someone make snappy logo for the RMN Semantic Gauntlet Throw down XIII.
post=143888
you have discovered what grownups call "cinema" congrats
That was pretty witty.

thumbsup.gif
I don't think any other game will ever leave as strong an imprint as Another World did when I was a kid and we first played it on my friends Genesis over the Sega Channel.

I don't think I've ever played another game that's ever given me the same feel for the story (even with words) that it did; certainly not another platformer.
There's no universal formula for word counts in games.

Minimal dialogue can be used as a strategy for creation tension, vagueness, and confusion when it facilitates the theme of the game. Part of the reason Super Metroid and SOTC benefited from scarce dialogue was because you were a lone adventurer exploring a strange, alien word. It makes the player feel more isolated.

Contrast that with games where you're really trying to characterize the actors. There, you might want a lot of dialogue and even indicate what characters are thinking.

I do agree that visual cues tend to be more compelling than tossing an IRC /me into a text box, but you work with what you have.
Max McGee
with sorrow down past the fence
9159
Out of this World is one of my favorite games. Its enigmatic and atmospheric approach is part of what first drew me into video games, although I have NEVER gotten too far in it.

Ironically, in the beginning, Out of this World is almost like a text adventure without text, although in the middle it becomes more of a pure platformer.
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