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Wrapped up in the process of actually making a game.
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Immersion And You: The Do's And Don'ts
author=DarklordKeinor
@Darken
You know, I'll delete the article soon. Sorry if it's not to the standard you expected. My article barely scratched the surface of anything? Last time I checked, I was listing the elements of immersion and very briefly how to implement them.
But you know what? You win. I'll scrap this article and churn out a new one soon enough. Sorry if it doesn't match up to your standards.
Also, some personal advice to you, Darken. There's no need to be rude to people over their opinions.
Anyway, I appreciate the advice and you'll get what you want. A deleted article that will soon be replaced by, as you say it, a memorable one to leave something for the player to think about.
Nah don't delete your article. Just if you write another one about something else, make sure you pitch in as much as you can. That's all anyone can ask. :)
Immersion And You: The Do's And Don'ts
author=Darkenauthor=darklordwhat is this... kindergarden? no, i cared enough to want more out of you.
Yet you cared enough to reply to the dude.
The problem is that the way you define immersion is just... making a good game. It's semantics but immersion usually relates to realism/atmosphere which you barely mention along with general stuff. While you're at it, you end up listing most of the points with 2 or 3 sentences each without bothering to elaborate. It's just too vague and game design in general isn't that simple. If you're willing to tackle such a broad issue... actually explain these points more, actually convince people that your points are true, give good examples. That is if you're willing to turn this into a general "mistakes people should avoid" article or something, because I'm not seeing this "immersion" quite clearly.
You go from saying you shouldn't write noob speak and then saying you shouldn't use happy music in a dark setting in just a few sentences WELL NO SHIT tell the reader something that will make that stick. honestly dude i could probably sum up your article with "make your game good if you want good immersion"
Hey let me explain why i think I'm right about this by providing an example and backing it up. http://rpgmaker.net/articles/343/ this article is broad too but the author limits it to 5 points and keeps them constructive, in 2. he makes a very good point that every word should count, he explains in detail why a paticular cutscene in xenogears could have been completely cut out because he felt it was useless to the overall story. He quotes analyses and hammers it into your head that yeah this is just ONE cutscene in some old ps1 game but it relates to a very big problem in RPG writing: people write too much bullshit and need to know how to cut things out.
http://rpgmaker.net/articles/9/ right from the article title you already know what this is about. There's no dancing around the bush he's trying to convince people to stop making hour long intros with shit no one cares about. Brickroad goes at great length to analyse the different types of intros and what goes through the players mind and motivation when starting up the game for the first time. He finally concludes that if most games are about playing you should probably keep the intro to as close as nil as possible. This article and it's ideas have stuck with me for a really long time, everytime i make an intro for whatever game I probably won't finish I instinctly think: "how do i give out the premise in less than a minute?" I'm not saying you should write this article to be more memorable but GIVE OUT SOMETHING PEOPLE CAN THINK ABOUT.
Either elaborate on the article or just write about something a little smaller and focused aka just realism and mood/setting. Like idk dude this article barely scratches anything. What point are you trying to get across? no i dont mean "good immersion/game design" I mean REALLY what are you trying to say that will improve someone's game? everyone obviously wants to do that but you need to get more under the skin.
you could've just posted this the first time and avoided this whole situation. :/
And while this article does only touch the tip of the iceberg, I still think it can leave developers with something to think about.
Immersion And You: The Do's And Don'ts
author=Darken
most unsatisfying article i've read in awhile. not saying it's bad but it's so general and lacks any focus.
most unsatisfying post i've read in a while. im saying it's bad.
Immersion And You: The Do's And Don'ts
Dungeon Theory
The myth of games as escapism
The article was pretty interesting to read. I don't think escapism HAS to exist in games or any sort of entertainment. It's a matter of personal opinion. That's all.
It seems that most people here disagree with the article. I think that games sometimes can provide more responsibilities to a person than some "real-life" situations. And I think that most people online, whether it's a game or the internet, wear some kind of mask. Though, I have my own opinions and don't intend to shove them down someone else's throat.
It seems that most people here disagree with the article. I think that games sometimes can provide more responsibilities to a person than some "real-life" situations. And I think that most people online, whether it's a game or the internet, wear some kind of mask. Though, I have my own opinions and don't intend to shove them down someone else's throat.
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