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Assisted Suicide

http://www.youtube.com/watch?v=2X2JYAJoAmc

Let's find a rock
I mean a big-ass rock
Or maybe something like
A cinder block is better
I'll hoist it up
And drop it on your face, my buddy

And just before the lights go out
You'll see my smile and you'll know
You've got a friend
With a rock
Who cares
I mean a big-ass rock

Or rope
I got some quality rope
Made for a man who's devoid of hope
Like you are, my buddy
Michael -

Unh, that's Malcolm.

Malcolm. Right!

And I won't leave you swinging there
Twitching like a fish while you claw the air
I'll grab your feet
And pal o' mine
I'll pull real hard
And snap your spinal cord

The world is cold whn you're alone and
They ignore you
But don't kill yourself

We'll do it for you
You've got a friend

You know, I asked a guy once if he'd mind putting me in a barrel
and sending me over the falls.
You know what the son of a bitch said? "Drop dead, asshole."

People are pricks. I asked this guy to take his air compressor
and drill me with a six-inch nail right through the eye...

What'd he say?

"I'm low on nails."

People are selfish pricks.

Another time, now get this,
I just lay down in front of a steam roller and asked the guy just to proceed,
you know, business as usual, and just squash me like a bug.

That's a good way to go, Jer, the ol' bug squash.
We could tie a plastic laundry bag over his head.

Naw, that's such a wimp suicide.

I stuck my finger in a socket once. It hurt real bad...but it didn't kill me.

Malcolm, stay out of this.

I've got a friend
Like Carole King
Or was it Carly Simon
Used to sing?
I always get those two confused
But anyway -

I turned around
And suddenly
I'm not alone
It ain't just me
I'm like a player on the team
I'm part of the gang...
A member of the club
Player on our team
Part of the gang
Welcome to the club

Oo ... let's get a club

I like the big-ass rock

Naw, one good swing and
I'll clean his clock forever

Let gravity do the work!

It's a man's way to die, Mikey.

Malcolm!

I got friends

Oo...
I've got friends

Oo...

Friends who will
Love you like a maniac
And lead you like a lamb
To the railroad track
And tie you down

Or tickle your wrist
With a single-edge razor
Or buy you a beer with
A Draino chaser
Or dump you in the
River with a rock

A big-ass rock

Here's a nice one right over here

Can I give you a hand with that? It looks heavy.

No Dave
It's ain't heavy...he's my friend

Come on, group hug.

The CTRL+V Topic.

Blood pancakes are encountered in Scandinavia and the Baltic; for example, Swedish blodplättar, Finnish veriohukainen, and Estonian veripannkoogid.

What upcoming games are you looking forward to?

The next game I'm severely hyped about and might buy on release day is Empire Total War.

Though it all depends on the computer I have when it comes out. I might actually be getting myself a proper one just for that game.

EDIT: Another game I'm looking forward to but might or might not buy immediately is Mirror's Edge, that game looks like it could innovate a whole lot. I'm just slightly afraid if the controls are too optimized for the consoles so I'll wait for reviews.

5 Most Common Writing Pitfalls

I don't get #4. I don't see what is wrong with a character outline. I can see how being set to a path might be a bad thing. But I also think it is a good thing to have (in a linear game, which I think is what you're talking about. At least it seems that way) a goal in mind before doing all the detail work.

It's a way to stay on target. Having a character goal in the character synopsis might help later when you piece the things together. "This character is doing weird stuff. Oh his goal was that... Hmm it makes sense now to change this and this and now the arc seems to be coming along nicely again".

Your DnD example is a perfect example of what a character synopsis is GOOD for. With a synopsis that tells the basics about the character's personality you can anticipate the action the character will make when faced with a monster.


I also disagree with open endings in #2. The main story arc should always be complete. If you leave a couple of subplots hanging, no big deal but if you don't finish the main arc people will go on the web not discussing "what do you think happened..." but "what the fuck why didn't they give us a real ending?"

Your example with a season (or even more so with a series) finale was about the buzz after an episode. But that's just not true. The most buzz is always BEFORE the episode. People discuss and debate who is going to die, who is the final cylon and what the hell is up with Locke. If, after the episode, these questions aren't answered they are a very unhappy bunch. Because there were expectations and they weren't fulfilled.

I'd have to say that demos should probably follow a similar path. There was some developer who asked people a bunch of questions about the games they want to play and how they wanted to play them. Basically standard market research. On demos, he had been a guy who put out shorter demos that so to speak ended "prematurely", in order to make the player want to see what happends and get the game.
People think demos are too short. My demos *are* short, because the marketing man in me sees that you can't give away too much. I've wanted people to feel a bit annoyed when the demo cuts out, so they buy the game to keep playing. Too many people are put off by this and pirate games so they can see exactly what they are getting. I'll be making my demos much better, and longer, and will retrospectively change this when I get around to it for some of my older games. (I'm swamped with work right now)
Basically I think that demos should be fairly self-contained. Having a limited amount of good stuff, but still have the good stuff. For example in non-RPGs the "mission", finish a mission and feel good about yourself. Then in the post-mission briefing get a tidbit of good stuff to come. Essentially a demo's plot arc should be complete. However the demo's plot arc shouldn't be the same as the game's. Instead the arc should be a subplot you complete with the game arc doing its thing in the background.

Of course with RPGs this can also be a problem. Because RPG beginnings are usually boring Tutorial shite that no one wants to suffer through, however making a demo in media res can also be troublesome without the necessary introductions. I've seen a couple of RPGs that have basically made a contained mini-scenario demo that isn't actually in the completed game. (The Fallout demo is the one that hit me and the reasong I'm writing this paragraph at all. That demo was a small junktown with a couple of people and motivations and solutions to a problem. And it set a mood, a scenario, a setting and the openness of the game. And you could replay it a lot just to see all the different available outcomes! It was the game in mini demo format. And afterwards I knew I had to have it.)

Your Game Making Design

Lately I've tended to go towards a bit abstract. Since I'm not overly good at making graphics my aim is to do abstract floormaps with characters as dots or circles or other represenations.

Some time I'd like to (haven't yet) combine the abstract map-based graphics with cut-scenes in pictures, much like the game Hotel Dusk for DS.

Another thing I've considered is using photographs. Taking a bunch of shots of a person in different stances and stitching them together for an animation and using photographed backgrounds.

And last but not least I've tried to emulate LEGOs.


So yeah, overall the style is towards simplicity and suckiness at pixelgraphics. I also like low-evil games.

Things you've outgrown?

Anime/Manga.
jRPGs.

Japan basically. I was a japanophile for a very short while but it became too much.


Other than that I mostly tend to keep at least a remote interest in most of my old things. I'm generally a very nostalgic person. For example I don't actively collect hockey cards anymore but I won't get rid of them. I suppose I've outgrown them but I could still buy a pack if I felt like it...

I think I also have outgrown the "in today's society". I think it's such a lame way of thinking nowadays. It implies that everything was better in the past and a bunch of other hogwash.

Dragonslaying 101

In 2d the simplest way to make dragons impressive is probably to change the scale a bit. Zoom out from the player character and suddenly make him a little dot when you see the huge dragon of doom. Alternatively using high-resolution can also make things seem more massive since you can get down to more detail.

I guess there are some other ways too. Making only part of the dragon visible. Making it so that you have to "kill" the dragon in multiple places. Also having fun gameplay puzzle-like mechanics in how you kill the dragon. Create traps, use different items/bait/whatever.

There's lots of dragon-killing fiction and some of them have clever ways of disposing of them that isn't completely dependent on brute force. (Make sure to have one riddle-dragon)

But yeah, in 3d it's generally easier to get the zoom-woosh effect. But it can be done in 2d as well, even though it'd probably take a lot more work. It all depends on what scale you want to start in. To get the best effect perhaps the general game should be pretty close up and then the boss battles zoomed out. But to make it easier on the spriting side you could also always have it zoomed out.

Using cut-scene illustrations or animation could also be a good way to show-off epicness. (or lack thereof... the picture I'm getting in my head is a slayer carrying a bag of gold running happily out of a dragon cave from where there's a speech bubble that says something like "you bastard!")


As for the character of the dragonslayer I sort of see him as a very-much-professional. Going into a village asking questions defining the dragon ("ah, so it's a blue dragon. Approximate age? 500 years? ooh this is a old one. Does he have a lot of treasure? Hmm, might be a tough one."), then getting the supplies, some helping hands and all the other stuff needed to get rid of a pest.

Then, depending on his professional opinion, he will dispose of the dragon in a manner that seems suitable.



For the dragons themselves I think it's important to remember that dragons are (usually) intelligent creatures. In most old tales they can talk and usually have pretty awesome magics (going from mind control to shape-shifting). They are usually also very vain, hoarding treasure and liking the challenge that slayers pose. Often tending to play with an inexperienced meal rather than kill it outright. It's difficult to outsmart a dragon but it's not impossible.

Dragons also tend to be naturally dishonorable, rarely keeping their words.

But of course there are as many dragons as there are tales of them but this is the kind of dragon I most prefer.

Last game you purchased?

I was thinking Super Smash Bros Brawl a couple of months ago but then I remembered that I picked up two used PC-games a couple of weeks after that.

So Full Throttle and Tropico were my last purchases.

If you could remake any videogame which one would it be?

I was thinking about some game that had a great concept but horrible execution that I wanted to remake but couldn't really come up with any.

The only one that really came to mind was Final Fantasy Tactics Advance. The gameplay is okay, but they really dropped the ball on the rules. In fact there was so much potential wasted in that game it was sad. The world-building part could have been expanded a bit. Possibly doing something interesting with that. Also the rules were a great concept but executed badly. I'd upplay the rules and add various things you can do to affect them better.

I'd also be happy to change the storyline around. I like the storybook concept but I think it could have been made better. Perhaps some kind of Neverending Story wibe with the creation of the world through the book somehow. And more interesting locations, preferably with more interesting characters as well. Possibly a bit darker and gloomier but still definitely a "children's book".

And be able to bribe the judges. I don't reember if it was possible but more politicking overall and make the judges more part of the story and the world.

Throw more permadeaths into the mix as topping and I think the remake could be a lot more fun than it was. So much wasted potential... so much...

post your picture

I don't post my picture a lot. Usually because I don't take pictures of me. It's always other people. So this one I stole from Facebook.

The most recent picture of me on the internet. From the end of August. (the year 1008)