SOOZ'S PROFILE
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
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Hi I do art mostly but also do games.
Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
Please read my comic, Patchwork and Lace. It's about a Lovecraftian Disney Princess dark mage and her superpowered undead partner hunting monsters and being bad at communication.
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When you write, how much do you base the work, or yourself on existing fiction or writers?
It's not good from an artistic standpoint to just nick someone's style wholesale. Instead, nick a lot of bits from a lot of different styles. This helps form a better structure to develop your own style, since you're not being a slave to one thing. (And it makes you less obviously a copycat.)
I don't usually base my characters on anyone in particular; I can only think of one situation where I used a RL person's mannerisms for someone, and the rest have just been made up from general knowledge of personalities and how people act.
I don't usually base my characters on anyone in particular; I can only think of one situation where I used a RL person's mannerisms for someone, and the rest have just been made up from general knowledge of personalities and how people act.
Making the player care, not just the character
For me, I think a great motivation is more story. Not so much in terms of cutscenes, but getting things like clues, or extra info about backstory or worldbuilding. Things that help fill in the world or cast things in a new and neat light.
One thing that I think helps motivate a player in any game is to sort of trick them into thinking they're figuring things out. Rather than laying it all out in front of the player with exposition (whether in story or in gameplay), use hints and veiled references. The internal reward for figuring it out "on one's own" is great motivation, and people tend to be more invested in something when they've already put a lot of work and time in it. Being able to puzzle out a mystery is probably one of the stronger motivations for storygame types. (Heck, that's why so many people get mad about spoilers!)
One thing that I think helps motivate a player in any game is to sort of trick them into thinking they're figuring things out. Rather than laying it all out in front of the player with exposition (whether in story or in gameplay), use hints and veiled references. The internal reward for figuring it out "on one's own" is great motivation, and people tend to be more invested in something when they've already put a lot of work and time in it. Being able to puzzle out a mystery is probably one of the stronger motivations for storygame types. (Heck, that's why so many people get mad about spoilers!)
Remnants of Isolation
author=thesacredlobo
And, this is definitely among the top two entries for the contest that I've played so far. Though, that may not be saying much since every entry that I've completed I've also reviewed at this point as well. And, that list is only comprised of eight entries so far.
First of eight is pretty good, IMO! :D Thank you greatly for your time and review!
[Poll] Your favourite magic element!
Remnants of Isolation
Thanks for the lovely post! :D
I think I'm the only team member on the tumblr. Unity had one years ago, but it didn't last long. She's p. bad at social media. -_^
I think I'm the only team member on the tumblr. Unity had one years ago, but it didn't last long. She's p. bad at social media. -_^













