STORMCROW'S PROFILE
StormCrow
2877
>look StormCrow
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
You see not a bird but an American lady who likes other ladies. Oscillates between shy as a mouse and babbling violently, seemingly at random.
I like badasses. I like babes. I like badass babes the best. Okay...actually I like doggoes the very best, but I aspire to make games about badass babes is my point.
I use music from bands and artists in the free games I make: the frustrated filmmaker in me is very enamored of scoring scenes with rock'n'roll soundtracks Scorcese or Tarantino style. In addition to being a time honored tradition in cinema, this has a history in AAA videoogames as well (for a really great use of it, see Bioshock: Infinite). If I was a millionaire, I'd totally license these songs so I could actually use them legally.
Live Free Or Die
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
"The Tree of Liberty must be refreshed from time to time with the blood of patriots and tyrants."
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What are you thinking about right now?
Is talking about game dev and theory the enemy of actually developing your game?
Yes, yes it is, dev talk eats up dev time, that was mostly a rhetorical question, the only non-rhetorical part is how much? And I'm only thinking about this because the last 90 minutes I was "working on my game" I was actually theorizing and opining and critiquing on this very webzone.
Yes, yes it is, dev talk eats up dev time, that was mostly a rhetorical question, the only non-rhetorical part is how much? And I'm only thinking about this because the last 90 minutes I was "working on my game" I was actually theorizing and opining and critiquing on this very webzone.
Side Projects:
So, with 15+ years of gammak under my belt, my opinion on this is that side projects are a lie. Every side project I have ever started has either monopolized my interest and attention to the point where it replaced my main project, or just gradually withered on the vine from being ignored. And yes, the implication of that is that my displaced "main" projects wind up dying on the vine from being ignored. I think more than half of the "main" project I've ever had were side projects at first.
I try to do what LockeZ described I guess I just lack the discipline. The folder with the games I've started since returning to this hobby/scene last Spring is called "I Have A Compulsion". There are 6 theoretically active projects in there, but I have 7 theoretically active projects total: my "main" project, The Staircase, lives outside the compulsion folder. Of these projects, two are already finished, one is the one I'm working on now, and the remaining four (including my "main" project that I'm not working on at all because I'm working on my "side" project) will most likely never be finished. The folder is called what it's called because I think I literally have a compulsion to start new game projects.
To me, the first 24-48 hours of work on an RM project are pure joy, and not too far after that point, it becomes pure unpaid labor. So it's clear it's the "new project joy" that I'm addicted to, so to speak. But with 4 projects that will almost certainly never be finished, the effort put in to make them is at least mostly wasted (it's never a complete waste of effort, I find, because even now, as someone who's been doing RPG Maker longer than some of the people doing RPG Maker nowadays have been alive, I'm still constantly learning things).
Anyway, with my compulsion and general lack of discipline, I think the best I can thing I can do is to keep myself mono-maniacally on one project at a time in the hopes of actually one day finishing it.
I try to do what LockeZ described I guess I just lack the discipline. The folder with the games I've started since returning to this hobby/scene last Spring is called "I Have A Compulsion". There are 6 theoretically active projects in there, but I have 7 theoretically active projects total: my "main" project, The Staircase, lives outside the compulsion folder. Of these projects, two are already finished, one is the one I'm working on now, and the remaining four (including my "main" project that I'm not working on at all because I'm working on my "side" project) will most likely never be finished. The folder is called what it's called because I think I literally have a compulsion to start new game projects.
To me, the first 24-48 hours of work on an RM project are pure joy, and not too far after that point, it becomes pure unpaid labor. So it's clear it's the "new project joy" that I'm addicted to, so to speak. But with 4 projects that will almost certainly never be finished, the effort put in to make them is at least mostly wasted (it's never a complete waste of effort, I find, because even now, as someone who's been doing RPG Maker longer than some of the people doing RPG Maker nowadays have been alive, I'm still constantly learning things).
Anyway, with my compulsion and general lack of discipline, I think the best I can thing I can do is to keep myself mono-maniacally on one project at a time in the hopes of actually one day finishing it.
David Cage - Genius Auteur or Insufferably Pretentious Quack?
author=RedNova
Heavy Rain was even worse! Cage thought it was a great idea to have Madison fall head over heels for Ethan and try to bone him right before confronting the Origami Killer. Keep in mind that, when Madison decides to try this, she 1) has only known Ethan for a day or two, 2) knows full well Ethan has a child that is ACTIVELY DROWNING, and 3) was just coming back to the apartment merely hours after narrowly avoiding two instances of death and/or sexual assault.
Well, I think I read somewhere at some point that near-death experiences/traumatic experiences with violence cause a massive short term spike in libido...but Occam's Razor says that "bad writer writes badly" is a more likely explanation than the idea that Cage knew about this phenomenon and took it into account. Heavy Rain is the one Cage game I've actually finished, though, so I did see these scenes. I don't remember thinking they were nonsense at the time, but I was very wrapped up at that point in the overall narrative of who's the killer/how can I save my son?
As for Beyond: Two Souls, I don't really get triggered by things (well, at least not things of that ilk) so now I actually want to play it MORE so I can see just how rapey Cage gets and just how he manages to get that rapey. It probably says something that morbid curiosity is a stronger motivation for me to play B:TS than like...just for fun.
Oh, and I'm glad I'm not the only one that thinks believable relationships are fucking hard to write.
Anyway, thanks for expanding on that!
David Cage - Genius Auteur or Insufferably Pretentious Quack?
author=Darken
As someone who has beaten GTAV and has watched repeats of the story through speedrun osmosis: I'm gonna ditto Shinan. It does not matter if the character faces some kind of hardship if the solution is do cool badass bank robbery /james bond stuff.
But it's not actually a solution, is the thing. Michael, who I consider to be the main character because he's
the only one that is guaranteed to survive the ending
is just as much of a miserable fuck as he was when the story started. All of this shit happened, all of these heists and gunfights (Shakespeare: tale told by idiot/sound and fury/signifying nothing), and in the end it doesn't make one whit of difference. You know that poem, the Jabberwocky? It's the videogame equivalent of that. At the end, those borogroves are still all mimsy and them mome raths be outgrabing. (Yes, that was an allusion to Lewis Caroll.)
author=Darken
At the very least the game needs to not be about exerting power or removing peoples lives.
First off, Spec Ops: The Line would like a word with you. It is a game about exerting power and killing people. It is also the exact opposite of a power fantasy.
And I'm pretty sure I strongly disagree in general, at least I think.
How many people are you allowed to kill in a videogame before that becomes what it's about?
Conversely, how few people must you kill in a game in order for it to NOT be about taking people's lives?
What about every survival horror/survival whatever game ever? You kill plenty of stuff in those. But when those games are doing their jobs right, you feel like you're barely surviving, no matter how much firepower you might bring to bear. Doing everything you can to barely survive is again the opposite of a power fantasy.
I remember there was some foofaraw over ludonarrative dissonance in Bioshock Infinite (one of my favorite games of all time). While the game certainly had obvious elements of power fantasy and also did have some design and storytelling problems, I never felt that Booker DeWitt slaughtering swathes and swathes of racist assholes was at all at odds with the game's narrative or characters. The story lays down pretty explicitly that DeWitt is an accomplished killer of men and has been long before arriving at Columbia: he may enjoy it, he may feel remorse/regret/guilt over it, hell, maybe some combination of the two or neither, who knows, he's not exactly the type to talk about his feelings.
On a whole, I don't think the game CAN be reasonably considered a power fantasy when in the end all of the power & powers you exert is ultimately in service of (MAJOR SPOILERS)
committing metaphysical suicide in an incredibly convoluted way
I love the Uncharted series but it's got to be the most glaring example of ludonarrative dissonance in modern gams. Nathan Drake is a well-rounded multidimensional character and a loveable rakish rogue/scoundrel/hero with a heart of gold and a great sense of humor...whenever he is not methodically murdering scores of his fellow human beings. It causes quite the whiplash.
I don't think a game necessarily needs to be as blatantly subversive as Spec Ops: The Line to have you kill lots and lots of people and not be a power fantasy. And also it's probably worth mentioning that some of the best storytelling in games comes packaged with the power fantasy approach: consider how power and player agency and interactive storytelling are combined in Deus Ex.
author=Darken
I think autuership is a load of bullshit though, so it's more hoping that video games don't fall into it beyond mimicry comparisons. Mainly to avoid the cult of personality problems that come with it.
Ironically, the one arena in video games where I think auteurship is actually happening is right here in the RM sphere (for reasons so obvious I don't think they need stating).
@Shinan:
I don't think that taking a game's narrative/dialogue/writing at face value is falling into a trap and I think that's kind of a strange and negative way of looking at it. As someone that tells stories for a living, I try to give other storytellers the benefit of the doubt as much as possible.
author=Shinan
You seem to be treating GTA5 (which, yes I haven't played, but every single GTA since San Andreas has done this. Watch Niko get torn up about killing a mobster and getting flashbacks to murdering innocent villagers in the Balkans... After just running over dozens of pedestrians with a taxi) as a movie, completely disregarding all the gameplay elements.
You see, a lot of these gameplay elements you can control. And I play any game that I play in any genre that has player agency and choices like I would a roleplaying game (I mean that in the specifically Western sense). And in turn, I take my cues for how to roleplay from how the characters are portrayed in the scenes that I don't control (yes, I play every single game this way). So I don't run over dozens of pedestrians with a taxi cab for no good reason because nothing, I try to have each character do what they would logically do the way they would logically do it. When I'm playing GTA V I even make some effort to drive like a normal person. I mean, blasting through stop signs and traffic lights at illegal speeds is something any of the three criminals you play as would do, but killing dozens of innocent people in the process is a big deal and I play the game in such a way that I refrain from doing that.
As you can imagine, I have myself created a very distinct difference between playing as Michael and playing as Trevor. The former at least has some nominal vestige of respect for human lives.
Now, my obsession with roleplaying in every genre of game is my own unique quirk, but it doesn't change the fact that the degree of ludonarrative dissonance depends on your approach to playing the game. If you ignore the cues from the story and decide to go on massive murder rampages for lulz, that's fine, but to a great degree you're creating the ludonarrative dissonance.
Which is especially funny after all the people talking about how games and movies are different media and shouldn't try to be each other.
Ghost Recon: Wildlands (or for that matter, Call of Duty: Black Ops, etcetera, many but by no means all games of that ilk) all at some point pretty much get the point across that you are not, exactly, a good guy. There's a moment in the first Black Ops where you're playing as Ed Harris and you are stuffing broken glass into a guy's mouth and then punching him in the face as an "enhanced interrogation" technique and it's like...wait, what the FUCK am I pressing X to do, aren't we the good guys? (And then because the writing in that game is garbage about two minutes later the same guy is inviting you to raid his personal armory and helping you escape like there's no hard feelings, but I digress.)
I find playing someone that is not necessarily a good guy interesting. Whether they have any remorse for their actions or not. In Wildlands, it is pretty obvious that Karen Bowman your handler is a seriously evil ruthless heartless bitch and by implication the CIA is exactly like her. You do some very morally questionable things in that game. Things that your characters discuss being uncomfortable with. In the end, as a player you're left wondering which is the lesser of two evils. I mean, to be clear, in real life as well as in video games, narco-states are super fucking bad and I think that the imperialist US military-intelligence complex is definitely the lesser of two evils here, but the point is the game acknowledges that it is about the lesser of two evils by acknowledging the evil on the player's side.
Now, Wildlands is totally a power fantasy, to be clear. It's like Just Cause with a coat of (it's all relative) "gritty realism" lacquered on. You're controlling the four most badass special operators on the planet and taking down an entire nation one province at a time in whatever order you want using whatever means you want. It is also not a roleplaying game (I no longer consider things like levels and stat progressions and skill trees to be RPG elements, they are things that have simply been absorbed into the omnigame, the ur-game, the vidya singularity) primarily because at no point do you get to make any meaningful choices about the morally ambiguous situation you're in.
Just so you don't think I'm like, making a point of disagreeing with everything you have to say, I will say you're right about the CoD/Battlefield franchises in general: their overall message that "war is terrible...and AWESOME!"/"war is hell...and TOTALLY SWEET!" is about as clear as mud.
Personally, I don't need anything as explicit as the character having a moment of crisis, or a breakdown, or getting their comeuppance, or switching sides, for these degrees of nuance to matter. The texture itself adds to the game's story.
"The 'good guys' do a lot of very bad things to save the world, enough bad things that good guys is in scare quotes."
is already an infinitely more interesting story (to me, anyway) than
"The good guys save the world".
EnmxDev & Using Our Games
This shit makes me so angry I'm actually, physically in pain from it. And he didn't even steal one of MY games (THAT I KNOW OF... YET!?)...
Either I completely cannot understand where you're coming from here or I'm just misunderstanding what you're actually saying. Surely one person pirating a copy of your game that they should have paid you $XX for isn't as bad as someone TAKING CREDIT for something you made to give away for free and then making money off of it?
What the fucking FUCK? How can anyone be this much of a scumbag? I'm always baffled when human beings descend to this depth of scumbaggery. I can't put myself in this thief's shoes and imagine any kind of rationalization by which "my" action are right or even OKAY. There are a lot of people (and by people I mean corporations) that it is okay to steal from because frankly, they have a whole hell of a lot more than they need...indie video game devs not named Jonathan blow would be the last to make the list.
This x1000.
True but we shouldn't need to come together as a community for this. Google should be less terrible about handling this issue.
author=kory_toombs
Some of these websites look impossible to deal with.
Still is better than having my commercial games pirated.
Either I completely cannot understand where you're coming from here or I'm just misunderstanding what you're actually saying. Surely one person pirating a copy of your game that they should have paid you $XX for isn't as bad as someone TAKING CREDIT for something you made to give away for free and then making money off of it?
author=Sgt M
EDIT: Looks like he's retaliating by uploading more games. I know the dev who made Craig so i'll let them know of the theft. Keep on him!
What the fucking FUCK? How can anyone be this much of a scumbag? I'm always baffled when human beings descend to this depth of scumbaggery. I can't put myself in this thief's shoes and imagine any kind of rationalization by which "my" action are right or even OKAY. There are a lot of people (and by people I mean corporations) that it is okay to steal from because frankly, they have a whole hell of a lot more than they need...indie video game devs not named Jonathan blow would be the last to make the list.
author=unity
He's clearly a repeat offender. I wonder why google's not suspended his account?
This x1000.
author=AeroFunk80
The one thing we got is coming together as a community. Just keep reporting your games to these sites. I'd like to think if the games keep getting taken down, this person will just eventually give up. Maybe. Hopefully. It's just so frustrating and time consuming.
True but we shouldn't need to come together as a community for this. Google should be less terrible about handling this issue.
[WRITING PROMPT CHALLENGE] ~Day By Day~
How to manage development?
For me the hardest part is just getting into the editor and actually doing stuff instead of putting it off forever (often enough because I want to PLAY more videogames). I don't think I've even been productive enough yet to run into most of the pitfalls that people are being warned against here. But I'm trying, or like Bart Simpson, I'm trying to try.
The only thing I know for sure is that for me the hardest part of being a game dev is trying to get your stuff noticed and that's probably the thing I will have the most trouble managing if and when I start actually finishing some more fucking games. I hate clamoring for attention in any format but it is absolutely necessary in a marketplace this crowded with games.
Including bathroom breaks?
The only thing I know for sure is that for me the hardest part of being a game dev is trying to get your stuff noticed and that's probably the thing I will have the most trouble managing if and when I start actually finishing some more fucking games. I hate clamoring for attention in any format but it is absolutely necessary in a marketplace this crowded with games.
author=kentona
my breaks last anywhere from 30 mins to 5 years.
Including bathroom breaks?
Town Design! What's your personal approach to designing them?
David Cage - Genius Auteur or Insufferably Pretentious Quack?
Using GTA as an example of "not a power fantasy" is a really weird choice I have to admit. GTA games are like... the definition of gaming's power fantasy...
Shinan, have you played GTA V? You play as a black youth who is trapped in a ghetto with crime as his only way out, a washed up bankrobber with a terrible loveless marriage that's actively falling apart and spoiled rotten children that don't love him, and a polymorphously perverted sexual deviant methhead sociopath that I can't imagine many people can relate to, let alone like. Oh, and your introduction to that third character, Trevor? It's watching helplessly as he brutally murders one of the protagonists from the previous game, a once likable and noble biker dude now turned into a wasted wreck from the crystal.
What about that is empowering to you? Nothing about that feels particularly empowering to me. Yes at any point in the mid-late game you can just walk out into the street start shooting shit up with an assault rifle, a rocket launcher, whatever, but I seem to recall these rampages usually ending with my being shot down in the streets like a dog by agents of the police-military-industrial complex. Sure, the heists are way fun and you can pull off some pretty amazing heists in the game (sometimes you even get to actually keep the money!), but if anything, well, I'd call that perhaps a competence fantasy. It's more about making a clever plan and executing it correctly, like the A-Team. When I think power fantasy, I think Superman, not the A-Team.
The Just Cause franchise is perhaps the purest power fantasy that can be found in games. It's gotta be up there.
Also for the longest time I confused David Cage with David Perry. I remember reading some article about David Perry during the development of Enter the Matrix. And then later when I read about Fahrenheit or Heavy Rain I thought "man, the dude who made Enter the Matrix and Earthworm Jim certainly took a turn."
That's pretty damn funny actually.
His games are fun to watch through a Lets Play with your favorite internet personalities (Especially Omikron, that game is a fever dream).
I'm showing my age here, but I actually owned Omikron for PC back when it was new. It has a hell of a lot more gameplay than your average David Cage game. Also it's weird as fuck. On every level.
author=Darken
On the other hand I'd prefer that video games never get a Stanley Kubrick or David Lynch equivalent.
Kubrick and Lynch are very different filmmakers.
Kubrick was never exactly comfortable being mainstream, and prized his artistic ambitions as a filmmaker over making entertainment for the masses, but in spite of that, he made a wide range of films across a wide range of genres, including many that were huge blowup mainstream successes that reach (The Shining, Full Metal Jacket, A Clockwork Orange).
I was about to say that Shigeru Miyamoto already is the Stanley Kubrick of videogames, but considering the relative age of the medium, it would probably be more accurate to crown Miyamoto as the John Ford of videogames.
David Lynch is an elemental force of weirdness that does not give a fuck, and consistently produces weird experimental shit that is incredibly hard to get into but he gives zero fucks he gives NONE of the fucks. Come to think of it, David Lynch is the fucking Suda51 of film. Kojima has more restraint. (Don't get me wrong, I like David Lynch, but his work is not what anyone would ever call accessible to mainstream audiences.)
author=sooz
My impression of David Cage is that he may have an interesting general idea of "what if we explored other kinds of stories through gameplay?" but he's so incredibly emotionally shallow, inept, and disrespectful of the medium that he is only capable of making the video game equivalent of "the Room."
Wow, that is super duper harsh. Not that I feel any need to defend David fucking Cage just like...damn. Serious burn.
While he has occasionally said some things I agree with, and the escapist used to have some clever content, overall Jim Sterling is a bad fucking joke of a human being. Doesn't mean he's wrong in this video.
author=sooz
Hell, you can probably find better examples of revolutionary approaches to video games just among the games here that have no ratings.
Oh, I don't doubt it, and I probably wouldn't even put the qualifier "just" in that statement. For the most part, for all of the awful RTP "my first and last gams" that have been made with RPGMaker, RMN is still above anything else an enormous treasure trove of unappreciated, underappreciated, or unnoticed games. I am sure there are many amazing games even among the unrated ones.
Anyway, yeah, I think one of the more confounding things about Cage is this weird obsession he has with pixel counts or polygon counts or whatever, seeing them as being the ultimate be-all end-all of whether or not players can empathize with characters (it obviously isn't, I have been empathizing with characters since at least the 16 bit era). Considering his reputation as "the story guy", this myopic focus on technology is really weird. Speaking as a writer, he could probably improve the degree to which players engage with his characters more by getting better at writing than a strategy of "MOAR POLYGONS! MOAR PIXELS!".
It's baffling. Is he an idiot? I honestly don't know.
author=RedNova
My impression of Cage has always been one of a movie director looking to add more interactivity to his movies. Distinguishing a game with a deep and involved story and a movie with interactive elements from each other is important because it puts a lot of Cage's design choices into perspective. While both of these definitions fall under the broad umbrella of a "video game," Cage is probably only referring to the latter classification whenever he talks about games. Because of that, it's kinda difficult for me to put the man on blast for his design decisions and philosophies regarding interactive storytelling.
I'm surprised I didn't write this in the OP, but yeah, I definitely get a very strong "frustrated filmmaker" vibe from him. Even more than Kojima.
author=Shinan
The problem is I've heard that in the end all the games railroad you into a single path anyway.
I wouldn't know, I have never managed to play one twice.
author=RedNova
Besides, there are other aspects to his games that are actually harmful to story-driven games that need to be criticized, such as his inability to write a decent third act, his degrading treatment of women characters, and central themes so ham-fisted that it makes Sonic Says look subtle by comparison.
author=Kylaila
So the idea that focusing on that is somehow making things great is like.. nah. Conclusion: It's more like a movie than a game, except it isn't a movie. Doesn't look as good as a movie, and I don't like most movies to begin with.
I love movies. I'm a huge film buff. Which is why in general I agree with Red Nova. Regardless of what their failings of gameplay may be, his interactive films can be pretty crappy films.
I haven't noticed any degrading treatment of women in his games. Care to elaborate?













