VOLRATH'S PROFILE
Volrath
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I'm a journalist/author with a fondness of RPG Making and an aversion to leaving projects unfinished - great for satisfaction, not so much for quantity. I'm married and live in Cromwell, CT with my wife, twin sons, and the dog.
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X-Noir Demo
author=Fomar0153
We did get the text distorter working when anxious (or was it drunk) but it was too good.
I loved that thing and still would enjoy seeing it used somehow, but that will take additional brainstorming.
X-Noir Demo
author=Solitayre
I was actually a little annoyed that you could use beer to reduce his anxiety because I didn't want to feed his bad habit.
There's definitely some not-so-nice implications from that. If we're able to pull it off, we were hoping to have a "drunk" state that would kick in if you put away too many beers. In combat, this would make you far less accurate with your shots but we haven't come up with a consequence for when you're just walking around the city. Maybe you randomly pass out and someone steals your wallet, haha.
I suspect I'll return to the intro again, although I'm still at a loss for exactly what to change to pull it off. I obviously can't convey Eddie's entire psychological profile in a couple of minutes, but maybe if the rest of the game gets inside his head effectively, people can re-examine and the intro and it will make more sense.
X-Noir Demo
author=Solitayre
We start with a man about to commit suicide. My default assumption is to take this seriously (I hate when suicide is played for comedy, for instance.) and assume this guy is in a bad place. But then he heads on over to the local pub, everyone greets him by name and enjoys his company, he has a good time. It's a pretty upbeat scene! Then we're back to somber when we have the opening credits crawl while he staggers home drunk and really depressing music plays. I'm not sure what I'm exactly supposed to be feeling! Is it supposed to be sad or funny or I don't even know.
Hmm, well here's how I look at that whole intro - Eddie's despair is real and suicide is often on his mind. However, there's a part of him that does want to hold on and that's why it takes only the tiniest distraction (wings in that instance) to get him to back away from the ledge, metaphorically speaking. Eventually, the therapist will try and make him aware that he really does want to live and that's the part that he ought to embrace rather than keep returning to his usual patterns of misery. Obviously none of that is evident in the first scene, but this pattern of "Eddie is on the brink but then goes about his business instead" will repeat itself a few times during the game and then I hope the player will have a better idea of what's going on with him.
Eddie's in his element at a place like the bar, he enjoys chatting with people and genuinely would like to help when he can. That's probably what made him a good politician. But when he leaves and walks home, the only company he has is himself...and he obviously loathes himself. So that's my rationale for the grim tone of that bit. And as for his reasons for being depressed in the first place, that's kind of a chicken-and-egg question, isn't it? Did the unraveling of his political career (details will be forthcoming about that) cause the depression, or did he react so badly to that setback because of the depression? I think a lot of people with depression wonder about that sort of thing, I'll be candid and say I certainly do.
So even though I can do all this explaining, it's clear to me that the opening scene isn't working so well. We put out a much rougher demo on a smaller site a while back and people expressed basically the same confusion you did about the overall tone and "mood whiplash," as TV tropes might put it. I tweaked the scene a bit after that, but something about it still isn't communicating to people who aren't living in Eddie's head all the time like me and ArtBane. I don't want to get a point where I have to abandon subtext and flat-out tell the player how to feel about it, but I am having a hard time coming up with a good solution for making it work.
Basically, what I would like people to get from it is "Eddie talks big about suicide but is not fully committed to it if he can get distracted so easily from it by wings and beer." But having a character actually say that...well, then you get the "show, don't tell" problem.
X-Noir Demo
Hey, someone actually played it. You've made a lot of good points and given good feedback, particularly in regard to Lester. I suppose he shouldn't appear at all until Eddie is given more information about where he hangs out. Like AB said, the anxiety meter is only half-implemented right now, if that. We have more detailed plans for its role in the game but we haven't finished with it and it might not be totally ready until the whole thing is done, given its planned role in the ending. At any case, this is hardly as polished as a full MotW arc, as I'm sure you realized. We're still figuring a lot of this out.
As for the commercial stuff we floated on the website, that's not at the forefront right now. It just saps all the fun out of the production because, as you said, we can't very well go in that direction with the graphics we're currently using so you start getting into a mode where you think "Oh, should we even add this new character, that new location, etc? We'll just have to replace it later." For now, I'd just like to create for the sake of it. If something else happens later, it happens.
Your comments about Eddie amuse me. Please understand that I am not holding up this sad sack as someone who should be admired and emulated. He's a miserable human being, but showing him some sympathy in the story doesn't necessarily endorse his behavior. I just know that most people have no compassion for someone who is such a basket case and can't get out of his own way, so I thought maybe I could show him a bit of compassion or at the very least, understanding.
The scene at the beginning is meant to show that all his talk of suicide is crap - the slightest hint of a simple pleasure like buffalo wings or a movie and he's ready to forget about it for a bit. However, you're not the first person to be perplexed by it so it seems I didn't pull it off as well as I liked. And you're right to point out that he does command at least a little respect among his friends, but it doesn't really matter if you don't respect yourself. Numerous people will call him out for his behavior before the game ends although this doesn't really come up in what we've released so far. But thanks for playing and giving a detailed reaction, that stuff's fun.
Think so, huh? Well everyone said Rayne Mistral was "obviously" The Sparrow, so we'll see.
As for the commercial stuff we floated on the website, that's not at the forefront right now. It just saps all the fun out of the production because, as you said, we can't very well go in that direction with the graphics we're currently using so you start getting into a mode where you think "Oh, should we even add this new character, that new location, etc? We'll just have to replace it later." For now, I'd just like to create for the sake of it. If something else happens later, it happens.
Your comments about Eddie amuse me. Please understand that I am not holding up this sad sack as someone who should be admired and emulated. He's a miserable human being, but showing him some sympathy in the story doesn't necessarily endorse his behavior. I just know that most people have no compassion for someone who is such a basket case and can't get out of his own way, so I thought maybe I could show him a bit of compassion or at the very least, understanding.
The scene at the beginning is meant to show that all his talk of suicide is crap - the slightest hint of a simple pleasure like buffalo wings or a movie and he's ready to forget about it for a bit. However, you're not the first person to be perplexed by it so it seems I didn't pull it off as well as I liked. And you're right to point out that he does command at least a little respect among his friends, but it doesn't really matter if you don't respect yourself. Numerous people will call him out for his behavior before the game ends although this doesn't really come up in what we've released so far. But thanks for playing and giving a detailed reaction, that stuff's fun.
author=Solitayre
Also I'm not sure if your intention was to essentially give away who the villain is at the end of the demo, but it's about as subtle as a monsoon.
Think so, huh? Well everyone said Rayne Mistral was "obviously" The Sparrow, so we'll see.
Master of the Wind
Unfortunately, no. Most of the walkthroughs skew towards the earlier arcs. We'd love it if someone made one!
Complete Game Now Available!
Master of the Wind
The game is very long and nobody's actually finished a walkthrough for the whole thing.
http://www.overcloud9.com/2009/11/01/master-of-the-wind-walkthrough/
There you can download one that was written for Arcs I-III. But if you do get stuck on something in the later parts of the game, feel free to ask for help here or on the MotW site. (www.solest.org)
http://www.overcloud9.com/2009/11/01/master-of-the-wind-walkthrough/
There you can download one that was written for Arcs I-III. But if you do get stuck on something in the later parts of the game, feel free to ask for help here or on the MotW site. (www.solest.org)
Star Stealing Prince
@CharlesGabriel: I don't think those comments are very fair. If I recall correctly, I spoke to everyone, advanced the story and was in the forest getting in random battles in about 25-30 minutes. I don't know why it would take a full hour unless you're reading all the dialogue out loud or something. Also, if you really want to rush into the first dungeon, I believe most of the conversations with the citizens are optional, though you would miss out on some nice items by avoiding it.
I can't think of any dialogue bits in the game that need to be "shrinked" (shrunk may be the word you're looking for?), but the community has made it pretty clear that it's not much of an issue.
I can't think of any dialogue bits in the game that need to be "shrinked" (shrunk may be the word you're looking for?), but the community has made it pretty clear that it's not much of an issue.
Master of the Wind Review
Thanks for the review! I know you've followed the game for quite a long time and it's cool to see your final thoughts in detail. I enjoyed the paragraph about characters and their arguments - I think you can tell a lot about a person based on how they argue and I try to apply that to characterization in the fiction/games that I write. I don't like it to be a one-sided affair either, so even the characters who advocate something I might find completely devoid of logic (bigotry) hopefully don't come off as dumb.
The point about a "things to resolve" list hits a little close to home, I had this realization going into the last arc that there were still a lot of balls in the air, so to speak. For a while, we had considered a series of optional side-quests that could be done in any order, but then decided it would more satisfying to try and make each of these stories contribute (even if in a minor way) towards the finale. It's probably not the most graceful part of the game's writing, but hopefully it's better than the alternative of leaving a bunch of that stuff unresolved...
The point about a "things to resolve" list hits a little close to home, I had this realization going into the last arc that there were still a lot of balls in the air, so to speak. For a while, we had considered a series of optional side-quests that could be done in any order, but then decided it would more satisfying to try and make each of these stories contribute (even if in a minor way) towards the finale. It's probably not the most graceful part of the game's writing, but hopefully it's better than the alternative of leaving a bunch of that stuff unresolved...













