[project1dev] Re: immersion in games

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 26 Jun 2009 11:39:40 -0700

totally OT but this song is funny, i heard it on the way into work on the
radio hehe

http://www.youtube.com/watch?v=hajTNlooZKE

On Fri, Jun 26, 2009 at 11:15 AM, CiD <screamingdazeez@xxxxxxxxx> wrote:

>
> That's a good goal to strive for when designing.  I believe role playing
> games do this best when there are consequences to your choices and actions.
>  Mass Effect really nailed this with subtlety by forcing you to deal with
> every word you said.  For example: if you threaten someone who is tough as
> nails and your skill in that style is not high enough you lose out on the
> opportunity for a dozen more dialogue lines and experience points and may
> even fail the quest (if it's a minor side quest).
>
> I have played Mirror's Edge.  Although I never felt any emotional
> attachment to the game on any level, it was a fun little first person jaunt
> through the rooftops of a city.  I never felt like being an achievement
> whore so I skip out on a lot of those achievements not built into the game
> for in game rewards.
>
> --- On Thu, 6/25/09, Chris Riccobono <crysalim@xxxxxxxxx> wrote:
>
> > From: Chris Riccobono <crysalim@xxxxxxxxx>
> > Subject: [project1dev] immersion in games
> > To: project1dev@xxxxxxxxxxxxx
> > Date: Thursday, June 25, 2009, 2:41 AM
>  > This is a nice short post about how a
> > person felt while playing
> > Mirror's Edge.  I've never played the game, but a few
> > things I've
> > heard about it sounded kind of interesting.  I don't
> > plan on playing
> > it, but this particular experience is really something
> > important in
> > games, and it really reminded me of what we're trying to do
> > here.
> >
> >
> http://www.gamasutra.com/blogs/MartinNerurkar/20090624/2102/No_Murder__Mirrors_Edge.php
> >
> >
>
>
>
>
>

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