Blog: "Experience and Live - Not Compete and Beat" - Printable Version +- Frictional Games Forum (read-only) (https://www.frictionalgames.com/forum) +-- Forum: Frictional Games (https://www.frictionalgames.com/forum/forum-3.html) +--- Forum: Blog (https://www.frictionalgames.com/forum/forum-23.html) +--- Thread: Blog: "Experience and Live - Not Compete and Beat" (/thread-3422.html) |
Blog: "Experience and Live - Not Compete and Beat" - Thomas - 05-23-2010 Some thoughts on creating alternates world and video game that is lived instead of played. http://frictionalgames.blogspot.com/2010/05/experience-and-live-not-compete-and.html RE: Blog: "Experience and Live - Not Compete and Beat" - PrinceCola - 06-02-2010 Great blog. Im following you now RE: Blog: "Experience and Live - Not Compete and Beat" - Jakob Rosenblatt - 06-02-2010 (05-23-2010, 01:21 PM)Thomas Wrote: Some thoughts on creating alternates world and video game that is lived instead of played. "Some games do touch upon this kind of creation of realities, but is almost always bogged down by game rules that destroy the "living in a world"-experience in some manner. For example, I thought that the first part of Bioshock (and some later parts) where you could just go around and explore the locations where amazing. Sometimes I truly felt part of the great underground city."" The only game that ever gave me the feeling of being part of a "real" world was "System Shock 2". I never felt like I was playing "levels" but always felt like being on a "real" functional space ship. The design and the attention to detail was great (even measured by today's standards). When playing penumbra I sometimes recognized that I was just playing "levels" of a computer game... |