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sephfire

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Posts posted by sephfire

  1. Ugh, man I can't keep reading. There's nothing wrong with a little speculation, but this article is drowning in it. I recognize that he's obviously done research on the matter, but when he doesn't provide any links or evidence to back up his claims and then he starts making claims based on his own speculation, the thing starts reading like TL;DR forum post.

    Even better when he backs up his speculation chains with a link to his own articles, presumably filled with more of the same. :<

  2. It's not an official announcement, but if this response is true, the drop system may be glitching.

    “As in everything else we do, we want to iterate, so this is really the first step towards our desired implementation. We also think we have bugs in the system as well, since we’re seeing some players not finding any items after a few hours of play, which is not at all how it’s tuned. We want unlockable drops to be a pretty regular occurrence for players, with the cosmetic hats being the rare finds.”

    Maybe the TF2 blog will fill us in over the weekend.

  3. The only thing that didn't make sense about the movie is that somehow a Romulan mining barge was the size of one of the Titans from EVE, and the most advanced warships in the galaxy were about the size of flies.

    I guess Romulans take their mining very seriously. :|

  4. Nothing wrong with synth strings and guitars, but you have to know how to use them (listen to one of Protricity's mixes. Or Darkesword, I'm pretty sure he uses nothing but free samples and his stuff sounds fantastic).

    Your problem isn't that synth-y sounds have mysteriously fallen from grace, it's that the arrangement you have right now is bland. It starts at one energy level and doesn't deviate from it much at all. You could really use some dynamics in there; some rise and fall in the energy level. The mix is muddy, too. It's hard to pick out the lead synth from everything else. And you haven't really got an ending, either. The mix just keeps going at its steady pace, just like it started, then it just stops.

    Also, I did work really hard on the arrangement, even though I did only spend...I guess 30 minutes creating it.

    There's your problem right there.

    Here's a track that sounds roughly similar to the genre you seem to be aiming for. I can't tell if the guitar is fake or not, but you can hear how the energy keeps changing throughout the track.

    http://www.sephfire.com/music/spreadyourwings.mp3

    Don't be discouraged or take offense to the criticism offered in the thread. Though harsh, many of the points made here have been valid. This is an ideal environment to take feedback and improve your work. And feedback from peers is one of the best ways to improve at anything. Keep at it!

  5. I don't even remember how long it was ago that I started this thing. I just sat down with Reason for the first time in ages. I just don't have time to remix anymore. But I still have two WIPs lying around from way back when that I am determined to finish eventually. This is one of them.

    Indigo feat. zyko (and now also Tweek)

    Source: Indigo Plateau

    Still featuring zyko on vocals and now enhanced by Tweek as well. New zyko vocals coming soon!

  6. I enjoy the humor and appreciate the frustration of old games, but he tends to lose me once his commentary devolves into a string of useless profanity. I have absolutely no problem with profanity (I find it can add a lot to comedy), but his just seems pointless and juvenile, like he needs to fill time until he can actually think of something witty to say.

    When he's actually talking about the game he can be very funny, and some of his facial expressions are hilarious, but I tend to prefer either Yahtzee or Spoony, who does basically the same thing with a bit more wit and a bit less nerd rage.

    (That said, AVGN's Rambo game review was hilarious.)

  7. Cheating in video games... Frankly, there probably isn't any cheating in them anymore because the games are so damn easy as they are. The makers probably thought to themselves 'Hey, man - no one could be struggling with THIS game... why the hell do they need any help with cheats?!?'...

    Stupid noobification of the people... Now if they had the difficulty of the older generation and no cheats at all, that would be my kind of game. I'd rather feel like I've earned something that someone without the nerdy patience or time could never achieve or experience. Cheats rob me of that - I watch the ending and such for an RPG only to realize that anyone could've done the same thing by cheating which I achieved through sweat and toil.

    Easier games, no cheats. Can't have everything, I guess...

    I would argue that it's a good thing that most games have dropped in difficulty.

    Unlike early games, most of today's games are meant to actually be completed. They aren't just "obstacle courses" anymore. The gameplay isn't their only draw; they have stories to tell. In the original Super Mario Bros. or Donkey Kong, no one cared that they never got even halfway to the end of the game. They weren't on the edge of their seat wondering what would happen next. "Will the princess be in THIS castle? Oh god, I hope she's ok. You'd think those Toadstools would try to stop these kidnappings they keep witnessing. Oh shit. I bet they're in on the whole thing."

    But games are telling stories now, and people want to see how they end. And developers want players to see the game all the way through. Why would they want to put so much work into twelve levels if 90% of players will only see the first three over and over? Old school difficulty in new school games would just be frustrating in many cases.

    Of course, there are still the Ninja Gaidens and shmups out there offering a real challenge for those who want it. Personally, I would like to see the cheat come back. Sometimes, you just want to see a game to the end without the frustration. And sometimes it's just fun to plow through the place on god mode.

  8. The player can always set goals of their own, and a player will approach each decision with his own preferences. We can create our own problems to solve by setting our own goals within a game, certainly. But that's totally outside the power of the game designer. The lecture is only concerned with the game designer's role in crafting an experience.

    Does that make sense?

  9. Sephire, another great lecture. Although, this one was kind of confusing for me to follow (maybe I'm just stupid), but that's because this isn't something I've ever really followed or paid attention to.

    Why don't you show this, as well as the uncanny valley episode to people in the gaming industry or at GDC for that matter? Maybe they could learn from this.

    And I can't believe looking at my join date, that I've been here for five years...

    Where has the time gone?

    Actually, it was supposed to go up on Gamasutra a week or two ago, and that place gets a lot of game industry traffic. I think they pushed it back, so hopefully it will show up sometime soon. In a way, James is the guy who is spreading these ideas to other game designers with his columns. I'm just simplifying the ideas a little and spreading them around to other game enthusiasts.

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