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Sam Ascher-Weiss

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Posts posted by Sam Ascher-Weiss

  1. I would very much like to do this. I work as part of a composing team with my collaborator Long Dao, I can guarantee you a AAA quality soundtrack, my remixes on this site are not representative of the kind of score we are capable of producing. If you'd like some sort of demo, please e-mail me at "shnabubula at aol dot com".

    Myself and Long are VERY familiar with Starcraft and would love the opportunity to participate in this project.

  2. My ranting in this thread is pretty embarrassing...the only excuse I can think of, which is true, is that I was at the time, and still am, a Miyoko Kobayashi fanboy of stalker proportions. When Krale made his comment I was afraid if it went uncontested, people might read it, believe it and then end up thinking less of Mrs. Kobayashi.

    Anyway, thanks to this song I was introduced to Zwitra who became EASILY one of my favorite remixers, I even recommended him to Gray as a potential judge. Really Solid Mix

  3. If you're correct then I've completely misunderstood the distinction between a choice and a problem because based on my understanding, all of your examples are based on player preference which means there will always be a most desirable action.

    So.. if a decision in which there is clearly only ONE absolute right answer is a problem, and everything else is a choice, then I'd agree with you.

    Most of your examples I covered in the Castlevania 3 branching reference. Sidequests all have rewards of one kind or another.. if I remember correctly in Majora's Mask you have a book that you get to check off which characters you helped in order to aim for 100% completion.

    So yeah.. we're clearly defining "choice" in a completely different manner, it's quite possible I missed the proper meaning, which is why it would have been nice to see, in the video, several examples of real "choices".

  4. Great Video as usual!

    It seems to me like this exists more on a spectrum though.. from what you're saying, if a choice has any weight behind it... that is, if one choice can be considered preferable, then it's a "problem in disguise", to me that makes it seem as though the only thing that you could call a real grade A USDA approved "choice" would be something that has zero impact on the game.

    Like, if a character early on asked you to choose sides in a dispute and depending on which side you choose, a race of people later on in the game all have red hair instead of yellow hair, then it's a choice I suppose unless you prefer one color to the other, in which case it would become a problem because you'd want to make the "correct" choice, the one that would yield your favorite color.

    The thing is, I don't see any decision as worth making if I don't have something invested in the outcome...like say if I were colorblind, then the hair color would be irrelevant. The same goes for "choices" that would create branches in the gameplay...if a decision in a game gives me branching paths, people will have preferences as to which branch is more to their liking. Like Castlevania 3 to a degree, moreso if you took the extra characters out of the equation.

    So I see it as any given decision either being closer to a choice or problem based on how much weight is given to the outcome. In order for something to be a pure "choice" by what I see as your definition, it would have to be totally inconsequential and therefore meaningless, like naming your main character with the stipulation that the name never appears in the game because if it did... it might move into problem territory since I'm sure there would be some name you'd prefer to see for whatever reason.

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