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beleivable VS realistic

Started by December 11, 2003 11:05 PM
21 comments, last by Neoshaman 21 years, 2 months ago
ok i agree then

>>>>>>>>>>>>>>>
be good
be evil
but do it WELL
>>>>>>>>>>>>>>>
>>>>>>>>>>>>>>>be goodbe evilbut do it WELL>>>>>>>>>>>>>>>
The problem is that the word "realism" has at least 4 root meanings: conformity, existence, loyalty and authenticity.

As game writers, we should probably be more concerned with the first and last meanings, with an emphasis on the first. In other words, we can sacrifice authenticity in "real world" terms as long as we conform to some consistent logic/physics system.

For example, a character in a platform game could conceivably jump the equivalent of 12 feet/4 metres into the air every time the player pushed the joystick up if (s)he had superhuman strength or the gravity was lower than on Earth, but (s)he shouldn''t suddenly be able to jump twice that height without some obvious change occuring (drinking a power potion for example).

By all means make up your own rules and/or laws of physics, but make sure they''re consistent and that you follow them throughout the game/story.
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quote:
Original post by liquiddark
... My point is simply that this isn''t at all the same as "requiring" passion to create a work of consequence.

ld


Oh I agree - there''s really not a need of anything to create something except maybe the will to finish it. I''m not saying you need passion to make a good game - I am saying it is a little easier, in my opinion, to stay focused if you really get into the subject matter. That said, I can be focused all I want and still not make anything good - and good is of course subjective anyways.

printf( char *MD.LeadG->GetSignature()); //moc.scptnirps@gdael

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