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Writing Competition 2005, Round 1 Entries

Started by September 16, 2005 07:51 AM
121 comments, last by GameDev.net 19 years, 4 months ago
Re: S/S: The expected form of Round 1

Quote:
Narration/Description/Stage Dirsction: Because the format is a script/proposal for an introduction to a videogame, the immediate audience is the producer/game designer and any artists/musicians/animators/etc. who would be using the piece as a set of instructions for creating the game's intro.

How did you know this? You can tell what TechnoGoth was evaluating afterwards, but how did you know what he was looking for beforehand?

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Objective Create a 500 to 1500 word introduction for game that utilize the theme the coming storm. The introduction can take any form whether it is a narrative, scene script, a combination of the two, or something else entirely. Just remember the three tenants of a good introduction hook, inform, and brevity.


If it was true that the introduction should be formatted in the way such that a developer can easily get the ideas, then there was an error in the description of the objective. To be precise, the resulting entry cannot be a Narrative, but can contain Narrative components. If the format can be penalized, then TechnoGoth should have said that narrative by itself is unacceptable. Do you see my argument? If a piece is marked down due to the form it took, then there is a contradiction in the objective. So, technically, TechnoGoth violated a scoring rule when he scored on the formats.

Also read closely:
Quote:
Applicability - How appropriate the submission is to the game medium and how good a game it would make.

He said game medium, not the process of game production. There is no information that allows you to dictate that the audience of the entry should be a fellow designer. It can be, it didn't have to be. TechnoGoth wrote something vague, therefore you need to score vague too.

Interestingly:
Quote:
style - The overall quality of the writing including grammar, punctuation, spelling, and use of language.
If this is aimed for a designer as an audience, what exactly is 'style' and the 'use of language'? Why does style deserve a whole catagory on its own if it should read like a memo from a designer to another designer?

Furthermore:
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Creativity – How effectively the subject matter and theme of the round where used as well the overall creativity and originality of the piece.

He said the originality of the piece, not the originality of the components. This means that the whole entry is one thing, and, if it can be a narrative, it means that the whole entry can be the narrative portion where the player is going to experience. I don't see anything wrong with my interpretation. Maybe TechnoGoth didn't word it right, but you (and TechnoGoth) can't take points off for if the introduction was not targeted for a designer.

Other indications that failed to indicate the exact audience:
Quote:
I think it is important to mention that the goal of this competition is writing and not design. So there should be little or no technical details to a submission. So describing a puzzle would not be a valid entry for round 4. If the player has to solve a puzzle then use stage directions to say that they have to solve the puzzle don’t go in to details on the puzzle mechanics or description of it unless it is from a writing point and not a design one. A dialog puzzle however would be acceptable to include.


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The first round task is to write the introduction to a game. The introduction is what happens when the player first starts the game. It might a monolog or narration, it could be a short game sequence, or something else. The first round is interested in the writing aspect of the games introduction, so there should be little or no technical or design infromation in the entry.
If the form of the introduction itself can be a piece of narration, then it nullifies the claim that it has to be formatted. It was a misdirection of the contest. What is the point to say that it can be a narration if you will always score it down?

Revealing Information:
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Some people have asked about what I am looking for in terms of a submission for round 1 so I thought I would try and clarify. A game’s introduction is the part of the game that occurs from the time the player press new game until they are playing the actual game. Different games do this part in different ways in some it is a cut scene, some times it a short level, or a combination of the two. In all instances the introduction sets up the circumstances of the game and provides an initial goal. It should also entice the player with hints and for shadowing of what’s to come.

Here, TechnoGoth specifically said that the introduction is what the player will see, starting from the begining of the game to some arbitrary point. To rephrase what TechnoGoth wrote: "Different games do [the introduction] in different ways, in some it is a cutscene, sometimes it is a short level..."

This means that it is completely valid to have just a cutscene, written with the player as the audience. In this clarification that TechnoGoth wrote, he had show no remote indication that the audience was going to be a designer implementing the game. Furthermore, he didn't say that it was an introduction that describes the begining of a game, but that it IS the introduction of the game, as it is running.

The purpose of the introduction, in this clarification, is to "Set up the circumstances of the game and provide an initial goal", not to inform a fellow designer on how to implement it. Do you understand my argument on why TechnoGoth was scoring it wrongly?

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The purpose of the competition is writing as it applies to games so keep that and the previous paragraph in mind when creating your intros. And remember to ask yourself whether or not a player could from experiencing your intro directly into playing the game.

So it the 'intro' that we write supposed to be experienced by a player, or by a designer? Are we writing something that allows the player to experience, or something that describes what the player should experience?

Think about it, if you accuse my entry to be hard to implement, for what reason you made you believe that the game wasn't a text-based game, where I can copy and paste my entry directly as the intro? Didn't that make it 100% compatitble?

So, overall, it is not justified to rate down an entry because the intended audience was not a designer. The contest had provided no concrete basis for this requirement. It was ambiguous.




Re: S/S's Evaluation
Aside from what I consider to be a mistake in the description of the contest.


A) Technical Assessment\1

In your evaluation, you were marking down something that you didn't know. You can't rate an entry using the extra information you get beyond the entry:

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For example I had no idea that the maiden was supposed to dissapear and be replaced by the bell at the end, I thought she just dropped the bell. It's totally unclear whether the Old Monk gets shot at the end, and whether the bell is echoing because he dropped it as he died or what. So, minus 1 1/2 points here for being confusing.
What is wrong with not knowing the truth? If I am a player, it is 100% perfectly fine for me to mistakenly believe that the maiden had simply left. Also, it made no difference to the player on whether the monk was dead or not. It is up to the player to interpret it. The player would only see it as a mysterious ending. You can't retro-evaluate. You need to see it from the perspective of a player viewing it the first time. Some players will think the monk is dead, some don't; some think that the maiden simply left, some think that she was never there. The initial interpretation is up to the player. There is nothing wrong with being ambiguous here, as long as the player starts wondering, "What happened?"

You have no reason to mark it down if you are in the shoes of the player.


B) Technical Assessment\Grammar:

'rubble' vs 'rumble'
I wasn't completely sure whether I should stress that the fire hasn't been out for a long time. At least, the smell was still around. When I used the word 'rumble', it was a slight hint that the structure wasn't completely burned because the rain put it out. So the remains of the structure was still moving a little bit in the wind, because it has not complete done with collapsing. So that wasn't a misuse, also considering that the monk can't hear rubble, but he can hear rumble.

'the twelve strings [were] singing'
Yes, that was a typo

'shatter vs shattered'
Why should it be 'shatter'?
Two riders stomped across the courtyard, cracked tiles shattered beneath their heavy feet.


'fallen vs fallens'
'Fallen' is an adjective. It is not a noun to begin with. When it is used in a poem as a noun, it should be a toss up on whether to add the s or not. To stress that it was the group that had fallen, I added the s. What is your reason to not add an s?


C) Technical Assessment\Perception:

Quote:

1) What the player is seeing and hearing during the intro (i.e. can we gameify this?)
No, in places it was not clear what was being displayed on the screen. None of the characters' appearances are described. Also, at one point a scent is mentioned - how the heck do we gameify a scent? While some of these are already accounted for by the confusing language penalty above, minus an additional 1/2 point for lack of visual description.

The end of the writing gave you the reason why appearances are not described: The monk is blind. If I had described appearance that were not deducible from audio clues, the writing won't make any sense. So your complaint is unjustified. Your argument on 'how to gamify a scent' isn't really valid neither. A scent in a writing usually correspond to a mood, a color tone, or some other kinds of imagery. The most cliche implementation, is to have images of cherry flowers rushing out of the package as the maiden opened it. The song is obviously visualized as the maiden was playing it, so from the moment she opened the package, you can expect the scenery to suddenly change to the flowers. It is unreasonable to imagine that the actual footage will show the maiden simply singing in a courtyard. The scene change is implied, because the scene induced by the song does not match the scene of the surrounding. So if you are reading, the scene has to change in your mind as you imagine the pedals flying in the wind. So the piece itself actualy told you how scent would be implemented visually: 'A fragrance blossomed'

Since fragrance can't blossom, it was a visual attachment indicating how it will be implemented.


D) Technical Assessment\Vivid Emotion:

Quote:
2) Some vivid emotion, to draw the player into the gaming experience,
There was some emotion, but it was confused and not intense. Neutral score.

In general, I disagree with the way you judged this criterion. In my opinion, the introduction displayed an emotion beyond the basic emotions. It is not plain happiness, plain anger, plain fear, etc. It was a complex emotion. In my judgement it was arguably vividly complex. We are talking about complex character designs here. Those characters don't just get dominated by one emotion. To show just one emotion would be a flaw to convey the complexity of the character. The complexity of emotion is vivid because the piece was showing the player how much the character is hidding it, and expressing it at the same time. It showed a deep emotional conflict. But you are correct that it didn't directly draw the player into playing the game, but more on understanding the story.

[Edited by - Estok on October 1, 2005 12:17:23 AM]
The point about the votes was that the chart was partly wrong (TechnoGoth read some votes wrongly)

TechnoGoth's chart:
      E1  E2  E3  E4  E5  E6  E7  E8  E9v1     7   3   6   4   9   5   2   1   8Biege  6   3   1   5   9   2   *   4   8S/S    7   2   *   6   2   3   4   8   1v2     5   6   4   9   3   1   2   8   75MG    6   4   3   1   *   5   7   8   2v3     1   5   4   9   2   6   3   8   7Avg   5.3 3.8 3.6 5.6 5.0 3.6 3.6 6.2 5.5

TechnoGoth's chart implied that Biege voted Entry 3 to be first. That was a mistake.

Kallisti's (v1) vote:
7 > 3 > 6 > 4 > 9 > 5 > 2 > 1 > 8
(Your vote isn't missing, TechnoGoth read it wrong)

Biege's vote:
6 > 3 > 1 > 5 > 9 > 2 > 4 > 8
(TechnoGoth read the vote wrong)

5MG's vote (based on TechoGoth's chart):
4 > 9 > 3 > 2 > 6 > 1 > 7 > 8
(so 5MG voted 4.Prison to be the best besides his)

S/S's vote (based on TechnoGoth's chart):
9 > 5 > 6 > 7 > 2 > 4 > 1 > 8
(so s/s voted 9.Rush to be the best. For some reason s/s is allowed to give two entries second place) [Edit: there was a typo in mine, I ranked entry number 2 5th. I fixed this here and in the chart below and recalculated the average.]

V2's vote (TechnoGoth interpretation):
6 > 7 > 5 > 3 > 1 > 2 > 9 > 8 > 4
(4 was worse than 8. You can't help but ask: wtf?)
So this is probably the actual vote:
5 > 6 > 4 > 9 > 3 > 1 > 2 > 8 > 7
{So 7 is worst than 8. It makes you ask, wtf? also)
So I have no clue which way it should be.

V3's vote(TechnoGoth interpretation):
1 > 5 > 7 > 3 > 2 > 6 > 9 > 8 > 4
(4. is worst than 8. Also a wtf?)
Otherwise:
1 > 5 > 4 > 9 > 2 > 6 > 3 > 8 > 7
(again, 7 is worst than 8. By the way, 8 is the corn one.)

Does it occur to you that the votes were counted wrongly?

The actual votes:
(can't make an assumption about v2 and v3, so I just leave them, also assume that 5MG's votes are correctly interpreted)

          E1  E2  E3  E4  E5  E6  E7  E8  E9Kallisti   8   7   2   4   6   3   1   9   5Biege      3   6   2   7   4   1       8   55MG        6   4   3   1       5   7   8   2S/S        7   5   *   6   2   3   4   8   1v2         5   6   4   9   3   1   2   8   7v3         1   5   4   9   2   6   3   8   7Avg       5.0 5.5 3.0 6.0 3.4 3.2 3.4 8.2 4.5


[Edited by - sunandshadow on October 1, 2005 12:58:04 AM]
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About half of your reaction to my critique is made irrelevant by the fact that, as I stated when I first posted my critique criteria, these are the criteria I use for critiquing all fiction, and particularly those I am asked to critique as part of a critique group. They have nothing to do with Technogoth's evaluation criteria, they are my own. When critiquing a piece for my critique group I always have the piece author's statement on what the piece was supposed to mean and accomplish, as well as my own mental archetype the desired format, and I use these to assess how well the piece succedes at what the author wanted it to do, as well as what a publisher would look for when considering whether to purchase the piece.

So, if you want to edit your response to take this into account, I'll wait before I reply to it.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by sunandshadow
About half of your reaction to my critique is made irrelevant by the fact that, as I stated when I first posted my critique criteria, these are the criteria I use for critiquing all fiction, and particularly those I am asked to critique as part of a critique group. They have nothing to do with Technogoth's evaluation criteria, they are my own. When critiquing a piece for my critique group I always have the piece author's statement on what the piece was supposed to mean and accomplish, as well as my own mental archetype the desired format, and I use these to assess how well the piece succedes at what the author wanted it to do, as well as what a publisher would look for when considering whether to purchase the piece.

So, if you want to edit your response to take this into account, I'll wait before I reply to it.


I don't think I made a lot of comments about your evaluation. If you think that you are just critiquing a work of fiction, why would you even mention this:

Quote:
Narration/Description/Stage Dirsction: Because the format is a script/proposal for an introduction to a videogame, the immediate audience is the producer/game designer and any artists/musicians/animators/etc. who would be using the piece as a set of instructions for creating the game's intro.

It would be beyond your common tasks. Can you state exactly what was irrelevant in my response? For the part about whether the audience should be a designer, you don't need to respond to that. The rules of the contest wasn't clear. I am just showing others that there TechnoGoth made some illegal evaluations. What I said above the line is not about you, it was about the contest. I was just showing you that something was wrong with the contest.
Re: Estok's Math and Charts Wow that's really serious. You're right, it definitely does look like Technogoth read some of the votes backwards. o_O

Mine is correct except that one of those 2s is a typo, I ranked entry 2 5th. Here are my votes:
1) Entry 9
2) Entry 5
3) Entry 6
4) Entry 7
5) Entry 2
6) Entry 4
7) Entry 1
8) Entry 8

Can't vote for mine: Entry 3

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by Estok
Quote:
Original post by sunandshadow
About half of your reaction to my critique is made irrelevant by the fact that, as I stated when I first posted my critique criteria, these are the criteria I use for critiquing all fiction, and particularly those I am asked to critique as part of a critique group. They have nothing to do with Technogoth's evaluation criteria, they are my own. When critiquing a piece for my critique group I always have the piece author's statement on what the piece was supposed to mean and accomplish, as well as my own mental archetype the desired format, and I use these to assess how well the piece succedes at what the author wanted it to do, as well as what a publisher would look for when considering whether to purchase the piece.

So, if you want to edit your response to take this into account, I'll wait before I reply to it.


I don't think I made a lot of comments about your evaluation. If you think that you are just critiquing a work of fiction,


Sorry, I wasn't clear. By 'all fiction' I meant 'all pieces of fiction in all formats which I am asked to critique (including scripts)'.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

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Re: S/S

I totally don't see what you are trying to say. The part above the line wasn't about you or your evaluation. I told you that I did not believe that the audience had to be a designer, so everything you said about not made clear to a designer is irrelevant to me. The entry wasn't written for a designer as an audience. If your are not trying to appear that you are present the correct way to evaluate the entries for the contest, then just get with the program that the writing wasn't written for a designer.

When I commented on Biege's work, I didn't condemn its format because I know that that was what he thought the contest was about. I evaluated it based on his reference frame. When I commented on 5MG's work, I didn't condemn him for using camera directives, but that the actual visuals created by the camera were breaking immersion. (In the begining that was a discussion on demonstrative introduction, in that argument I said that it was undesirable to directly state camera movements, but that was not about the contest.)

Because you are trying to be helpful, you need to critique based on the reference frame of the writer. The part in your evaluation about my entry not being a good communication to a fellow designer was irrelevant. It was a 'duh', because it was obviously not tuned for that purpose intentionally due to the ambiguity of the contest.


Quote:
When critiquing a piece for my critique group I always have the piece author's statement on what the piece was supposed to mean and accomplish, as well as my own mental archetype the desired format, and I use these to assess how well the piece succedes at what the author wanted it to do, as well as what a publisher would look for when considering whether to purchase the piece.
You misinterpreted the purpose of the author. It was obvious that these were not the purpose of Entry 6:
Quote:
Narration/Description/Stage Dirsction: Because the format is a script/proposal for an introduction to a videogame, the immediate audience is the producer/game designer and any artists/musicians/animators/etc. who would be using the piece as a set of instructions for creating the game's intro.
The intended audience was the actual player.





The comments you made that were relevant and that I responded were labelled A, B, C, and D. There were only four sections. What exactly did I misinterpret about your comments?

[Edited by - Estok on October 1, 2005 1:36:15 AM]
Oh, now I see what you were saying. But I will point out that I didn't consider that your entry might be intended for a text-based game because it doesn't follow the format of a text-based game. No one would read such a big chunk of text before being able to do any playing, and it doesn't communicate anything about who the player is or what they can do. I assumed from your entry's format that it was intended to be an FMV intro.

Quote:
Original post by Estok
Re: S/S's Evaluation

A) Technical Assessment\1

In your evaluation, you were marking down something that you didn't know. You can't rate an entry using the extra information you get beyond the entry:

Quote:
For example I had no idea that the maiden was supposed to dissapear and be replaced by the bell at the end, I thought she just dropped the bell. It's totally unclear whether the Old Monk gets shot at the end, and whether the bell is echoing because he dropped it as he died or what. So, minus 1 1/2 points here for being confusing.
What is wrong with not knowing the truth? If I am a player, it is 100% perfectly fine for me to mistakenly believe that the maiden had simply left. Also, it made no difference to the player on whether the monk was dead or not. It is up to the player to interpret it. The player would only see it as a mysterious ending. You can't retro-evaluate. You need to see it from the perspective of a player viewing it the first time. Some players will think the monk is dead, some don't; some think that the maiden simply left, some think that she was never there. The initial interpretation is up to the player. There is nothing wrong with being ambiguous here, as long as the player starts wondering, "What happened?"

You have no reason to mark it down if you are in the shoes of the player.


As an editor whose comments are intended to help an author to refine their piece to be as effective at achieving the author's goals as possible, I can and should rate the entry using external information the author has given me about the piece's intended goal or meaning. Similarly, all fiction has more than one audience, and needs to be evaluated both from the audience's perspective and from the publisher's perspective. This is because if the publisher doesn't buy the piece, the audience will never see it, and if the audience doesn't like the piece they will quit reading/playing and again not see it. And as a unit of communication the goal of every piece of fiction is to be seen and understood.

Even if you want it to be ambiguous to the reader whether the monk died (although it seemed pretty strongly implied from the second poem) you still need to clearly describe what is actually being seen (assuming its an FMV) which would cause this ambiguous impression, so that the animator can create the impression you intended.


Quote:
B) Technical Assessment\Grammar:

'rubble' vs 'rumble'
I wasn't completely sure whether I should stress that the fire hasn't been out for a long time. At least, the smell was still around. When I used the word 'rumble', it was a slight hint that the structure wasn't completely burned because the rain put it out. So the remains of the structure was still moving a little bit in the wind, because it has not complete done with collapsing. So that wasn't a misuse, also considering that the monk can't hear rubble, but he can hear rumble.

You can't bury anything in a sound. The fact that the monk can't see rubble is interesting, but the maiden and/or the player could see it. And I think you should have emphasized that the fire hadn't been out very long, painting a strong clear picture of the environment

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'shatter vs shattered'
Why should it be 'shatter'?

Two riders stomped across the courtyard, cracked tiles shattered beneath their heavy feet.

??? Did I say 'shatter'? Sorry, that should have been 'shattering'. o.O At any rate, shattered is incorrect because they weren't shattered until just now, they are getting shattered while the stomping is happening, so you need a progressive form of the verb. Shattered would have been okay if it had been two separate sentences taking place one slightly after the other, or if the two clauses wew in a compound sentence (connected by a conjunction such as 'and' or a semicolon), but you can't have two past tense verbs in a complex sentence (where one verb is in a subordinate clause).

Quote:
'fallen vs fallens'
'Fallen' is an adjective. It is not a noun to begin with. When it is used in a poem as a noun, it should be a toss up on whether to add the s or not. To stress that it was the group that had fallen, I added the s. What is your reason to not add an s?

Actually fallen isn't originally an adjective either, it's a present perfect verb form. The idea "They are the ones who have fallen."(present perfect verb) gets shortened to "They are the fallen ones." (adjective) then gets shortened again to "They are the fallen." (substantiative adjective, aka noun.) The plural of fallen is fallen, it is an irregular noun like other nouns formed this way: the taken, the forbidden, the smitten, the written, etc.


Quote:
C) Technical Assessment\Perception:

Quote:
1) What the player is seeing and hearing during the intro (i.e. can we gameify this?)
No, in places it was not clear what was being displayed on the screen. None of the characters' appearances are described. Also, at one point a scent is mentioned - how the heck do we gameify a scent? While some of these are already accounted for by the confusing language penalty above, minus an additional 1/2 point for lack of visual description.

The end of the writing gave you the reason why appearances are not described: The monk is blind. If I had described appearance that were not deducible from audio clues, the writing won't make any sense. So your complaint is unjustified. Your argument on 'how to gamify a scent' isn't really valid neither. A scent in a writing usually correspond to a mood, a color tone, or some other kinds of imagery. The most cliche implementation, is to have images of cherry flowers rushing out of the package as the maiden opened it. The song is obviously visualized as the maiden was playing it, so from the moment she opened the package, you can expect the scenery to suddenly change to the flowers. It is unreasonable to imagine that the actual footage will show the maiden simply singing in a courtyard. The scene change is implied, because the scene induced by the song does not match the scene of the surrounding. So if you are reading, the scene has to change in your mind as you imagine the pedals flying in the wind. So the piece itself actualy told you how scent would be implemented visually: 'A fragrance blossomed'

Since fragrance can't blossom, it was a visual attachment indicating how it will be implemented.

Is the monk supposed to be the main character, and the player intended to be provided no visuals at all? Unless this is the case, the monk's blindness is irrelevant. However if this _is_ the case, you should have said in a note at the top of your entry that it was intended to be a text-based game, and that invalidates your argument about implementing the fragrance visually. Either way, I can't evaluate based on "the reference frame of the writer" unless you tell me what it is.


Quote:
D) Technical Assessment\Vivid Emotion:

Quote:
2) Some vivid emotion, to draw the player into the gaming experience,
There was some emotion, but it was confused and not intense. Neutral score.

In general, I disagree with the way you judged this criterion. In my opinion, the introduction displayed an emotion beyond the basic emotions. It is not plain happiness, plain anger, plain fear, etc. It was a complex emotion. In my judgement it was arguably vividly complex. We are talking about complex character designs here. Those characters don't just get dominated by one emotion. To show just one emotion would be a flaw to convey the complexity of the character. The complexity of emotion is vivid because the piece was showing the player how much the character is hidding it, and expressing it at the same time. It showed a deep emotional conflict. But you are correct that it didn't directly draw the player into playing the game, but more on understanding the story.

I regard complex emotions as being equally interesting and valuable as pure emotions. I did understand that there were complex emotions in your piece, and I did feel them, I just thought that they weren't intense enough for an introduction where you are trying to draw the player into the game.

When creating an introduction you are trying to deal with the problem of taking a completely ignorant and uninterested audience and conveying to them as quickly as possible a situation, a character, something happening, and a reason to care strongly about all. To get the audience to care strongly it is important to make them feel some sort of intense emotion, and it is difficult to make a complex emotion come across as intense. For this reason it is probably best not to try to convey any complex emotions until after the audience understands the basic situation and the initial incident has happened.

I want to help design a "sandpark" MMO. Optional interactive story with quests and deeply characterized NPCs, plus sandbox elements like player-craftable housing and lots of other crafting. If you are starting a design of this type, please PM me. I also love pet-breeding games.

Quote:
Original post by sunandshadow
Re: Estok's Math and Charts Wow that's really serious. You're right, it definitely does look like Technogoth read some of the votes backwards. o_O


To be fair on Technogoth, one of those mystery voters was me, and I'm pretty sure I put 8 ahead of 4 (as second last and last place respectively). I've lost my voting scoresheet but I'm probably "voter 2" in Estok's list. Admittedly I was pretty exhausted and slightly unwell when I voted, and so the block-text of entry 4 really harmed it in my mind. Also from memory I had the top four or five entries within a few fractions of a point so I couldn't decide which one I prefered.

That being said, I'm not sure why we are dissecting the voting process to this level of detail...
Re: TrapperZoid
Well I guess you missed it, but there were some weird errors. A list like this:

4
1
2
3

was read by TechnoGoth as:

E2 > E3 > E4 > E1

Instead of:

E4 > E1 > E2 > E3

There was no right or wrong way, just ambiguous.


This topic is closed to new replies.

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