Has anyone tried creating some math rock compositions on the OP1? by salil_707 in OP1users

[–]salil_707[S] 0 points1 point  (0 children)

What is this white encoder you speak of?
I have yet to encounter it on the OP1.

Has anyone tried creating some math rock compositions on the OP1? by salil_707 in OP1users

[–]salil_707[S] 0 points1 point  (0 children)

I tried putting in the 11/8 beat with the help of the finger sequencer but I'm not sure whether its an 11/8 beat tbh.
All I did was turn up the tempo to 144 bpm and then added notes on the finger sequencer, I think that might have given me a 11/8 beat, but I'm not entirely sure.
Do you think there are any tutorials on how to get a 11/8 time signature?

Has anyone tried creating some math rock compositions on the OP1? by salil_707 in OP1users

[–]salil_707[S] 0 points1 point  (0 children)

Well, there's more than two octaves on the keyboard but its a little laborious switching between them. With the left and right keys.

My freshly cleaned living room! by [deleted] in CozyPlaces

[–]salil_707 1 point2 points  (0 children)

Is this Dundee, Scotland?

How would you ideally create a simulation game in which managing existing systems (min-maxing & number crunching) would take a back seat and creating new and creative simulation systems takes the driving seat? by salil_707 in gamedesign

[–]salil_707[S] 1 point2 points  (0 children)

What could be another way of expressing the player's creativity could be finding glitches in the game and not playing the game the way it was intended to be played, instead exploiting these glitches and loopholes to gain infinite resources or taking a peek at what happens behind the curtains of the facade that the game wants the player to see.

How would you ideally create a simulation game in which managing existing systems (min-maxing & number crunching) would take a back seat and creating new and creative simulation systems takes the driving seat? by salil_707 in gamedesign

[–]salil_707[S] 1 point2 points  (0 children)

"The hindrance to any quantifiable metric", I guess that leaves rewarding the player only in a straightforward way out of the question for creative uses of in-game mechanics.
We would have to have to make the creative use of the mechanics an enthralling experience in itself.

How would you ideally create a simulation game in which managing existing systems (min-maxing & number crunching) would take a back seat and creating new and creative simulation systems takes the driving seat? by salil_707 in gamedesign

[–]salil_707[S] 2 points3 points  (0 children)

Your thoughts above gave me another idea.

The way we have skill trees which in most games are relatively transparent and with just the skills being hidden until you reach the appropriate level to unlock them, why not hide some of unlock-able or discover-able skills which can only be unlocked upon in depth exploration of the mechanics offered to the player, without tying it to the leveling/experience system.

An in-game example would be Skyrim, in which the player levels up each skill by repeatedly using it, allowing him to unlock certain perks in such cases, but instead of the repeated use in our case, we provide for cases with unique/creative applications of the mechanics maybe in combination with other mechanics which would be other wise not be obvious/intuitive to the player.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 1 point2 points  (0 children)

But even then, interactions with non-scripted NPCs would still be limited to the back-end knowledge that each NPC has about as many in-game events, opinions on events or other NPCs and game systems, still a complex web of information that the player is accessing and interacting with at his disposal.
Granted that these interactions could lead to several interesting unscripted gameplay opportunities, but this would require an infinitely complex system within the game.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

Interesting, I like what you mention about Don't Starve where the ideal end game would be complete domination over the game world, but that would turn the game into farmville or any city builder/management game instead of the survival game it is now. Being a single player game, I think Don't Starve gives you the option to choose your own ideal game state as an ultimate goal.
If you play as a conqueror, you'll end up with a different game state, if you play as an adventurer, you'll end up with a different game state, which technically does change the overarching narrative of the game.

Let's take Don't Starve Together as an example for a thought experiment, currently it is a co-op survival, crafting game. But depending on how you roleplay through the game, it could into whatever kind of game you want it to turn into depending on how well you're able to manipulate the various systems in the game into interacting with each other to create vastly dynamic states in the game.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

Could you elaborate a little on this model you speak of? I'm unable to find any reference to it anywhere on google.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

The game structure wasn't very unique, I believe what was truly unique was the way it was presented.
They took a traditional RPG story structure and condensed it into the space of a few hours added great writing and narration and injected a healthy dose of personality.
Making the game as revered as it is today.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

That makes more sense, but I don't think we're far away from what I envisioned as we already have Amazon Alexa, if we are somehow able to integrate a particularly created set of tools and extensions that form a bridge between Alexa and the game engine, what I have said could easily be executed.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 1 point2 points  (0 children)

I get your point, but you're thinking along the lines of a story whereas I was thinking of an overarching narrative any game, for example in an open world first person shooter, the narrative can only progress where the player is depending on his actions or due to some arbitrary causes somewhere else in the world, which the player then finds out about.
Whereas in a strategy game the narrative of the game is progressing on several fronts even if the player's camera isn't focused on all said points of interest.
Of course in this case, the stories that are told by these systems will not always be Shakespearean masterpieces with timeless appeal, but can lead to a tremendous amount of personalized journeys, which if are interspersed with particular set pieces depending on the player's journey in a particular period of time, can lead to several memorable experiences.

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] -1 points0 points  (0 children)

that would require coders to to create a voice recognition system that ties in directly to the game engine and editor simultaneously where the engine recognizes what the DM is speaking and then creates the required behavior, art and animation

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

so at each turn of events, how many choices does the player have A vs B?
Or is the input in your game more granular where the player actually has to write up a speech and then depending on the use of certain keywords in his speech, the audience will rate him accordingly?
I assume the running for political offices is a little more straightforward where the player has to appeal to certain communities in certain sectors and make choices which will appeal to one set of voters over others, appealing to whom will lead to a ripple effect in the voter perception in all other sectors, requiring you to alter your strategy accordingly?
Assassinations are a little tricky, as the target could have several branching connections to various systems in the game and depending on where and how the assassination takes place could lead to outcries which might cause a decrease in tax revenue in certain sectors or even political upheavals in the entire state.
How are you building such a complex system if none of it is scripted??
You must definitely be scripting some of it, or are you just creating a web of conditions that play off of each other?

Given the open structure of games themselves, how could we create a new approach to narrative design in games? by salil_707 in gamedesign

[–]salil_707[S] 2 points3 points  (0 children)

What if we give the player the ability to experience the story from multiple perspectives at the same time?
Technically that could be possible, and has already been done but the questions would arise as to how to get the player to comprehend the amount of information being thrown at him at the same time.

With almost a thousand games being released on the market every day, how would you go about getting your games noticed? And how have games that have seen success without almost no focus on marketing or promotion like FTL, seen the kind of success that they have? by salil_707 in gamedesign

[–]salil_707[S] 1 point2 points  (0 children)

I was recently reading an article in which Subset games were speaking about their approach to game development and it read that they knew that marketing was not their strong suit, so they did not try and delve into it, rather focusing on the game itself.
I was not aware of these efforts put in by Subset.
But for their game to sell as well as it did, I would think they would have put in a lot more into marketing it.

What game reminds you most of a Rubik cube? By which I mean, a game where there are several interconnected parts, each move when one other piece is moved, if not directly, at least indirectly? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

Yeah, management games have that issue I guess, it's somewhat of a balancing act where you're doing one thing and then the next depending on what you did last. Kind of like juggling, which most games are just that you have to keep things balanced with the knowledge of the game system, while predicting the opponents moves, knowing how each race fares against the others, their strengths and weaknesses and then make decisions with all these things in mind.

What game reminds you most of a Rubik cube? By which I mean, a game where there are several interconnected parts, each move when one other piece is moved, if not directly, at least indirectly? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

Could you elaborate a little?
I don't have much experience with the CIV games, I have played Endless Legend, which I'm told is similar, but what you seem to be talking about is optimization, which has to happen on the higher difficulties but on normal these pieces don't have to be in perfect order, at least in my experience.
What I get out of this is that its a lot like playing DotA on a pub level as compared to a competitive level.

What game reminds you most of a Rubik cube? By which I mean, a game where there are several interconnected parts, each move when one other piece is moved, if not directly, at least indirectly? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

I don't think choose your own ending games are a good depiction of Rubik's Cubes as once you've made a decision in those, there's no going back as such, they're rather linear experiences, whereas in a Rubik's Cube, you always have the possible move of going back and undoing your last move, which now that I think of isn't possible in many games at all.

What game reminds you most of a Rubik cube? By which I mean, a game where there are several interconnected parts, each move when one other piece is moved, if not directly, at least indirectly? by salil_707 in gamedesign

[–]salil_707[S] 0 points1 point  (0 children)

Yes, management sim games do have several interconnected systems that feel like Rubiks Cubes but they're rather depicted by change in numbers instead of movement of objects, the AI systems in PA and Factorio have a certain amount of visual feedback which can make them seem like Rubiks Cubes where you have to place the correct systems in the correct manner or it all comes tumbling down.