Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- Buy the book for Beyond The Wall once you can afford it, you fucking pirate.
- -----
- Dresden Files
- -First book is Storm Front
- -Okay to skip to second or third, though.
- -----
- Change not only the reference but the language you're speaking in between thoughts.
- If they follow, you are successful beyond imagining. If not, you are confusing, a gibberish monger.
- One who gives gibberish is considered, but one who buys gibberish is one who must be questioned.
- Selling gibberish is understood, because it comes from the same point of self, even if the why is considered taboo.
- -----
- Self parody works as a punchline but not as the whole joke
- The difference is between:
- Why am I awful?
- I'm AWFUL!
- There has to be a point of reference established otherwise.
- If you start your self-parody joke with 'This is self-parody', you are guarding yourself and also lessening the impact of the punchline.
- It's not about the punchline any more, it's about the joke.
- That, again, is another change in point of reference, but in a metaphorical, conversational sense.
- "This is not a joke to make you laugh, this is a joke that exists to tear me down, then make you laugh at it.
- Not to laugh at it, but then me, but me, but then it.
- The joke stops existing for its own sake and starts existing as a post that stakes down your self esteem wherever it is.
- -----
- The question on the point of reference
- Name for a concept in game design and also the name of the name. Question is just as much the subject as Point of Reference.
- The question is how the point of reference changes in between seconds.
- Game design tip: Keep screen line of action. Keep the action on the screen clear in what direction it's going.
- In is going and out is going and both are directions, but both are directions that require a solid point of reference.
- If you want that reference point, you have to both guide and guard it, because for it to be a proper point for a player, it must be sacrosanct.
- Right is always the line of actions in most old side scrollers.
- They feel clean and simple because maintaining that line of action is simple.
- Right, then up, then down, maybe right. All off it pivots around this center point, of the Player.
- The player's role in the world, and the world's role in the player must be allowed to explored, and always to stretched, but never to be denied or reversed.
- If you are always in the center of the screen, and you get used to that, and then I say no, now you're on the left center, a little near the bottom, this is your new point of reference for "you", then you would reject that premise.
- Let's for a more clear example, say that two thirds of the way through your FPS game, you turn into a third-person shooter, with a vantage point slightly behind the head. Ignore the resource cost of this, and just think of what effect it would have on the player, their perspective, and their trust in you. What is established can be challenged, or overturned, but never violated. Notice the difference, overturned or violated. Overturning the perspective should have a clear, very clear reason, cause, cost, and effect. If an enemy pushes the point of reference to the left, and down, and gameplay does not quickly and concisely indicate that the line of action is about to change, and with it, the point of reference. If you have a big storm of wind where a big enemy to my right inhales, and suddenly I'm pulled to the LEFT? That would be labeled as a bug, at best, and a fundamentally broken experience, at worst.
- For another example, imagine if fruit ninja had suddenly, at times, arbitrarily decided when to throw food, not from top to bottom, or left to right, but from out to inward, without going through the center. You wanted swiping precision, but this game is now about prodding precision, and this is a microviolation (find a different word, that use devalues the social justice meaning) of the player's trust in you. One does not matter, and even a hundred does not matter because if you have a hundred, that means you are counting. Not when you lose count, but when you stop considering losing count to matter.
- -----
- The quest you take in between seconds
- How long you take the quest and how rough you are through it
- Is both a metaphor and not a metaphor, like all good stories
- Is both symbolic and not symbolic, like all good stories
- -----
Advertisement
Add Comment
Please, Sign In to add comment