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Messages - Holey Moley

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706
Beginner and other Nonsense / Re: STICKY: Random News
« on: January 31, 2015, 08:36:22 AM »
Something that's always bothered me about the copy/paste paradigm is if you need to paste an item into a list, then if when you paste the item does it displace the highlighted item? or is it to be placed after the highlighted item?

There isn't a good answer for this. If it's the first option then there is often no way to paste into the last item in the list. Sometimes you can select the area below the list, but not always, and usually keyboard support for that if present is awkward.

The second option is no better, you can't then paste an item at the top of the list!

I definitely prefer the first option, since the highlighted item then becomes the newly pasted item. In fact yesterday I tried to add this functionality to SOM_MAP's programming screen. At first I added a button that inserted new instructions above the current selection (so that the newly inserted item becomes selected (this may be an extension provided by SomEx) but the cursor itself doesn't move) but I soon realized that the ability to double-click the instructions in the menu meant that there can only be one way to insert, because there isn't two ways to double-click!

So instead of a button I changed it to a checkbox to change the way the insert button behaves. Except there is an option to make a checkbox appear like a button, so I used that so it looks like a toggle button instead, since that looks much better on that screen. In hindsight I realized that in that case inserting after was generally more useful, because you are essentially building up a program from top to bottom, but with the toggle on to do that you'd have to think in reverse to do the same! So although I find it more intuitive toggled, I think it would only be useful if you are coming in to alter an already built up program.

Still when building up an outline do the same rules apply? I don't know. I think the >> and << buttons do advance the cursor. But I prefer to enter and paste items so that they end up on the same line, even if that means you must manually advance the current line sometimes.


But there actually is a good solution to the copy/paste problem using the XCV keys on the QWERTY keyboard. It turns out that the key right after V is actually B. Which is perfect for Paste Below! or Paste Behind!! Heck even Paste Before if you are in the RTL world!!! It's actually pretty interesting that all of these keys just happened to be clustered together and in the right place. Anyway, I just wanted to share that. XCVB.

The other cool thing about Ctrl+B is it auto advances the cursor if that's what you want. Still in a copy/paste scenario you'd have to go back to whatever you are copying, so it isn't quite as fluid as entering new items.

To make a new item with Enter key there isn't a way to advance the cursor, but since it necessarily opens up an input window it's easy to move it down once past the last item. Ctrl+Enter might be fine for automating that. Ctrl+X,B after the fact would also work.


EDITED: For the record the way >> and << work in the script and project settings editors is the source side's cursor moves in reverse while the destination side remains in place. That's to make it easy to push over a line of items even though you have to start at the end of the list on the source side. In the settings editor there is an "endnotes" item that caps off the list, so adding to the end isn't a problem. But in the script outlines there are no such items, so my plan is to have an error-like box ask if you want to add to the end of the list if the last item is selected. If you need to move many items over and don't want to see the box then it's easy to think to make a temporary dummy item in advance and delete it afterward. It would be possible to add a checkbox to change the behavior, but I feel like it would mess up the symmetry of the classic layout based on the weird MAP file import mini-tool that is now obsolete.

707
Beginner and other Nonsense / Are videogames too long?
« on: January 21, 2015, 05:57:30 PM »
Here (https://www.youtube.com/watch?v=dcT6M0VmIvg) is a new PBS Game/Show video asking if games are too long.

Personally I think that they definitely are, and the point made in the video about how you can easily spend your screen time doing better things is right on.

That said it really isn't a question of the actual length, just whether or not does the game earn its length or not at every point along the way. Speaking of narrative driven games (because non-narrative games probably shouldn't even have story elements anyway) games usually do one of two things... they will pad themselves out with busy work for no obvious reason, or they will feel like they are radically abridged to the point of having no real substance, kind of like the way many movies are very superficial rendered nearly meaningless versions of longer more substantial books.

For games up to now I think the second problem is probably more unintended than trying to deliver a quick/accessible experience. The first problem is more like adulteration that is pretty much unique to games alone as media goes. I guess 24hrs news maybe does that too.


But on the whole games have to tell their stories more efficiently and consider their audience as people with potentially valuable time on their hands. Not by cutting but really honing their craft, and ideally not trying to tell overly long stories. If you can't remember the entire course of events from beginning to end then the game is probably overloading itself or spreading itself thin.

708
Beginner and other Nonsense / Multi-colored Fonts?
« on: January 17, 2015, 12:40:44 AM »
Here is just something I find interesting I wanted to make a note of. I was wondering if the TrueType font format had any kind of exotic support for a color palette or something like that for its fonts. Just out of curiosity because I doubted Windows would have acted on the information if available.

Web searches don't turn up much, maybe "Multi-color Font" is the best keywords to use. Here (http://www.istartedsomething.com/20130628/microsoft-adds-multi-color-fonts-in-windows-8-1-proposes-opentype-standard/) is a top scoring page that suggests this is something coming to Windows (along with spelling checking in Windows 8)

This (and spelling checking) are both two very interesting additions to Windows. I was curious myself why this wasn't a thing, because it seems like it would be so obviously useful, especially because font rendering is the only place desktop operating systems tend to provide native support for scalable (aka. vector) graphics.


I think games of the 21st century need to get far away from bitmaps for fonts and other UI elements, especially if they are for PCs which can come in many different resolution modes. I think SOM's menus would actually be much improved if the frames were built out of fonts for instance, that and perhaps 3D models (with fonts at least for the lettering elements)


Black and white (or tinted) would work fine, but fonts with colours would make things more interesting naturally.


P.S. Random thought. I had thought for a long time that the way SOM offers resolutions to play at (clearly based on originally being a fullscreen only affair) is antiquated and should be revised on a new system screen ASAP. But looking at videos of the PlayStation games (edited: and playing one a little bit a few days ago) and other "indie" games it occurred to me that that old blocky look that comes from low resolution may actually be useful for emulating the style of older games, so I'm inclined to keep things the way they are. Or at the very least not just have the resolution set to the size of the window hosting the game.

709
Beginner and other Nonsense / STICKY: Sick Days
« on: January 14, 2015, 06:31:22 PM »
I am rarely sick if ever, but whenever I go on a grocery run or anything I will spend the day in town, and the next day if I am not feeling bad I will at least be inexplicably tired. I say that the time in town wears me out, but I think the tired symptom is more likely just a notch below bad feels, or maybe just baseline what it feels like when the immune system is on red alert.

I usually power through these days, but not this time. Since turning in I've slept at least 14 hours, including a 2hr nap, and laid in bed for probably 4hrs or so. Couldn't eat breakfast and so had some chicken noodle flavored ramen and 7up instead. But worst of all has been the constant headache. It's probably actually a fever, I can't tell if the ibuprofen is working or not and realized today that I've never owned a thermometer in my life.


I'm guessing this will be the usual 24hr ordeal, but I'm writing really just to recommend Brian Eno's Apollo if you ever have to suffer through a longterm headache. I began thinking after waking from my nap (I didn't think I would be able to stand to look at a screen or listen to anything today) what I could listen to that would not exacerbate my headache. Not because I'm the kind of person that can't handle silence (I'm not) but because I needed something to distract myself from fixating on the headache itself...

I thought probably it had to be found in Brian's catalog. He actually has an album called "music for thinking" so I was like, he really should make a "music for aching" album. I thought about the various albums and only Apollo seemed worth trying (edited: Harold Budd is probably a good place too look too but I don't know his ambient albums by memory. I will probably try his collaborations with BE later. I think this is the first time I've ever _actually_ listened to Brian as purely ambient mood setting music, which was supposedly the idea behind pioneering ambient as not-muzak musical genre)


I think Brian made Apollo for a documentary on the space program. I've never seen the documentary but I assume it was completed. It's pretty spacey, like empty quiet desolate weightless spacey, but also seems to have been inspired by country western which is always very smooth on the album. The country western motif I think works well in space but was also probably inspired by the cowboy image of astronauts and the US space program with its sites usually in the southern states (edited: Daniel Lanois and Brian's brother are also accredited for Apollo)


I am making this thread Sticky so anybody who is hard at work everyday on behalf of SOM or on a highly visible SOM game project can use it to let everyone know they are/were out of commission, and share tips and stories too.

710
Beginner and other Nonsense / Re: STICKY: Random News
« on: January 02, 2015, 05:01:16 AM »
I just decided on how to handle Big Endian with http://svn.swordofmoonlight.net/code/lib/swordofmoonlight.h even though I'm not sure how big of a deal that is these days since Apple bought into x86/Intel for its Macintosh line like a decade ago but there are probably other BE systems out there.

One thing that kind of makes me angry is it seems like C the programming language should have some intrinsic(s) way to represent cross Endian data types but it doesn't seem to. That would be so obviously useful it's really irksome. Anyway since C doesn't the plan is to just require non-Little Endian systems to use a C++ compiler instead of C which allows for custom made intrinsic-like data types. This way cuts down on a lot of code bloat and eliminates opportunities for human error.

711
Beginner and other Nonsense / Re: STICKY: Random News
« on: December 20, 2014, 03:16:23 PM »
I thought I'd posted in this thread about the new buttons that will be sprinkled all around and are going to appear in the next release, but I last posted about them here (http://www.swordofmoonlight.net/bbs2/index.php?topic=206.msg1756#msg1756) instead.

I'd decided the buttons would say Transcript and Content, the first kind linking to the "script" and the second linking to the game's various media folders. But last night after watching a movie (August: Osage County) I had a kind of aha moment...

Both in the top and end credits the playwright gets acknowledged for both the play the movie is based on and for writing the movie's screenplay. So after two whacks on the head it occurred to me that "video games" could really use a similar kind of word to lend them legitimacy and simultaneously recognize that the script of a game is not only likely nonlinear but also non-sequential. So I've confidently decided to start calling the main function of SOM_MAIN writing a gameplay.


Game play is something people say, but it's a nebulous term and not officially recognized as a word and I am frankly unclear on what it means myself. The act of play? Game "mechanics"? The interface? I think I prefer interface, meaning not the on screen elements, but something more like the visual/tactile interplay. But I don't think anyone ever says gameplay meaning the literacy of the game so-to-speak. But I think it's a more effective word used this way and steals some of the toy like nature of games away from them and puts it over on the side of literature instead...

Which I feel is supremely important if games are ever going to be a legitimate (read: good, worthwhile activity for adults) art form. 


I am also very much tempted to relabel SOM_MAIN's 3rd button to simply say Gameplay, but I can't do that, even though it would be nice, because you can do so much more than write an original gameplay with it, even though that's it's primary function. Likewise the word gameplay won't appear withing SOM_MAIN for the same reasoning. But the buttons that link the other tools will use the term, and some extensions may use it, and some comment fields may use it, but also I think the SCRIPT variable in the SOM file won't change, and script will remain a catchall phrase.

A gameplay is more than just disembodied text; it can also include some programming elements. Not everything, but where programming is essential to the unfolding events that is an element of a gameplay also.


Second order of business, I consider Gameplay to be a warmer word than Transcript (although Transcript will still be used on SOM_MAIN's editor's main screen) and Content to be of about equal warmth to Transcript, so I went seeking a new word to use in place of Content. What I settled on is "Library", which is short for Media Library, which is something that has been bothering me of late...

One ultimate goal for SOM is to manage a media library. Just a system where you can register media files into it's library. I feel that's important because one thing that I haven't really heard of that seems obvious to me is in the near future, since music is digital, then I don't see why videos and games and things would need to license music anymore, because if you own the music, then you have a right to listen to it while watching videos and playing games. So if an artist wants a song to play in their game, then the game can just search for it in the player's library and play it. Licensing music is incredibly complicated and that would just make it a non-issue. So that's one of my goals for SOM. And so while the Library button for now will just open the media folders in the project's DATA file tree I think it would be worth the work to eventually extend that to selecting media from a personal library (which can include stubs that are metadata without actual data behind them too, that could either just be placeholders or could be streamed on demand)


PS: I'm also renaming SOM_PRM's 3D Preview buttons to say Visual, which seems both fine but also anticipates that popup screen housing a new Armored Core style Paint system, or customization basically. The new system will probably be completely hidden until you single click the left mouse button without dragging. Then it may be just a popup menu or may toggle on screen elements.

712
Beginner and other Nonsense / Re: STICKY: Random News
« on: December 06, 2014, 05:45:27 AM »
So tonight so far I was able to improve things somewhat around minimizing SOM. I noticed after working on SOM_MAIN (adding a number of new screens) that the new screens I'd setup didn't keep the program from minimizing from the taskbar.

Note that the standard way Windows works seems to be to keep programs with popup screens from minimizing. Even clunkier if you right-click in the thumbnail on the taskbar for such a pair (or more) of windows the right click goes straight though the thumbnail with it disappearing and I think the windows are activated. But still its really strange to click on a window and have it disappear out form under the cursor! And as soon as the button is down at that; Microsoft engineering at its finest.


I never liked that behavior, but I couldn't get to the bottom of it for the longest. Tonight I was bound and determined. I caught a break when I noticed that the windows below the popop screen were disabled. Disabled is a status flag that can be discovered with software like Microsoft's own Spy++.

I forgot that you could disable main windows this way. Usually disabling means making a window element (also called windows by the API) grey.

Apparently SOM disables all of the windows that are behind the active window. This is also the apparent behavior of the plain "modal" DialogBox API provided by Windows, but curiously SOM doesn't use that. I think it uses some kind of middleware that abstracts away the standard Windows APIs. It does lots of strange things this way, but in other ways it makes things easier, because its behavior is very regular.


So anyway, the main problem it turns out was this was disabling the special taskbar window I'd setup, it's invisible but has an icon in the taskbar, the reason being so that it can have a [-] minimize button, which looks strange without a maximize button, and is incompatible with the [?] help button.


I developed a system for keeping the bottom windows from being activated, since I didn't realize that disabling them probably would've worked just as well (I haven't tried it so I don't know if the beeping flash behavior is part of being disabled or not) but I decided to keep the new behavior since it lets you reposition the bottom layer windows--which was something I'm not sure I even realized was possible--which I reckon could come in handy if you need to see the information on them (it also has a side effect of changing the cursor to things like an I-beam when you hover over a text editing region, but I'll probably just work on that later. Will probably change it to a (/) cursor)


PS: It's a little weird that you can drag the bottom windows around with this system but can't resize them. I may even take a page out of SOM's book and make it where clicking the bottom windows at any place drags them, the way you could drag the black regions of SOM_PRM and SOM_SYS before with the weird frameless setup that From Software used originally (I think the reason the tools have so many quirks is the programmers couldn't get the application to behave the way they wanted it to, so they just did all they could to make it just barely work!)

EDITED: I think that would be a nice addition. That and eliminating the beep/flash when dragging the bottom windows is probably a good idea. Using the cross arrows cursor is probably a good idea too if it isn't annoying. Maybe only if the cursor is not continuously moving.


UPDATE: I tried setting up the move cursor but it wouldn't work right on Vista because the buttons and menu (click the icon) areas on the top of the window seem to exist outside of the actual window. So unless you have time to invest in the new window manager introduced in Vista it isn't worth the trouble really. On the up side it turns out that the flashing window is a side effect of the background window being disabled, so all of the code I worked on to emulate that effect proved to be unnecessary. Now I just wish I knew why the windows don't minimize the first time you click on the taskbar.

713
Here is the Critchley book. ORbooks.com is having a $1 e-sale of its book catalog, so I got a copy for easy reference/copying out of. I don't understand e-things myself. I don't know why anyone would pay more than $1 for any e-book, or $0.20 for any song tops. Please don't publish a link to this thread in order to give people easy access to this book in digital format (if all digital sales worked like this one, the people really getting rich off of e-books would be the credit card companies, as I'm sure they got a sizable portion of that $1)

If I notice its download numbers growing much higher than other things around here I'll take it down. Please post if you notice its numbers are high, or if someone directed you here to download it. Unless you are sincerely interested in King's Field and Sword of Moonlight please don't download this attachment.

Please feel free to discuss this book in this thread. I'm thinking about using it as a kind of template for the KF universe, kind of like how Brian Eno just uses random things to structure artworks around in a search for artistic constraint/novelty.

Checking back in 1yr later (34 downloads) I want to also add. If you download this book, and you read it, and you are not dirt poor, please just buy a copy of the book. I am not too concerned because O/R is pretty cool and I don't think they'd freak the **** out too much about one of their books being downloadable somewhere. That's a subject that itself would likely be an O/R book if someone wrote a book about it.

1/1/2017: I'm pulling the Book link because it's at 134 downloads or so. I think that might account for the new most people online concurrently stat from back in November. 149. Sorry.

714
Beginner and other Nonsense / Re: Konami loosening its grip?
« on: November 21, 2014, 12:51:36 PM »
For the record I remember reading a while back that Konami after giving the go ahead ultimately pulled the rug out from under this "fan" initiative. So maybe Konami really is losing its grip, literally that is.

There was some speculation that the reason Konami did this is the fan game wasn't looking so hot, and so Konami decided it would tarnish the Metal Gear brand. At the very least its reasonable to to conclude that Konami concluded that there wouldn't be much outcry for loss of something that could've been great (because of lack of said greatness.) I am in agreement that it didn't look very good myself, but then I don't think any games look good anymore. To be honest I'm constantly surprised that anyone plays new video games. I don't know what they see in them.

Anyway, the game maybe didn't look so hot, but since when do Konami's games consistently look so hot across the board? Konami seems to be saying if you want to do free work for Konami we'll let you until we decide it's not in Konami's interest, then we'll inform you that you just colossally wasted your time (unless you want to go to trial???)

715
Beginner and other Nonsense / Papier Mache of Mark Patraw
« on: November 16, 2014, 11:17:41 AM »
I noticed a tab that had been open in my Firefox session forever had broken today. It doesn't seem this has been posted here before, so I'd like to introduce figurines and other curiosities made by Mark Patraw. When I have time I may try to compile a gallery of the King's Field and Shadow Tower ones over time in this thread.

http://kramwartap.deviantart.com/
http://www.papiermache.co.uk/gallery/artist/372/

There are also Megaten ones and lots and lots of other subject matter.

716
Beginner and other Nonsense / What is a video game? Is KF one?
« on: November 06, 2014, 08:56:43 PM »
Apparently this is a debate people are having:

http://www.youtube.com/watch?v=H0ReU2tvLFo&list=UUr_2H8pPitVJ85bmpLwFUyQ

Video courtesy PBS Game/Show.


I myself don't actually consider King's Field to be a game at all. I can't say why exactly but that's just my "there's no wrong answer" quick/gut response. I definitely have more sympathy with the people making games who are running away from the word game itself...

In the vid the Monument Valley game's authors supposedly want it to be called a "designed experience". Even though it looks outwardly at least (haven't played it. It looks like a smartphone only game) like a very traditional game, or at least a puzzle. I think that term though is pretty good, one of the best I've heard, the only problem is it isn't at all catchy and has a lot of syllables, so it's seems limited to technical speak.


People have coined the word "walking simulator" to call out games that they don't feel to be genuine games. I actually love this term. I think it's the perfect term for Sword of Moonlight's default game model. I think SOM can also do games like Armored Core without breaking the mold, but I think at its heart AC is a walking simulator too. Making robots walk isn't nothing, I think it's something, and even genre defining.

My personal idea of the perfect KF game is a walking simulator with a fleshed out protagonist that makes decisions for themselves, you just lead them about like walking a dog. For instance one thing I really don't enjoy in games is "crafting" or combining items from the inventory to make new items. For me when you have to do that its like the whole game stops and just fumbles around hopelessly. I find it utterly contemptible. I feel like if you need to combine something to progress the story then simply obtaining those things (perhaps the character takes them themselves for some purpose) and then simply walking the player where the things are needed. Essentially its a door with more than one key, wherein the player character will then on their own try to pass through the checkpoint however they can, which may be a cutscene where two available items are used together, which may or may not work...

For me the "hidden object" genre would work much better if the objects were simply put to use this way once obtained. It's less of a puzzle approach more of a story approach. For me the brilliance of games is actually inhabiting the spaces.


I do also think consumable items can be combined, but not via an inventory. My preferred approach is to map the items to keys/buttons and then press the two or more buttons down simultaneously to use them all in unison. That's organic. Use a water and wind magic together to make an ice magic. Same thing. Use a sword and whetstone together to sharpen it. Use the sword alone (mapped to a button/key) to equip or unequip it, together to combine it. Use the whetstone itself then to sharpen the item on the ground/table beside you. I just want this kind of system to be standardized and I don't want to play a "game" that uses a different system ever again. I want to play hundreds of games that all use the same interfaces and the same artwork just like all of the movies and series I enjoy everyday. I want the story to be the focus. That's what animates me anyway.

So I don't think KF is a game, because it doesn't have any gamey elements really, and certainly not any that it couldn't do without, and because its really not that challenging even though people claim its more difficult than Dark Souls, I think those people must just be people with no moral compass who have only ever heard of King's Field, or exceedingly trustworthy people who're regurgitating some horseshit idea that they got from somewhere.

Shadow Tower is a little difficult though. Especially on the resource management end. Does that make it more of a game, I don't know. I guess for me it depends on if the focus is on story heavy single player experience or not. Or if it's more like a sport, with arbitrary rules, which are not there to enhance the story but instead exist to make the game's novel mechanics standout among the pack.

717
Beginner and other Nonsense / Jumping in video games
« on: October 09, 2014, 10:18:16 PM »
Here is a video on jumping in games:

http://www.youtube.com/watch?v=z2oV2DQ2dEA&list=UUr_2H8pPitVJ85bmpLwFUyQ


I just want to add, that I think games have gotten jumping spectacularly wrong. Especially in games which feature fighting, as most games do.

If you are going to fight effectively you have to constantly jump. Games don't capture that. The only way to move and swing something like a sword or a punch at the same time is to jump. If you don't jump you must stand stock-still, or you will spectacularly flub your swing. Games today either don't let you move freely while fighting, or just have you be disembodied arms, glossing over all of the finer points, and not even animating the jumping that would be required to perform the actions on screen.

And then there is the straightup pounce attack. While pouncing your body actually gets to rest, letting gravity do all the work. You basically trade off the freedom to move out of the way for the freedom of working your legs, and guarantee that you don't trip or have your legs cut out from under yourself.


So in combat games, jumping should be a core function. Everything you know about games is wrong. The people who make them don't have the slightest idea how to make a good game. That's why there's never been a game that is truly worthy of anyone's time (ie. people generally don't know what they are doing, especially in 3D) and why despite being very lucrative, games don't hold a candle to any other communication medium. Much less all of the other mediums collectively.

718
Beginner and other Nonsense / Re: The elusive/illusive ones (Seath & Guyra?)
« on: September 14, 2014, 02:57:47 AM »
Addendum:

Here is an example of naturalism I came across reading things online today. It's disembodied for sure, but you can easily see (I hope) how just doing things in a natural/straightforward way yields so much better results. Never mind the artistry on display, nothing on the market today looks anything like this.

Source: http://www.escapistmagazine.com/gallery/view/35/12248/3147.3

EDITED: Not recommending the game, just the general esthetic of the boxart here.

719
Beginner and other Nonsense / Re: The elusive/illusive ones (Seath & Guyra?)
« on: September 13, 2014, 09:56:48 AM »
Oh and one more thing I meant to say.


My personal feelings towards video games and art in general, as an artist, for a while have been very much leaning in the direction of what is called "naturalism". Which you might think, well splendid, that's like hobbits and stuff right? Trees, bird, bees ... well no, not really.

http://en.wikipedia.org/wiki/Realism_%28arts%29
http://en.wikipedia.org/wiki/Naturalism_%28literature%29
http://en.wikipedia.org/wiki/Naturalism_%28theatre%29

It happens that this is kind of becoming vogue right now in the independent film scene, and I think probably the reason is because of a backlash against current trends in commercial media that have been heading in the polar opposite direction for such a long time that it's making a lot of people really sick.

But also naturalistic art tends to just be the best art. It's not the only kind, but I think if you don't try to be naturalistic then there is a ceiling on how far you can go with a work of art in terms of sheer brilliance. Video games and art for nerds/geeks in general is probably the furthest thing from naturalism that is humanly conceivable. That's part of the reason no new games attract my gaze anymore. And it's not just that they are so damn "unnatural" ... it's the uniformity of it all, the monoculture (and the bizarre oneupsmanship to be more mono than the next in search of the almighty-dollar) that I find most tiresome.


Simon says something about this too, in defense of the so-called cut-up technique employed by David uniformly throughout his career. Simon says this technique is superior to naturalism because it more closely resembles the way identities are formed and retained in memory. I don't doubt that at all. But try to make a cut-up video game. Or anything that is feature length, and you're going to have an interesting time I think. It's actually this mention by Simon that made me feel inspired to reveal this aspect of myself at this time.


Anyway, I believe that naturalism is the proper esthetic for King's Field. I believe the original trilogy are all pretty "natural" shall we say for video games. KFIV is not natural in its esthetic. It goes off in the direction that video games have continued to drift ever since and had begun to even before KVIV and the trilogy.


Naturalism in representing the world means not having magical elements. But if the world being presented actually has things like magic as part of its makeup then that is not the same. But naturalism goes much deeper than what kinds of things exist in the world. It means that language flows naturally, how people actually speak. It is terse and haphazard, not written like an essay. The scenery is natural, the world is lived in, its occupants are not made to appear ever more weird so to attract the consumer's attention... just the opposite, their artifice is constructed carefully so not to draw attention to them, or anything within their world for that matter...

There are no outlandish outfits (except for perhaps costumes worn by royal/eccentric personages) or weaponry and the beasts be they animal or monster all have their place and appear to have come about through a process of natural selection (or least exist within a delicate ecosystem) which often can appear much more creative than some altogether too standard monster the product of an impoverished mind.

Neither are there staged events or center pieces. No obligatory boss fights, and no grand spectacles confined to the game itself. Which is to say if something memorable happens in the game, there may be one such episode, or two such episodes, or no such episodes, for if something memorable happens it shall be an episode in the life of the person playing the game instead of merely something that happens (and is expected to happen) in a game.


This isn't so much a manifesto, as it is a declaration of how I intend to do right by King's Field in the future. Neither does naturalism or realism mean photo-realism. It places constraints on design and concepts but not on how they are rendered, be it low-polygon (also something that is becoming a bit of a fad) or high-contrast, or cell-shaded, cartoon, or abstract, or any myriad or art styles, but it does say leave your comical design elements at the door: be they impractical/implausible monsters or weapons or clothing or monologues or landscapes et cetera et cetera et cetera.


In a word, don't seek attention--desperately--eschew it. Give audiences what the commercial milieu cannot.



PS: I forgot to say that in cinema be it film or game there is one element that is never natural. That's the score or soundtrack or background music, whatever. There is no such thing in the natural world as this. So if you choose to include music as part of your presentational style, this is where I encourage artists to inject their element of magic into their otherwise perfectly natural creations. Indeed music is at its finest when paired with natural scenery because the contrast between the two cannot be more distinct. Music can be an incredibly powerful force for expression. It's the closest thing to magic we have really. And nothing brings out the magic in music better than the naturalistic mode.


PPS: Naturalism also has something to say about the "uncanny valley". In trying to make people and things in games more and more "realistic" games have managed to make them appear less and less realistic, less lifelike and therefore lifeless. In contrast SOM's simple NPCs appear more lifelike than the malfunctioning skin draped robots of contemporary video games. Naturalism says if you can't make something appear realistic with the level of complexity that you desire then you must then reduce your desire and therein reduce the complexity involved to the point where the lack of realism becomes unnoticeable. In some places this is called "Ludonarrative Dissonance" but it's easier to just say "unnaturalism" if you ask me.

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Beginner and other Nonsense / Re: What is the nature of irreality?
« on: September 13, 2014, 08:35:54 AM »
Once more unto the breach.

This thread is rather becoming a companion to the New Hope game thread in the project subforum/board. What it represents is the formulation of a suitable dialectic between Guyra and Seath. IOW: a scaffolding onto which the most interesting stories can be wove for centuries and even millennia...


This time I have something that truly approaches a kind of formalism. It comes courtesy a chapter from an art book (it's a small book with brief chapters interspersed with personal hand illustrations) about David Bowie, prepared by Simon Critchley, a kind of pop-philosopher ("The most powerful and provocative philosopher now writing" -Cornel West--from the back of the book) or rather David's impact on Simon, published by ORbooks.com a little while back (like a month ago)

I put this book on my ticket when I grabbed up Julian Assange's new book, "When Google Met Wikileaks" not knowing what to expect, but thinking it was worth a gamble. I don't usually buy new things.


Here I am about to layout the basis for Guyra/Seath, the firmament of the universe if you will, according to the third chapter from this book. Because it is so formal, I think this is the final word on the subject. And will be the final post for this thread I believe.


SPOILER ALERT


Simon puts forth with emphasis the exact word that this thread is looking for a I believe. It is called irreality in the subject, but other things throughout. Simon's word is inauthenticity; which is a wonderful word, which for some reason doesn't pass the spell checker I am using right now. I have to look the word up in the book and check it letter for letter to be sure I wrote it down right.


It is used to describe the work of David Bowie's career and Andy Warhol who prefigured it. I think I've read when David was introduced to Andy, Andy was afraid, afraid David was an unhinged stalker. I'm guessing this was before David's meteoric rise to fame, or it could be Andy was too isolated or did not want to internalize being second rung to David... I'm guessing the former, but I'm not willing to do the research right now. What I remember is when they met, there is video footage, and David is wearing a weird hat like Vampire Hunter D, and b/w stills from this footage look most like Vampire Hunter D, the kind with blonde/white hair often depicted by the cover art done by Yoshitaka Amano (of Final Fantasy fame; the good generation), than anything I can possibly imagine (edited: adding attachment...)


Specifically the sense held by the men that their entire life was a movie, a movie they are not directing, or experiencing, but merely watching. Andy has stated as much, David perhaps is only as much in the form of his staged alter-egos, one only knows.


But Simon goes on to explain that it is this thread that runs throughout all of David's lyrical compositions. The sense of acting out a movie that is, detached, and knowing how it all ends from the offset. Simon concludes the title of this movie would be Melancholia. Never mind Lars Von Trier already made that movie. In a sense it is the nature of the universe that through repetition it gains this quality, because repetition is the trope Simon says used in staged productions to create the sense of melancholia. Repetition as if nothing matters that is.

Either this chapter or excerpts from it were part of the promotional material that made me bite this book. But I think if the whole thing was there intact I would've written this post after reading said materials that day. It's that grabbing.


Simon goes on (I meant to say this before, but I opted for some flavoring) to say this: Art's filthy lesson (a play on The Heart's Filthy Lesson and the name of the chapter) is inauthenticity all the way down, a series of repetition and reenactments: fakes that strip away the illusion of reality in which we live and confront us with the reality of illusion.

Inauthenticity, illusion, it's another way of saying the same thing. And I want to be clear, my goal here in this thread, is not and never has been to create some kind of "Cnut" like theory of everything. My goal is to encapsulate a theory of art, literature, the thing that I value most (in games/etc) that can be readily "game-ified" or stripped down to something that can represent a nugget of order amid the largest conceivable world of fiction. In other words, the underpinnings of a fictional universe that celebrates and revels in art at its very center.


And it's here, in this delicious dichotomy, the "illusion of reality" and the "reality of illusion" that speaks volumes in so few words, and comes back around full circle perfectly embodying the Guyra/Seath complex that I've struggled here until now to put into precise words.


Okay then, so which is which? We're talking Guyra and Seath after all...

Well if it isn't obvious, for me it is: clearly Guyra is the "illusion of reality" and Seath is the "reality of illusion". The easiest way to think about this if you are finding it difficult is that there really is ultimately neither, no reality, no illusion, they are two sides of the same coin--but still the view of a coin depends on which side you approach it from--or rather perhaps if you push either to its extreme you come out on the other side... you've stepped over the edge of the coin so to speak. What is reality, what is illusion, you can never truly know for a fact...

And that is in fact what the two tricky dragons conspire to communicate to anyone who'll listen. For this reason they are each given an epithet that are together in the English language homonyms. In the tradition of word play and deception that I find often integral to understanding the KF series:

Guyra the elusive one. And Seath the illusive one. These are not common names, they are occult names. They represent the elusiveness of truth in Guyra's case, and the illusory nature of art and power in Seath's case. Or as Simon puts it, the illusion of reality (reality escapes us as if it is an illusion, and try as we might we can't get at it anyway) and the reality of illusion (illusions affect us in very real ways, even if we buy into them knowing what to expect, or are deluded into accepting them as real)

In this way Seath represents everything that is seductive about reality/illusion, and Guyra everything that is repulsive yet simultaneously attractive. Freud calls it the shadow. Or the truth. The thing you cannot bear to look at. IOW the reality, or as close as you can get without realizing that it isn't that much different from the illusion. It's only through synthesis that the universe is made whole (we often say universe to mean outer-space, but there is inner-space too, and it is just as infinite)


PS/EDITED: Also in the book somewhere in this chapter of the two before it, a quote of David's is trotted out. "Hitler was the world's first pop-star." I am probably paraphrasing. But to be clear, Seath is Hitler. He represents art/power and its seductiveness, or something very close to that. Guyra is the countervailing force whatever that is. The enlightenment, the search for knowledge that belies that which bewitches the men of the age. The only trouble is if you follow Guyra to its logical conclusion the land is stripped of all meaning and reality is revealed to ultimately be meaningless. Such is the quest for the meaning of life. So this way we come to understand that there needs to be a healthy balance. Both within the zeitgeist and within the individual psyche...

And that's what the Moonlight represents, the healthy balance. It's made of Hitler stuff (Seath/art/power) but use it wisely and use it well it is a force for undoing harm of all kind. Neither dragon is in and of themself good or bad/evil (to be clear we can say just or unjust) just as neither "reality" nor "illusion" is, and neither are the swords Moonlight and Dark Slayer (Guyra/truth/wisdom) that's up to you. But I personally believe that the player is always good. It's the NPCs that are the bad guys. It's just a question of how good is the player? Can they overcome the bad guys? Or will they succumb to them? And how many times will they have to Continue? That question can only be answered on the field, the King's Field. Dun dun dun.

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