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High-Context Discourse / Re: Links
« on: July 15, 2010, 07:30:24 PM »Do we have a terrible, horrible, no good, very bad web design thread?Looks like someone threw up on the webpage.
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Do we have a terrible, horrible, no good, very bad web design thread?Looks like someone threw up on the webpage.
I can't decide between the two, but fortunately I don't have to, because I like handhelds best.Handhelds I think. Play on the go and save lots of money. Oh and now in 3D!
A real man fights his battles with a mop.Or a towel.
Frankly, I hate the original Zelda too. Eiji Aonuma wasn't just responsible for Phantom Hourglass and Spirit Tracks; he was also the director of Majora's Mask, which is my favorite because of reasons that are not present in the Miyamoto-directed ones, and Wind Waker and Twilight Princess, each of which could also have been my favorite if he'd just finished the damn things.Also Aonuma's stated goal was to make a Zelda better than Ocarina of Time. A big part of this has to do with the love fest spawned from that game. Now every Zelda has to resemble OOT, heaven forbid exploration becoming impotent or they change the graphics a bit to experiment.
When they said it had gotten too complex, I interpreted that to mean that there was too much extraneous bullshit that they felt they needed to explain. Too many collectibles, so that it was no longer feasible to expect the player to remember what each one does - hence telling you what every one of them is when you pick them up. Too much distance between destinations, so your sidekick keeps telling you where you're going and why. Too many stock puzzle elements that only do one thing, so that every time they show up they give a brief primer so you're not sitting there trying to remember what that particular geegaw does.If this were any company other than Nintendo I would have said it might be time to bring another dev in to add some new ideas to the series.
The remedy to that kind of complexity is streamlining: Just a few basic kinds of resource, with multiple uses. A re-tuning of the storyline and overworld, so that the challenge is not "where am I going" but "how do I get there." A few kinds of general puzzle element that interact in complex ways. With a reduced need for making sure the player actually knows how to play, more gameplay value can be found in demanding the player play well, which recent games have shown that Nintendo hasn't yet forgotten how to do.
I see nothing but good things coming from that perspective, provided that's what they meant by complexity. And I'm fairly confident it is; the other kind of complexity hasn't increased in half the series' length.
Thanks Lady Duke but this is a Pokemon thread!Still bugs me to no end. Maybe i'm getting old but I don't want to give the time anymore. I rather play Prince of Persia or Crisis Core and make some actual progress in ten hours. I did grind in Soul Silver like 8 hours and lved my Dragonite. Crushed everyone.
Everyone has to grind before the Elite Four. There's a huge level jump between the end of Victory Road and the Champion, even though there's only four battles between those two events. It's annoying in normal play and insufferable in Nuzlocke.
You're a fucking champ, R^2.I tip my hat to you R^2. but I haven't got a hat.
Blender is a great program. Problem is that no one in really uses it in the Animation Industry as a whole generically.Nice, the hi res textures make the whole thing work. Modeling is solid. Other than that not much else to say. (I'm a budding CG artist myself with a focus on character animation)
What's your weapon of choice? Blender?