Romeo and Juliet Game Post-Mortem 37
An anonymous reader writes "Gamasutra is running a post-mortem on an interactive love story that was written by students. They were attempting a solution to the game designer's challenge from the GDC 2004. From the article: Interaction with video games is currently done at an almost entirely rational level. The player may react to a game emotionally, but the game will never know about it, and thus, never respond to it. We wanted to change this, and have the player interact with the game solely through his own emotions."
One big bug (Score:1, Funny)
It's not a bug (Score:2)
Intriguing Concept (Score:3, Interesting)
What's the color for wanting to throw your controller down in disgust because Juliet killed herself?
How does painting on the screen (Score:3, Interesting)
That's like saying using Graffiti on my Palm Pilot allows me to interact with it on an emotional level...
I'm not trying to flame down the idea. It's a novel approach and a much more "oragnic" interface than a keyboard ("I love you.", "I LOVE YOU!", "I LOVE YOU
Re:How does painting on the screen (Score:2, Interesting)
Re:How does painting on the screen (Score:2)
Half Baked + Rushed Schedule = DOA (Score:4, Interesting)
I guess that's why it's a learning experience. "great ideas" are very simple ones, backed up by a bunch of tedious execution.
Romance Games and Iron Chef (Score:2, Interesting)
This sounds kind of like those interactive love sim games that are really popular over in japan, and in certain crowds like the really geeky otaku type people
It's a little sad that the person that won sounds like the better action like plot. Isn't it weird that pretty much all of them had trouble thinking of "things without guns in them" and two were multiplayer.
We'll probably see more things like this here locally (romance type games), as an actual game, but the idea is kind of fun.
As for the game desig
Re:Romance Games and Iron Chef (Score:2)
We'll probably see more things like this here locally (romance type games), as an actual game, but the idea is kind of fun.
Funny you should say both of those. Here's a review [ign.com] of UbiSoft's recent crack at a "bishoujo"-style game for the DS.
Re:Romance Games and Iron Chef (Score:1)
I have to give them credit for originality. (Score:3, Interesting)
I have a feeling the result was pretty dreadful, because otherwise it would have been released in some fashion, as a free thing to try if nothing else. At the same time, it would have definitely been interesting to try, and perhaps another group could pick up similar ideas and make something worthwhile out if it.
D
Re:I have to give them credit for originality. (Score:2)
You can do it in real life.
And, of course, doing it in a video game is a whole lot worse, because not only does it (a) make you realize what you don't have in real life, it (b) periodically makes you realize that you're playing a game about what you don't have in real life.
But maybe that's just me...
Re:I have to give them credit for originality. (Score:1, Interesting)
You can do it in real life.
The same goes for driving cars, playing sports, and dancing to music. Is there any sight more sad than someone playing a video game about football because they don't have enough friends to play football with in real life? What about those geeks who play DDR down the arcade because they don't have any cool friends to go clubbing with? Why are those somehow acceptable entries into the mainstream, while romance is taboo?
Re:I have to give them credit for originality. (Score:2)
Most of us can play sports, but not to the level of ability of professionals, or as well as we can *follow* (and thus simulate) the sport. I can imagine hitting a homerun or making a great diving catch or a game-saving goal block, but I can't *do* those things at a professional level. A video game lets me pretend to in a different way than playing at a lower level, and both have value (for some of
Re:I have to give them credit for originality. (Score:2)
(Also, a lot of the games I play are in a completely fictional setting... Most people would consider it rude if I brought about nuclear winter and apocalyptic death and destruction just because that's the setting I enjoy in games and, well, the real thing must be better, right?)
Reality is not the point (Score:3, Interesting)
Seriously though, people (well, mostly women) love romantic fantasies. Check out the romance section of your bookstore some time. There's an obvious market for romance-based games.
Violent stories are the junk food of gaming and other forms of entertainment. They're intellectually and emotionally unnutritious, but they're relatively easy to program (or write or film) and they have a large guaranteed audience. And just as junk food dominates the food d
Re:I have to give them credit for originality. (Score:2)
But I don't think there's a link where killing people in video games reduces people's desire to kill people in real life.
If anything, I think it's the other way around, and violent video games encourage a more violent lifestyle.
D
Re:I have to give them credit for originality. (Score:1)
The declaration/types issue (Score:3, Informative)
Some very successful applications have been writen in Perl and Python, so obviously there are good programmers who like self-discipline better than languages with anti-Murphy features. But a lot of us are not like that. Something to remember when you chose a language for a project.
Re:The declaration/types issue (Score:1)
It'll be enforced if you ask for it. Just say "use strict" in any perl file.
Re:The declaration/types issue (Score:2)
Variable names (Score:2)
This obviously doesn't stop your colleagues getting an integer from a method then dynamically casting it into a float, but it's a start. You cou
Re:The declaration/types issue (Score:1)
I thought one of the big ideas of Perl was that it was more or less typeless.
It will automagically convert between types as needed.
(Disclaimer: I don't have much object-oriented Perl experience, and nor do I want to have it ;p. The OO parts of perl might change this typelessness somewhat... )
Re:The declaration/types issue (Score:2)
As I said, some good software has been written in Perl. But it's my opinion that this software was written by programmers who are very, very comfortable w
Re:The declaration/types issue (Score:2)
Python forces you to be a *better* programmer by forcing you to *know* what types of variables your functions expect. How many times have you seen a crappy programmer trying to figure out what a C++ object wants by slapping &'s and *'s and coercions infront of an object until the compiler didn't complain anymore? Loosely bound typing *rocks*.
What does NOT rock, is undeclared variables. It play HAVOC wi
Re:The declaration/types issue (Score:2)
Re:The declaration/types issue (Score:2)
Game has a web site (Score:4, Informative)
So... (Score:2)
The interface has me fascinated.. (Score:3, Insightful)
I'm thinking specifically of the motion trackers [ascension-tech.com] used in the CAVE system. It's one thing for a virtual character to mimic your movements without understanding them, which has been done for years. It'd be a big step for the character to make inferences about your emotions based on how you stand or move.
The obvious pitfall here is that, after interacting with such a game for a long time, people might forget how to use the expressions that the game doesn't understand or react properly to. It's easy to keep a mental separation when the interface is very different from regular human interaction, like a keyboard. I like to think that most of us don't vocalize "lol" on a daily basis. But as the interfaces get closer to regular life, will the line blur enough to throw us off?
Where's Romeo and Juliet FPS? (Score:1, Funny)
1. Montague
2. Capulet
Romeo kills Tybalt with sword.
Romeo:Pwned thee!