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Member Since 05 Apr 2004
Offline Last Active May 13 2016 07:27 AM

Posts I've Made

In Topic: How to create EMPATHY in Games

22 April 2016 - 07:51 AM

To create empathy you need to elicit the same emotion in the player as the game character. You do this by using all the tools you have at your disposal: art, music, game mechanics, writing etc. My favorite example is how Suikoden 2 made me empathize with the pixelated sprite that is the main character (spoilers):


Throughout the game whenever you rest at an Inn you are always waken up by your sister Nanami, who always says something cheerful to you. This happens so many times you start to take it for granted. At some point in the game Nanami dies and the fact that she is gone really hits home when you rest at an Inn and when you wake up you are no longer greeted by anyone, just silence. I've never seen the sense of loss communicated more effectively in a video game.

In Topic: A deeper way of representing opinions of NPCs

25 March 2016 - 11:33 AM

I think it's hard because human nature is continuously evolving and transcending its own limitations. Any model you come up with will be static and fall short. Your best hope is to create a model that may be limited but serves to communicate a cohesive unifying theme that has depth. Think of an artist's painting. It may have very simple strokes, colors, shapes, it may not contain a fraction of the detail of e.g. a photograph - but its depth comes from what it points to that is beyond the painting itself. Similarly a NPC behavior/visuals may not come close to that of a real human being, it may walk in a strict path, say the same things, but if it fits a bigger theme, the character may come alive (you can probably remember being deeply emotionally invested in a pixelated video game character). 


So when coming up with a way of representing opinions, think in terms of your game's themes and how that system serves it. I've not played crusader kings but from what I can see it's about plotting, scheming, manipulation and conquest. In a world like that then all relationships comes down to weighing plus/minus columns. Now if the game is real good it also has a thing or so to say about that way of thinking and what kind of world it shapes. If it does that then that simplistic system like that actually carries a lot of depth.

In Topic: How to give Sense of Progression in a procedural generated game?

17 March 2016 - 09:25 AM

What's the player's goal in the game? What is the theme? Is it to explore, cultivate, cleanse, discover, escape, empower, conquer? There are a million ways to give a sense of progression, what is important is that it fits the theme of the game. E.g. if it's about exploring then a growing catalogue of explored items, settings, characters, revealed worldmap etc. may give a satisfying sense of progression. If it's about empowerment then giving the player bigger weapons, more hitpoints, will tie into that theme. Start with theme.

In Topic: What to focus, where to start

02 March 2016 - 06:04 AM

I'm a C# developer like yourself and was very comfortable with silverlight and WPF, and liked the way you could design UIs and animation without much effort in XAML, much like HTML but with more intuitive layouting, styling and better way to build advanced graphical components through composition.


I've created a Unity plugin called MarkLight, which is currently in open beta (download link at the webpage). I think it will make the transition easier into Unity development as well as provide you with good familiar tools (markup language, data-binding, events and code-behind, etc). In any case, I recommend just delving into Unity as it's very good game engine and it's pretty intuitive and easy to learn.

In Topic: [Released] MarkUX : Bringing the Power of MVVM to Unity

08 August 2015 - 08:48 AM

The ComboBox is born smile.png