Re: S/S AssessmentA) Ambiguous EndingI don't think it is just for you to bring in the animator argument. It wasn't meant to be read by a designer or a publisher. But either way, it doesn't matter. If you think that it should be ambiguous, then the animator is supposed to make it ambiguous. What is the difference? The Entry simply refered to a hands opened, and there was a bell. The music is replayed with the changed verses. As the player doesn't know whether the monk has died or not, the player also doesn't know whether the maiden won't be okay: because the poem said that she was the only one left. So it echoes pretty well to be ambiguous.
Maybe if the player plays differently, the player will reencounter the scene with different fates for the monk. Note that the intro itself is ambiguous on what measure the maiden is going to make. Is she going to kill a lot of people? Is she going to dissolve the conflict differently? No one knows in the begining, because it is up to the player to shape the path of the main character. (And for this design, the main character has an arsenal of skills that allows her to solve problems lethally or non-lethally.) So maybe if the player chose a violent path, the monk will die, otherwise, the captain that had been engaging with the maiden, would spare the monk, due to an inner respect of what she was doing. Maybe that will be one way the maiden get out of the conflict alive--when the returned cavalry captain let the maiden go after assassinating 'the evil leader'.
Suddenly, it doesn't seem that bad at all to be ambiguous.
B1) Sound ImageryQuote:You can't bury anything in a sound. The fact that the monk can't see rubble is interesting, but the maiden and/or the player could see it. And I think you should have emphasized that the fire hadn't been out very long, painting a strong clear picture of the environment.
The fact that the fire hadn't been long for long wasn't a symbol. It wasn't that important. But the monk can't see smoke. So either way, the player won't know that explicitly. Visually, the player will know that the fire hadn't been out very long, because as the monk mentioned the big bell, the camera will be looking at the bell, and the burned logs will crumble a litle bit. It doesn't really matter that much whether the fire has been out or whether the logs were just unsteady. The stronger argument you could have used, was that since the moaning of the bell was an audio respond to the monk, the use of the rumble is redundant. I mean,
The monk said, "the bell there has fallen."
<The camera looks at the bell in the courtyard.>
At this moment, only one audio respond is needed from the object to reply the monk. If I were to choose between the rumble of the logs or the moaning of the bell in the wind, of course I will keep the moaning. So the rumble is redundant.
B2) ShatteringTwo riders stomped across the courtyard, cracked tiles shattered beneath their heavy feet.
should be:
Two riders stomped across the courtyard. The cracked tiles shattered beneath their heavy feet.
So yea.
B3) Fallenok
C) Representation of ScentThe monk is not the main character, but the intro has a lot to do with perception. Therefore his blindness wasn't irrelevant. I answered your arguments both ways: if it is a text game, and if it has visuals. It wasn't posed as a contraction. I was simply showing you that maybe you were thinking too narrow. It would be fine either way.
Quote:Either way, I can't evaluate based on "the reference frame of the writer" unless you tell me what it is.
The point is, it is just writing, you don't need to evaluate every aspect. If I don't tell you, maybe I am preserving some trade secrets. There are ways to do or to project scent visually. I don't see it as a problem at all. But usually, scent is absent. To see scent, is to see visual suggestions. Since the monk is blind, it become appropriate to use some exaggeration on the visuals. You know that everything on the screen are not the actual objects but the interpretations of the monk. So if a the maiden opened the package, and it was visually stuffed with flowers, it would still make a lot sense.
You should think about it like this: remember the times when you think, 'there is no way this book can be turned into a movie' and then someone just do it and you go, 'I would have never thought of that.'
Write first. There is always a way to implement it, depending on who you ask.
D) Complex EmotionQuote:I regard complex emotions as being equally interesting and valuable as pure emotions. I did understand that there were complex emotions in your piece, and I did feel them, I just thought that they weren't intense enough for an introduction where you are trying to draw the player into the game.
When creating an introduction you are trying to deal with the problem of taking a completely ignorant and uninterested audience and conveying to them as quickly as possible a situation, a character, something happening, and a reason to care strongly about all. To get the audience to care strongly it is important to make them feel some sort of intense emotion, and it is difficult to make a complex emotion come across as intense. For this reason it is probably best not to try to convey any complex emotions until after the audience understands the basic situation and the initial incident has happened.
It is hard to make complex emotion intense. You are correct. I don't plan to step down from that path. There is no reason to avoid something difficult. For this particular entry, I think the intensity was killed by the conversation. When you talk about emotion, it is like an outlet. The emotions are leaking air, being relaxed. I think that was what killed the intensity. The companion (the old monk) in the scene softened the emotion by listening and connecting to the maiden. That could be the design flaw in the emotional presentation.
Another flaw was that the dialogues wasn't done right. The monk penetrated too quickly. I need a few more lines to create the illusion that the monk believed in her peace, before the monk pointed out that the song wasn't about the bell. Just a little bit more delay, and the player will feel a much stronger contrast when the monk took down her mask. For example, after the monk said that one of the strings was missing, the maiden could reply that it was broken. Then the monk and reply that it couldn't be broken, instead it must be intentionally removed, as he commented on her silk, and the material of the nails she was using. Then we get a much strong sense that the maiden was hidding something.
[Edited by - Estok on October 1, 2005 5:55:16 AM]