This guy and superbunnyhop are great at game analysis.
I asked Campster about what he meant by calling Quake a "textural" game (read from bottom to top)
[IMG]http://i.imgur.com/ThFeC6b.png[/IMG]
It's an odd term, but I think I understand what he meant. It really boils down to seeing Quake as a mood piece/something made to accompany it's ([URL="http://www.youtube.com/watch?v=SFVufWdP4YI"]absolutely superb[/URL]) soundtrack.
[QUOTE=latin_geek;43349704]This guy and superbunnyhop are great at game analysis.
I asked Campster about what he meant by calling Quake a "textural" game (read from bottom to top)
[IMG]http://i.imgur.com/ThFeC6b.png[/IMG]
It's an odd term, but I think I understand what he meant. It really boils down to seeing Quake as a mood piece/something made to accompany it's ([URL="http://www.youtube.com/watch?v=SFVufWdP4YI"]absolutely superb[/URL]) soundtrack.[/QUOTE]
Eh, sometimes he's really good, but sometimes he gets a little pretentious. And I don't mean that in the "Oh look, he's taking video games seriously!" way. Like in that Bastion review, I think it just seemed kind of self-indulgent the way he took what was a very unique story that made you want to uncover every bit of backstory, and made it something as completely banal as breakup metaphor.
I like this guy sometimes but he tried to find meaning in every single game and believes every single game should have a groundbreaking message.
What if I want to make a game about shooting people in the face, and I just want to have a flimsy story to support that.
[QUOTE=Asmaedus;43351882]I like this guy sometimes but he tried to find meaning in every single game and believes every single game should have a groundbreaking message.
What if I want to make a game about shooting people in the face, and I just want to have a flimsy story to support that.[/QUOTE]Then don't act like the story is any more than that.
This isn't as bad as some other videos that try to over-analyze games, but it still tries to analyze the game in an unnecessary way, like calling Quake a mood piece when it was just a good game with some great atmosphere.
I'm going to watch a few more of this guys videos to see how consistent he is.
[QUOTE=Asmaedus;43351882]I like this guy sometimes but he tried to find meaning in every single game and believes every single game should have a groundbreaking message.
What if I want to make a game about shooting people in the face, and I just want to have a flimsy story to support that.[/QUOTE]
You mean like serious sam?
I was playing Quake earlier this week for my first time (Since i might actually be starting my backlog of games i need/want/never got around to finishing and i found it a little strange how it was basically a Frankenstein monster of different ideas.
It's a good video, in my opinion. It makes a whole lot more sense in that standpoint thinking about it like that.
[QUOTE=Asmaedus;43351882]I like this guy sometimes but he tried to find meaning in every single game and believes every single game should have a groundbreaking message.
What if I want to make a game about shooting people in the face, and I just want to have a flimsy story to support that.[/QUOTE]
So play almost every shooters that exist right now, I don't see the problem at all.
[QUOTE=Tetsmega;43352464]You mean like serious sam?[/QUOTE]Serious Sam has a massively intricate plot involving interstellar travel among countless systems and civilizations across the galaxy and through time itself set forth by the ancient prophecies foretold by extraterrestrial beings acting as Egyptian deities. The introduction alone is well over 5,000 words of expository text. You can read it here:
[URL="https://web.archive.org/web/20010712130225/http://www.croteam.com/game_story.shtml"]http://www.croteam.com/game_story.shtml[/URL]
How dare you trivialize the deep and elaborate lore of the Serious Sam series?
I don't know why but I love the clash between the Lovecraftian/Gothic design and the sci-fi stuff in Quake.
I do as well, and Doom has a similar feeling with the mix of high-tech stuff and, well...Hell.
I think that's probably on of the bigger reasons why I like Quake 2 the least of their games (Though that doesn't mean I don't like it), as it was purely (orange) base throughout - it had nothing like that, and even the enemies were extremely similar thematically as opposed to the variety in doom and quake (which were also done as a way to show off how some enemies might not like one another in both games)
He hardly touched upon how important it was for the comp multiplayer scene. It was practically the thing that jump started competitive multiplayer.
And look at it now.
[media]http://www.youtube.com/watch?v=K3O322kzUBA[/media]
[QUOTE=minilandstan;43355998]He hardly touched upon how important it was for the comp multiplayer scene. It was practically the thing that jump started competitive multiplayer.
[/QUOTE]
[IMG]http://i.imgur.com/kTNLES6.png[/IMG]
[QUOTE=latin_geek;43349704]This guy and superbunnyhop are great at game analysis.
I asked Campster about what he meant by calling Quake a "textural" game (read from bottom to top)
[IMG]http://i.imgur.com/ThFeC6b.png[/IMG]
It's an odd term, but I think I understand what he meant. It really boils down to seeing Quake as a mood piece/something made to accompany it's ([URL="http://www.youtube.com/watch?v=SFVufWdP4YI"]absolutely superb[/URL]) soundtrack.[/QUOTE]
I'd rather use a tapestry concept more than a texture concempt in this case. The tapestry is one strong whole made from well supplementing segments if you will.
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