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About WhisperingRock

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  • Birthday 03/05/1987
  1. Games I voted For: Spacebase DF-9: I'm a huge fan of Dwarf Fortress so I'd like to see what a full team of professionals can bring to the concept. It would be ludacris to expect a simulation on the level with ToadyOne's magnum opus in two weeks but fortunately DF-9 has a much narrower scope so I think we'll see some very interesting stuff once the deadline hits. Autonomous: Building servants out of smaller bits is one of my favorite almost totally ignored gameplay types. Not really wild about the 80's sci-fi look but I think it suits the build-minions-from-primitives gameplay. Kaiju Piledriver: I loved watching Godzilla as a kid and Rampage was one of my favorite game series (though it hasn't aged well). Combining those things with a bit of roguelike/spelunkylike procedural generation sounds like a real good time. Hack and Slash: I was sort of on the fence about this one. On one hand I already make cheats and trainers for games that aren't fun by themselves so I can see how that could potentially be translated into fun gameplay but on the other hand it might wind up being a real bore more like debugging a program than playing a game. Black Lake: Sounds a bit like Psychonauts, so that's cool. My girlfriend really wanted it to win so she could play something with a female protagonist, so I had to vote for it too. What I didn't vote for: White Birch: Not really a big fan of purely atmospheric games. Shadow of the Colossus was good because even if you didn't care for wandering the wasteland with just you and your horse there were still huge, awesome boss battles. Something more puzzle/platform based like Journey or Ico simply isn't going to hold my interest for more than an hour or two. Primordial Slime / Flopulous: Gish+ and Gish 3D. Didn't like Gish and neither game brought anything I would enjoy to the concept. Bad Golf / Silent But Deadly: Both games that take a really mundane concept and try to give it a funny twist. Both fail to take into account that a new coat of paint and a minigame doesn't make the core gameplay more fun. Most of the rest were either uninspired or poorly thought out/explained but my vote for The Worst of DFAF2012 goes to: Turk: Use visual cues to get from one mosaic to another by going through other partly related mosaics. How did Ben think this would be fun for anyone? The world may never know. I'm honestly ashamed to share a first name with him.
  2. A world in which delinquent girls are conditioned to retch uncontrollably at the sight of pictures of cats doing cute things - I call it "A Steampunk Grapefruit" Cepholapods jumping on trampolines The roaring 20's, but with squirrels Hemophiliac kitten orphanage
  3. Really it's less of a question if puzzles in adventure games are antiquated so much as how do you make puzzles challenging and interesting without completely destroying flow or worse making the player drop the game from sheer frustration/disinterest. In my mind it's a combination of extensive testing to make sure your puzzles make logical sense and making people really want to solve the puzzles. In my experience the difference between dropping an adventure game at a really obtuse puzzle and pushing past it lies with a combination of the various non-gameplay elements - writing, art style, music, and VA - sucking you in with atmosphere and empathizing with the protag to really make it feel like their problems are your problems.
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