Art Chaos. No. 2. Time-money.
So, the release of the second.
Voting so far shows that I don’t give a damn about my attempts (practically), but I’m a stubborn person, I will bend my line directly, as Comrade Vasiliev bequeathed as a responsible representative of the Spleen group.
So, today we will talk about time.
I have little notorious interactivity, I will now talk about even more catastrophic factor. Today I will start a conversation about Games over time.
To begin with, I will ask the question: Do you remember at least one game where time would really affect something?
Let’s say, except for the moments when Skripal pursuit. I will explain on my fingers what I mean, I hope everyone An understandable example. Fallut 3.
Any quest on the Wasteland waits, waits, when will the native of refuge 101 come and perform a certain action over him. For starters – at least pay attention to it. Nothing happens Without your, so to speak, knowledge. In some places, like Megatons This can be explained at least somehow. In some, it looks very stretched. For example, having caught the SOS signal from Rangers Reilly, you can put for another 2 months in the district and then still find them alive.
In this sense Alpha Protocol Fallout devotes, for there is finally Entered a time factor. And if in a regular dialogue a rapidly decreasing strip does not create any effect, then In a critical situation It is necessary sweat, feverishly Conscious, is it worth playing laugh, lie or to tell the truth?
How else can you use the time in the game?
Elementary. Just like in real life. At one time, playing utopia in the pestilence, I was amazed at the simplicity and simultaneous effectiveness of this technique. To say simply, then everything around lived its own life regardless of the player. The events took place on their own. The city was large, and there was no absolutely everywhere and there was absolutely No opportunity. And this is what the whole point was that to make Full picture what is happening impossible.
Now sometimes Big studios They experiment with the introduction of such “temporary” elements to give the game more atmosphericity (take the same stalker or space rangers), but still – few and uncertainly.
At one time, at the forum of the developers of the instrument of utopia (Ice Peak Lodge), a completely unique game was discussed, under the code name “Last Hour”. The essence of this game was that a person woke up in an ordinary apartment (his) and found out that after 3, for example, the end of the world would come the end of the world. And then he was free to do Anything. Pure sandbox.
By the way, this idea can also be devoted Pocketwin Casino to a separate post, because it is possible to paint many options for the development of events now – too much text will leave. I hope for your heads (in the sense that they themselves are able to understand the potential of this idea).
For Sim, let me leave, your tireless Finoz26.
Anons: Art Chaos. No. 3. Cool turn.
The best comments
It is again difficult. And some games even strictly anti -falls such. Realistance will be excluded, and playfulness will fall.
And who said that I am angry for simple games? It would be so, so I would have erected an idol mw2, RE, me, ds, etc. in this blozh for a long time. I would shout with a good obscenity to games such as Arma 2, where realism is above all (by the way, we play a striking team in the winter to maintain combat training in ARMA).
So I am to the fact that a simple game is just able to convey any sense.
Somewhere in half an hour, a response post on the appointment of games will be)
If the time in the game will go over time in real life, then the game will pass our whole life. It is difficult to imagine, for example, the game Sims! Examine 20 years to play with one character (well, for example).
AUG
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