So, I love games. One of the upcoming ones I'm really excited about is:
Torment: Tides of Numenera (currently in Kickstarter form, as you can see).
They just.. they did SO many things brilliantly, with their kickstarter, with their design, with communicating with the fans. Here's why I think it'll be awesome:
* Planescape! Well, so unfortunately
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Isn't there something lost ... an aspect of mystery and of an open mind ... when the creators of an interactive fiction talk so openly, and take such open public feedback, about their creative process?
Two of my favorite parts of the gaming experience are the surprise of an unexpected element - a scene, a place, an item, an homage - and the feeling of entering a world with unknown limits. Aren't those both seriously handicapped by this process?
If Trent Reznor had hopped online and explained, in great detail, exactly where he got the idea for each lyric and each sample, and handed out lo-res "work-in-progress" mixdowns and taken suggestions and votes from fans on where they wanted the mix to go, I imagine the eventual album would have sounded like forgettable crap, and I would feel LESS personal connection to the music, not more ( ... )
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(The comment has been removed)
What were the mechanics like?
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That's exactly the wrong introduction to his work! ;)
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