I don't think that link goes to the place you wanted it to go. o.o
Essentially, LMNO aims to be the first major video game whose action will not pivot on jumping puzzles or twitch-reflex fusillades but on a nuanced relationship.
So, an actual role-playing game, then? I hope so. I hope it's not just a bunch of cutscenes glued together by QTEs or similarly shallow mechanics.
the video-game industry lacks... a basic grammar of emotion.
I dunno; videogames have made me feel all kinds of emotions. Granted, I've yet to play a game that makes me feel the full range of emotions that, say, a good movie can. Alas, it doesn't feel like any such game is forthcoming--most artsy-type people think that "improving games" means improving cutscenes, and that's only a very small part of what it will take.
Interactive fiction's been there since the mid-80's, folks.
Yep. And honestly, I think that the compulsion to make everything fully voice-acted and bleeding-edge 3D is only hurting the potential of interactive plots.
Still not fixed, I'm afraid, though at least I can get to the site now with a bit of effort. I think just tossing an http:// in front will fix, though.
I also firmly disagree on the last one. These people obviously don't play any good RPG's. There are other games that work with the relationship mechanic in one way or another. It is not a new idea.
I will be interested to see what they do with it though. RPG's being my thing, it would be neat to see more games putting a large focus on relationships and interaction in the games as well. Consequences and rewards for your actions make it all the more immersive... It makes the gameplay last longer if you're like me, and have to do it right (save, reload, save, reload) too. ;) (tongue in cheek there)
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Essentially, LMNO aims to be the first major video game whose action will not pivot on jumping puzzles or twitch-reflex fusillades but on a nuanced relationship.
So, an actual role-playing game, then? I hope so. I hope it's not just a bunch of cutscenes glued together by QTEs or similarly shallow mechanics.
the video-game industry lacks... a basic grammar of emotion.
I dunno; videogames have made me feel all kinds of emotions. Granted, I've yet to play a game that makes me feel the full range of emotions that, say, a good movie can. Alas, it doesn't feel like any such game is forthcoming--most artsy-type people think that "improving games" means improving cutscenes, and that's only a very small part of what it will take.
Interactive fiction's been there since the mid-80's, folks.
Yep. And honestly, I think that the compulsion to make everything fully voice-acted and bleeding-edge 3D is only hurting the potential of interactive plots.
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I can't reply yet, unfortunately. But laters! :)
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I will be interested to see what they do with it though. RPG's being my thing, it would be neat to see more games putting a large focus on relationships and interaction in the games as well. Consequences and rewards for your actions make it all the more immersive... It makes the gameplay last longer if you're like me, and have to do it right (save, reload, save, reload) too. ;) (tongue in cheek there)
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