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Just finished episode one of the new Sam and Max season; it wasn't their best work, but it managed to have some of the best Max quotes. I don't know if I should play each episode as it comes out or wait until the end to play the rest.

I think the new episode was fantastic, but that's my taste. I think they really got the flow and progression right this time around. I also enjoy how the jokes are becoming increasingly edgy, it fits the style of the games. I also like to download each episode straight away when it arrives, because that makes me appreciate each episode more.

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Norway.

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I took it, in January I think. I haven't died yet. I trust our socialist government (*humming the internationale*).

If your government is American, I understand. ;)

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No doubt: Civilization 4

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GOOD GAMES ON MY XBOX 360:

- The Elder Scrolls IV: Oblivion
- Fallout 3
- Fable II
- Assassin's Creed II
- Lost Odyssey
- Dragon Age: Origin
- Mass Effect
- Bioshock

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I have pledged my word to Chuck the plant that I'll never watch any Twilight film. Or read any of the books.

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I've tried both, and would strongly disagree. But there you go. =)
But I didn't really try to apply to designers who would sell their creations for money. Very few indie develpers on this site are that talented anyway.

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The Matrix: Revolutions... again. And I still don't think I fully get it.

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Spore was terrible. Will Wrigth wanted to make another The Sims franchise, and this was the best he could do? After one playthrough I didn't at all see why I should want to play it again. Spore was probably a good idea that never managed to make it into a decent game. An overambicious game designer that doesn't completely understand the limitness of the medium that needs to be obayed in order to make a game fun to play.

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If I was going to teach myself a 3D enginge to make indie games, I think it would be a better idea to use the Unreal Development Kit that was just released for free to indie developers. The Unreal engine does not only have better graphics, but is also a lot simple to use. Of course that doesn't mean it's easy, but Unity is not easy at all either.

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I came across this little and rather entertaining presentation, explaining why storytelling in video games is generally so bad and underdeveloped.


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Assassin's Creed II.

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I really like your argument too, "im_si_tired".
I guess the real challenge of using video games as a form of art is to be able to break out of the traditional way of thinking about a video game. Video game design today is bound to a very Skinnerian design, almost like a digital operant conditioning chamber (http://en.wikipedia.org/wiki/Operant_conditioning).
Question is, is this necessary or even fertile for the deveopment of the medium?

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First of all, I am so pleased to see that I actually received some very serious response to this thread. I really didn't expect it, and it simply shows the level of reflection people on this forum have for game development. Now, to my post...

I think that the issue of interactivity is important. The way I see it, it sort of stands in the way for the artistic control. The player has much more control in a game than in a film or a book, otherwise it wouldn't be a game. The problem then for the artist, is to be able to communicate what he wants without getting bitten off by a simple requirement of traditional game mechanics. How do you, for instance, incorporate intelligent metaphors into the gameplay mechanics themselves, without relying on cutscenes that draw from the film medium.

In a way, that is what defines the video game as an immature medium: When it comes to story telling, it largly bases its narrative techique on an ancestor medium: the film medium. To use an image: the medium itself hasn't yet completely cut off its umbilical cord.

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A game can, in my opinion, definitly be art. But it cannot be art in the same way as a film or a book. Just as a book can't be art in the same way as a film, and a film can't be art in the same way as a book. They simply work differently, most notably the way narration works. How would then a game be art, working with the principles of the medium? A series of cutscenes was mentioned, but that simply turns the game into a film, which makes it a different medium. Arty cutscenes with some traditional gameplay inbetween? Still a film, in my opinion, since it doesn't work with the medium, but simply becomes sort of a montage. What makes the experience of art that can only be achieved through the video game medium? I think it can be done, but commercialism stands in its way.

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Maybe people aren't ready for mature games? Sure, some people in a forum on the internet might be, but they're not the audience for most, if not all, games.

You make a good point here. I guess most games, at least commercial games, are too relied on a mass audience to have the guts to do art. Perhaps most of the game audience simply isn't mature enough to appreciate it? Or maybe a game isn't a fit medium at all to do this sort of thing? The game might not communicate well enough with the player? Perhaps it might also be connected to the background of the people making games. Maybe most game designers simply aren't intellectuals and aren't skilled enough to get the message across?

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The video game is a rather young medium, and has perhaps not matured as much as books and films. However, some art games touching controversial subjects have been released, for instance The Path. Altso there is the art of making games that are purely based on delivering a feeling, like Flower.

Is it possible for games to be a matured enought medium to touch themes in a intelligent way? Themes like:

- violent relationships
- suppression
- child abuse
- sexual abuse and incest
- sexuality and homosexuality
- social injustice
- capitalism and consumerism
- racism

Can a game be as intelligent as The Catcher in the Rye, One Flew Over a Cucoo's Nest or Stanley Cubrick's films? It would be interesting to see some views on this matter.

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Walking in the Air from The Showman. That melody is simply genius.


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I like to start out with a stereotype, and then expand on it. For instance, I have this fat kid that is supposed to be stupid and mention food in every other sentence. Then I dig into his personality throughout the game and see what I can find. The trick is to do something unexpected. It makes the character interesting.

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So, which boss fight burned itself to your brain?
Mine would have to be Queen Gohma in the Deku Tree dungeon in The Legend of Zelda: Ocarina of Time. I just loved the introduction when she spots me with her big eye and crawls her way up the walls into the darkness. Great design.

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