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ITT: good examples of wordless storytelling

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Thread replies: 28
Thread images: 4

File: hatchling.gif (36KB, 320x288px) Image search: [Google]
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>>
https://www.youtube.com/watch?v=D71pWaXTYkg
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https://www.youtube.com/watch?v=3eTbjNuHXiM
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The caveman chapter of Live-A-Live.
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Another World https://youtu.be/nSQCYn4duLU
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zelda oracles https://www.youtube.com/watch?v=bNQzcRiITGI
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>>2855756
The caveman chapter is the best chapter in the game, especially if it's played first. As soon as dialogue is presented, the game loses its mysterious atmosphere.
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>>2855770

I remember an interview that came out during the original release where the dev considered even the health and stamina bars to be a failure in design, and that they should have done more to make them purely context/visual clues instead.
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Age of Empires 1&2
https://www.youtube.com/watch?v=3bQ-WsquMwE
https://www.youtube.com/watch?v=ow4cC-Cz5l8
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do the Wario

https://www.youtube.com/watch?v=HG-n9Nd7w98
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>>2855890
and they'd be entirely correct with that line of thinking. Numeric stats (that includes gauges) are the fallback, when no other mechanism works, they're the developer admitting failure.

With that in mind, take a good hard look at RPGs
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>>2856005
Too true.
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>>2856005
>rpg without numbers
Isn't that what they tried to pull off with the Madou Monogatari games?
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>>2856005
>RPGs are garbage because I and the developers of an action game said so.

Oh, well, I'm glad we settled that.
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>>2856064
>RPGs are garbage
He never said that.
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File: and-POP-goes-the-dynamite.png (20KB, 640x480px) Image search: [Google]
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This entire game.
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>>2856005
Numeric stats are great because they let you increase the difficulty of the decisions the player has to make. They're not wasting brain power memorizing the current state of the stats, so they can dedicate more brain power to things that are actually interesting.
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>>2856085
That's exactly what he said, and I'm glad he got blown the fuck out.
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obligatory
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>>2855943
Best Mario universe game. Fight me.
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>>2855742
https://www.youtube.com/watch?v=yMtLAo2y9YA
This one works really well too.
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>>2856343
Next time say he's salty or call him a nostalgiafag to really hit home that you're a teenager
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>>2855890
I always roll my eyes when developers talk about HUD elements like this. There's never any acknowledgement that some players hate hiding what would be visible in any other game. And, likewise, even if they did that "well" it doesn't make the game "better" for many players.
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>>2858764
It should be hidden unless it is immediately relevant. You don't see your HP and shit in most JRPGs outside of battle do you?
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>>2856838
I prefer Wario Land II.

Why does nintendo neglect us wariofags this way
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>>2856017
This is a great example of why numbers are fine. Madou Monogatari is wonderful but having to vaguely judge your health and damage by the text was not. I understand wanting to drop traditional interface elements for immersion or flavor but once you sacrifice important information to get it you fucked up.

Sometimes it's satisfying in itself. Knocking a big chunk off an enemy's health bar, the glow of a full special meter, watching the damage cap pop up over an enemy. Clear, immediate feedback is invaluable and contextual cues aren't always enough.
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>>2858824
>Sometimes it's satisfying in itself. Knocking a big chunk off an enemy's health bar, the glow of a full special meter, watching the damage cap pop up over an enemy
These are things that make me stop playing certain games. I'm interested in the characters, and the world. If I want to watch numbers go up and down, I can tune in on stock tickers.

>having to vaguely judge your health and damage
I love these things. Though frankly, using text instead of numbers is just shifting the way the numbers are done. These are VIDEO games, not text games. Anyway, I love these things, because a role is not cold hard numbers, a role is the sum of a character. I want the uncertainty, I want to have to read the environment and its cues, to see how I do. That's when it brings the world and its characters to life.

>once you sacrifice important information
if the visual cues don't have the required resolution, that's a problem with the cues. That said, when I'm doing "damage" of a couple thousand "points" with a "hit", I don't need to know the ones digit. It's sufficient to know that it's "a shitload" (aka "very effective"). That's plenty feedback to judge if I'm doing the right thing. Same with my own stats. Make the character pant, delay the ability to attack, there are so many things beyond gauges, that are largely unused.

>Clear, immediate feedback
Yeah, we'll have to agree to disagree. That stuff bothers me, simple as that.
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>>2858784
same with F-Zero fags, there simply is no justice
Thread posts: 28
Thread images: 4


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