Date: | Thu, 16 Oct 2014 18:31:13 -0700 |
From: | Robert M Ochshorn |
Subject: | Re: "Something about Cinematic Reality" v.2 |
OS X (10.9.) thanks!On Thu, Oct 16, 2014 at 10:38 AM, Robert M Ochshorn wrote:Yes!What's yr OS?R
On Oct 15, 2014, at 10:07 PM, Michael Nagle wrote:Is this something I could run locally to show a friend?On Tue, Oct 14, 2014 at 12:00 AM, Robert M Ochshorn wrote:Hi Dave!Glen, Nagle, and I just watched Jon Blow’s talk through a slightly massaged iteration of Something about Cinematic Reality. We had three laptops in addition to a shared projection, and as you can see we generated an intense heat-map of response through the 75min talk:You’ll note a few layout tweaks:— the video is closer to fullscreen;— the “state” buttons have been replaced with radio buttons;— “solo” mode is clearly indicated with red backgroundAnother addition—every keypress is propagated to every user (and the master), so you can watch someone typing:Interesting consequences of realtime typing showing up globally:— conversations are possible without disrupting “the moment”;— text is only visible while it’s being typed, so delays allow for communication;I also printed out a receipt of all the annotations. Here’s Glen with the first version:…and then, a version of the receipt with film stills for the annotationsBelow the fold, the notes themselves[1].Lots more ideas. Glen and I just scrawled some far-out remote-collaboration possibilities involving webcam faces moving around as mouse cursors and mixing audio levels based on proximity. To be developed. Dave: let me know if/where/when we should meet again this week!Your correspondent,R.M.O.[1] …though the YT time-links are always disappointing. And they seem to not work in Safari (?!)00:00:43
work not well spent
00:01:21
prototype first level
00:01:27
only 8 or 9 days!! so interesting that the core concept then took 3(?) years to mature
00:02:35
dizzying not just b/c of camera
00:02:50
hypnotic
00:02:51
dies in his own game
00:05:02
leap of faith level
00:05:37
major elements of the puzzle are on the sc
00:07:23
automatically moving elements as part of timing puzzles
00:08:03
here's another same idea
00:08:52
"t=y"
00:10:06
3yrs of dev the only difference from prototypes
00:11:35
"launch the player directly into the game"
00:11:41
portrait of what the game feels like
00:12:12
most complicated level by far (the 1st)
00:12:36
"the only example of cheating in braid"
00:12:46
level editor view
00:12:46
braid music makes his talking so much more dramatic
00:13:33
these narrative elements never really worked for me as a player. i wonder why...
00:13:57
don't want the player to fight the game
00:14:24
"beginnings are the most delicate of times"
00:16:15
collect puzzle piece, intrinsically motivating
00:16:52
jumping through the bottom of platforms stuck with me when I watched this before
00:18:02
"game mechanical reasons"
00:18:47
foreground / background in divergent palettes
00:18:59
close palettes between fg and bg --> tone of comfort
00:20:27
"it works well and that's why people keep doing it"
00:20:48
this part confused me a lot
00:21:18
conflict between nonlinearity and confusion
00:23:13
I did that.
00:23:20
this took me like an hour
00:25:29
tough puzzle
00:26:25
00:26:55
1st world as tutorial
00:27:03
00:28:47
simple -> fundamental ("Aha!")
00:29:01
puzzles pared down to essentials
00:32:18
clear here that jon is still learning his aesthetic
00:32:38
how so?
00:32:51
he didn't understand that the power was in simplicity for him
00:32:55
00:33:11
you mean in development, not in this talk
00:33:20
?
00:33:38
it's clear that by making this game he understands what he cares about in games much more clearly
00:34:00
right
00:34:42
everything is a visualization
00:35:47
the rabbits were intense
00:35:58
yeah
00:36:13
the sounds are so different than classical music intro
00:36:25
the sounds are much more "gamey", as are the idea of rabbits chasing you
00:36:48
also sounds more horrorshow
00:39:00
out of depth == not aware of history?
00:39:38
i really liked the infinite life part of braid
00:40:02
infinite life --
00:40:07
inf. life --> challenging not punishing
00:41:51
interesting for a game to embed its antithesis
00:42:06
?
00:42:11
the thing that makes braid braid is not really here
00:42:34
word
00:42:36
ie. restarting the level should never be needed in braid
00:43:50
again music drama ("incomplete" w/string music)
00:44:05
why is this level essential?
00:44:11
the don't rewind mechanic?
00:44:18
because it's a consequence of the game's basic rules, something interesting that happens
00:44:40
oh he wasnt talking about the dont restart part
00:44:48
hes talking about this part down here as crucial
00:44:57
right
00:48:39
"uniqueness of icons" (oxymoron?)
00:48:58
"handcrafted" aesthetic
00:49:12
"real" aesthetic, world is complicated
00:49:39
?
00:49:47
oh. i get what you mean
00:49:59
"most electronic" -- eqn of "classical" w/"good" music
00:50:25
"reprises"
00:51:50
00:51:55
serendipity turned to use
00:52:18
\i thought the music box fit so well here
00:53:56
he seems very sensitive to forums (and anti testing?)
00:54:04
"obvious"
00:54:19
"natural outcome of the rules of time"
00:54:26
i felt like i got slapped
00:55:03
i thought this reprisal was really fun
00:57:31
this is self-indulgent
00:57:40
somehow i solved these puzzles but had like 1/100th the understanding
00:58:18
"maximal pleasingness" (not only aesthetic decision)
00:58:30
i thought it sounded cool! remiiiiiiix
00:58:42
chopped and screwed version
00:59:39
would be cool to know when he became inspired by QM -
00:59:51
pre-dev or during-dev?
01:01:30
"hard time deadline" (ironic)
01:02:18
i played this world with a friend
01:02:23
i found it crazy hard to think about systematically
01:03:41
this world felt like a huge cognitive leap to me
01:03:50
was there an intermediate space to explore first?
01:04:14
I think a little
01:04:23
it does seem like a distinct idea. i don't know how it could have been bridged...
01:05:31
super hard
01:05:36
what just happened
01:05:47
he seems to be very interested in the idea of insight
01:05:54
once you know it, it's clear
01:06:01
exactly, this game is /about/ insight
01:06:14
this whole ring mechanic intimidated the shit out of me
01:06:26
how so?
01:06:30
i think the last world already seemed really hard to reason about
01:06:41
i saw this and was like wtf?
01:07:08
maybe not enough rehearsal / too fast a ramp?
01:07:18
i loved how challenging it was but also remember feeling unpleasantly confused
01:07:33
I think that was intentional. music cue is key
01:08:21
"complexity was worth something" @ this pt
01:08:35
ie minimalism as a learning device *for* this
01:09:38
remiiiix
01:10:25
this puzzle was super hard for me
01:10:37
the memory of puzzles is amazing
01:10:43
i played this 2? 3? years ago?
01:11:01
this is exactly why this ring shit intimidated me
01:11:08
the sense that it was gonna be mega fiddly
01:11:42
speed run as not just another gamey thing to do
01:15:11
"pattern breaks"
01:15:56
paused game by setting time for character to 0
01:21:56
skinner
01:22:02
skinner seems not his MO
01:22:49
which game does he mean?
01:23:09
dunno
01:25:50
purely emotional reasons for some elements at the end