Date: Tue, 14 Oct 2014 00:00:37 -0700
From: Robert M Ochshorn
Subject: "Something about Cinematic Reality" v.2
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 background

Another 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 annotations


Below 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