Execution
#21
Posted 12 May 2008 - 01:04 AM
#22
Posted 12 May 2008 - 01:20 AM
I'm thinking it'd make sense with what I think 2d was trying to accomplish in this game. People have to live with the decisions that they make - forever. Plus, I think it would be a bit more devastating to the player if you realize that you just killed an innocent child for no apparent reason and seeing the reaction of his mother. At least, more devastating than killing some random guy tied to a pole.Not to be rude or disrespectful to you necromain, but who would kill a child, i dont think 2dcube would be able to pull himself to program that
also why would a child sleep outside of his house? (then again why would there be a dude tied up to a post outside in the middle of the day.)
Oh, and the child doesn't have to be sleeping, he could be running around playing or something.
#23
Posted 12 May 2008 - 01:32 AM
FLS
PS: It took me about 10 seconds to beat, perhaps we think alike? *smirk*
Edited by Freelancer Studios, 12 May 2008 - 01:35 AM.
#24
Posted 12 May 2008 - 01:47 AM
Well aren't you smart?. So... does it matter that you did that?Well it's really easy to get around what he's doing... after killing him I was able to win. Not worth the effort though.
Nice concept... I shot him
#25
Posted 12 May 2008 - 01:59 AM
it was interesting
I would've simply shot him out of boredom if I hadn't read the thread, I think it's a fascinating look into "game psychology" or whatever you want to call it. I'd love to see what comes of this
consider me a supporter 2d
St. P
#26
Posted 12 May 2008 - 04:25 AM
Way too easy though. Seems I'm a good person and won. Should I go back and shoot him for the fun of it now?
#27
Posted 12 May 2008 - 06:09 AM
How would you know that? Are you admitting to decompilation?He's using a highscore table to see whether you lost or not. Smart idea IMO. But anyways, I lost.
Is there are way to reset the game? Apart from destroying my computer with a hammer?
Edit: I know how to reset it, but that defeats the purpose of the game
Edited by Lukearentz, 12 May 2008 - 06:14 AM.
#28
Posted 12 May 2008 - 06:26 AM
an interesting idea, but it's far too simplified to have any sort of artistic significance. everyone knows that sparing a person is preferable to killing them, and labeling the outcomes either "win" or "lose" is heavy-handed and clumsy. there are some really good mechanics at work though that only a game could offer.
first, the player is not told how to spare the victim. most players will assume that their options to finish the game are either to shoot the victim or to wait until a message tells them they made the right choice. they will not consider pressing esc, because that is the button to exit. the player does not want to exit; he wants to win and be rewarded for winning and be told he made the right decision. in this way a slick dynamic is at play: patience vs. justice. ("should i wait until i win? this is taking a while. maybe i should shoot him and get it over with? but look at his pathetic eyes! i can't shoot a man like that! but this is taking so long!", etc.)
next, the visuals are very effective at getting the player to recognize the victim's piteous situation. the player can see only his eyes. the player can see only through a gun's vision. the player is vertically higher than the poor victim, a common trick in cinematography to suggest power.
the thing about not being able to change your decision is a nice addition.
i personally tried pointing the gun in the corner for a few minutes with the hope that the victim will be able to escape if i'm not keeping close enough watch. when i returned the aimer to him i was disappointed to see him still there tied to a stick. the game wouldn't let me passively wait for something to happen. i had to make a decision.
it's important for games like this to be made for the advancement of games as an art form. however, works of art are significant because they offer unique glimpses at humanity and what it means to be human, something this game does not do. the execution of this game (sorry, no pun intended) is deep and interesting but it tells us nothing we don't already know. obviously we should spare the victim if we can!
VERDICT: i was thinking about the game's mechanics when i should have been thinking about the game's message, solely because its message was so thin. it fails to suggest the complexities of good or bad or any shades of gray. the game is a step in the right direction but until game mechanics are used to explore meaningful aspects of human nature in ways that only videogames can, no progress will be made.
#29
Posted 12 May 2008 - 06:32 AM
#30
Posted 12 May 2008 - 07:35 AM
I used to think it would be interesting if you could buy little game devices at stores (very cheap) that if you lost the game it would stop working. This is the closest I've seen to that idea.
I lost. But I realize now how to do it, and it sort of seems almost like something you would find on accident.
Cool, though.
I would love to see something like this turned into a more lengthy, full game. Maybe not so much that if you made the wrong decision you can't play, but something that tracks your decisions so you can't go back and do things differently.
Edited by thebogeyman, 12 May 2008 - 07:37 AM.
#31
Posted 12 May 2008 - 10:31 AM
#32
Posted 12 May 2008 - 10:59 AM
#33
Posted 12 May 2008 - 11:03 AM
That would be a rather illogical situation though, imo. In this case you're obviously given orders to shoot him, it's clear that that is what you need to do. I also didn't intend to make you depressed.Well, that was indeed interesting. I think a better scenario would've been where the person to be executed was replaced with something like a small child sleeping outside of a house, and if you kill him, his mother runs outside and starts crying over him. Now THAT would make me depressed.
Sure.I "spoiled" my experience. Still, seems the answer wasn't in here. At least, I wasn't looking for it. I was just wondering if some scary image was gonna pop up if I shot him. I though it was gonna come to be a "classic 2d prank".
Way too easy though. Seems I'm a good person and won. Should I go back and shoot him for the fun of it now?
Wow, such a lengthy review for such a short game! Very interesting read. I agree with what you say, and personally I don't know if this is an art game or not, I'd rather stay out of that discussion.vibemaster's review
an interesting idea, but it's far too simplified to have any sort of artistic significance. everyone knows that sparing a person is preferable to killing them, and labeling the outcomes either "win" or "lose" is heavy-handed and clumsy. there are some really good mechanics at work though that only a game could offer.
first, the player is not told how to spare the victim. most players will assume that their options to finish the game are either to shoot the victim or to wait until a message tells them they made the right choice. they will not consider pressing esc, because that is the button to exit. the player does not want to exit; he wants to win and be rewarded for winning and be told he made the right decision. in this way a slick dynamic is at play: patience vs. justice. ("should i wait until i win? this is taking a while. maybe i should shoot him and get it over with? but look at his pathetic eyes! i can't shoot a man like that! but this is taking so long!", etc.)
next, the visuals are very effective at getting the player to recognize the victim's piteous situation. the player can see only his eyes. the player can see only through a gun's vision. the player is vertically higher than the poor victim, a common trick in cinematography to suggest power.
the thing about not being able to change your decision is a nice addition.
i personally tried pointing the gun in the corner for a few minutes with the hope that the victim will be able to escape if i'm not keeping close enough watch. when i returned the aimer to him i was disappointed to see him still there tied to a stick. the game wouldn't let me passively wait for something to happen. i had to make a decision.
it's important for games like this to be made for the advancement of games as an art form. however, works of art are significant because they offer unique glimpses at humanity and what it means to be human, something this game does not do. the execution of this game (sorry, no pun intended) is deep and interesting but it tells us nothing we don't already know. obviously we should spare the victim if we can!
VERDICT: i was thinking about the game's mechanics when i should have been thinking about the game's message, solely because its message was so thin. it fails to suggest the complexities of good or bad or any shades of gray. the game is a step in the right direction but until game mechanics are used to explore meaningful aspects of human nature in ways that only videogames can, no progress will be made.
Basically, I just got an idea that I hadn't seen before. The initial idea was to make a game you could play only once (when you're game over it's REALLY game over). It got turned into this. I may still do something with the original idea...
I didn't base my design on an artistic viewpoint initially, but rather a new gameplay mechanic. It came out a little artsy, but I guess it's natural because it wouldn't be interesting otherwise, being such a short game and all.
I wonder whether Tamagotchis could be resetted? It'd be interesting if they were really dead forever if they died. Would even teach kids something.I used to think it would be interesting if you could buy little game devices at stores (very cheap) that if you lost the game it would stop working. This is the closest I've seen to that idea.
I agree, not sure yet how it'd work though. I really like that idea.I would love to see something like this turned into a more lengthy, full game. Maybe not so much that if you made the wrong decision you can't play, but something that tracks your decisions so you can't go back and do things differently.
#34
Posted 12 May 2008 - 11:34 AM
Basically, I just got an idea that I hadn't seen before. The initial idea was to make a game you could play only once (when you're game over it's REALLY game over). It got turned into this. I may still do something with the original idea...
A friend of mine had that idea, but for an MMOPRG - once you were killed you needed to re-register
#35
Posted 12 May 2008 - 11:54 AM
Very, very interesting; really something that pop-ups from 2D-Cube's brain.
Edited by Pallas, 12 May 2008 - 11:55 AM.
#36
Posted 12 May 2008 - 12:14 PM
Basically, I just got an idea that I hadn't seen before. The initial idea was to make a game you could play only once (when you're game over it's REALLY game over). It got turned into this. I may still do something with the original idea...
A friend of mine had that idea, but for an MMOPRG - once you were killed you needed to re-register
Then I thought that was a stupid idea and would tend to piss off players
#37
Posted 12 May 2008 - 08:09 PM
I think that is a good idea but it would work better if you put like a really fun replayable game in front of it so if you shot the guy you wouldnt be able to play the game ever again
#38
Posted 12 May 2008 - 09:59 PM
Lol no. I couldn't find anything in the registry so I figured it was a highscore table.How would you know that? Are you admitting to decompilation?He's using a highscore table to see whether you lost or not. Smart idea IMO. But anyways, I lost.
Is there are way to reset the game? Apart from destroying my computer with a hammer?
Edit: I know how to reset it, but that defeats the purpose of the game
Edited by Mr. Limbojello, 12 May 2008 - 10:01 PM.
#39
Posted 13 May 2008 - 03:06 AM
You completely ruined the entire post by using that smiley at the end.
You ruined a topic by drawing attention away from the game and to a particular smiley, which I hardly would have noticed otherwise.
I lost, I guess... Then again, if man to be executed is set free to rape and pillage, does that mean I win? It could also even be debated that it may be more humane to kill someone outright, than to lock them in a windowless box for the rest of their life. I'd prefer the former, and 'do unto others', as they say:)
Decision to make, but not enough info to make it with.
Otherwise though, it was interesting reloading a game to see it was still over.
#40
Posted 13 May 2008 - 03:54 AM
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