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Re: Dogma 2001: A Challenge to Game Designers
[Re: lostclimate]
#215646
07/12/08 16:17
07/12/08 16:17
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Joined: Nov 2007
Posts: 1,032 Croatia
croman
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Posts: 1,032
Croatia
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good point lostclimate, good point. i bet that dogma 2001 is created by some guy that is superfan of quake, doom, and all those "classics". i dont say that those games are rubbish, they're great and they started gaming industry but come on, they're old. true, graphics in games is not the most important part but just dont tell me that we dont have new and inovative gamaplays nowadays. take for example that new game "Spore". that's more then inovative gameplay, but those superfans will say that we cant compare spore to quake.  but i say, oh yes we can...
Last edited by cerberi_croman; 07/12/08 16:18.
Ubi bene, ibi Patria.
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Re: Dogma 2001: A Challenge to Game Designers
[Re: croman]
#215650
07/12/08 16:35
07/12/08 16:35
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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Bielefeld, Germany
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take for example that new game "Spore". Ah, it was already in the making, 2001?  Nonetheless, it is still an exception. lostclimate, sorry, you didn't get a glimpse of what the dogma thing means. "Dogma" as started from the filmmaker Lars von Trier was a big 'invention' to give low budget movies a high recognition and publicity, and thus it was a chance to small companies to make money despite the fact that they didn't have much money to invest. The definitions of the dogma have to be qualities which make a difference to the main stream to be worth the effort. I don't know whether you believe that you can compete with any of the triple A titles within one of the next ten years. If not, 'dogma' could be the way to go to give independent developers an extra portion of public interest. This doesn't mean that one has to choose the same catalog of principles that he suggested, of course. Some of them are most probably made because it was 7 years ago, when wrote the article...
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Re: Dogma 2001: A Challenge to Game Designers
[Re: cartoon_baboon]
#215653
07/12/08 16:50
07/12/08 16:50
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Joined: Sep 2003
Posts: 5,900 Bielefeld, Germany
Pappenheimer
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OP
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Posts: 5,900
Bielefeld, Germany
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Okey, let's take it the other way round. Have a look at the Wii and the DS and their games: Can we say that within the few years that they entered the market that they conquered as much new audience as no other games? And, then have a look at the principles - don't know what he called it exactly - how much of his principles are applicable to the new games of Wii and DS? Is nintendo a clandestine 'dogma' follower?
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Re: Dogma 2001: A Challenge to Game Designers
[Re: Jazuar_]
#215713
07/12/08 23:26
07/12/08 23:26
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Joined: Sep 2002
Posts: 8,177 Netherlands
PHeMoX
Senior Expert
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Senior Expert
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Posts: 8,177
Netherlands
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"All cinematics, cut-scenes, and other non-interactive movies aren't allowed. If a game requires any introductory or transitional material, it must be provided by scrolling text." It was awesome in the first released Star Wars trilogy back in the day, but since then it instantly makes a game feel old somehow. If that's what they are going for... by all means, but I agree that it's off putting. Is nintendo a clandestine 'dogma' follower? It's difficult to say actually. On one hand they seem to be doing whatever they want to do, on the other hand they seem to copy the casual game market realizing there's a lot of money there (or at least they seem to be inspired by it if you will). When it comes to their games in general, the older stuff is legendary.. the newer stuff tends to be more suited for a broader audience. Depending on your own point of view that's either a brilliant or a disastrous thing. :p The film business, they concluded, had become overly dependent on special effects, fancy camerawork, and other techniques of production. ... actually, what really happened was they realized they could never compete with the industry standards without having an equally insane movie budget. Change was inevitable and so will be change in games. Justification: The conceptual non sequitur is not merely sloppy; it is one of the things that actively discourages non-gamers from playing games. Gamers know that you're supposed to blow up everything in sight to see if anything might be hidden there, because they've played a hundred other games which have followed this pattern - games which were designed by adolescents for whom blowing things up is an end in itself. Ordinary people use their powers of reasoning to decide what should be blown up or not. Since it would not occur to a reasonable person that a medical kit could be found inside an oil tank, a reasonable person will not needlessly blow it up, and is therefore at a disadvantage when playing the game. A Dogma designer must to do the design work necessary to reward reason rather than brute-force approaches. Yes, I've always wondered why designers from the very first few games that had collectible items in it decided to go that route. On the other hand, crates theoretically could have anything inside... hence why from quite early on crates started to pop up in just about every game.
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