Quote:Actually, that is not what you said. Let me quote you right now, in regards to movies being written mediums as well as visual mediums sometimes: "If they were thinking of them as an integral part of the film, then yes, I would say that the written medium would be a definite aspect of the project."
Your ever-changing stance and lying is making this more and more difficult for you, Brian.
Ah. You misunderstand. That statment you quote there is absolutely correct. However, you have failed to analyze it. Think. What have I been saying? What was I saying then? I was saying that, if the text was meant to be a integral part of the film (that is, when they were working on making the movie there were worrying to a good extent about what should go in the text and how that would affect the people's experiences with the movie), then I would say that it may well count as text as well as visual. THIS IS NOT IMPLYING THAT THIS IS THE CASE FOR ANY SPECIFIC MOVIE HOWEVER! I even specifically stated, multiple times, that I thought that that was NOT the case for the case of 'The Passion'! So that quote there is absolutely correct, but it's a theoretical stance that I do not know of any real-world application of. Certainly not for the film in question here.
Once again, my statements have not changed. You just "misinterpreted" them into meaning something else (this is so systematic of you that I have to seriously wonder if you do it on purpose...).
Quote:I make no greater deal out of this than you do. Remember that there are two of us in this debate. I make a special note of this particular issue because your entire argument rests on it. Your entire shaky argument rests on untruths.
Not my entire case. It is a good enough portion to get me to argue the issue, since the fact is that text-based adventure games are a huge thing in the favor of saying 'books have greatly influenced computer games', but it's not the whole thing. It's probably more about the fact that your position is so ubelievably stupid.
Quote:I don't care how much you want to deny it, but text-based games are not video games and therefore your argument is baseless. I will not go through this again.
But as I just explained it's irrelevant if they are "video games" or not! That arguement, is, from every way I can see the issue, completely irrelevant to the matter at hand. They are obviously in the same category as every other kind of computer games, but if you really must be an idiot about this (and I keep repeating "computer games" for a reason: to me, "video games" means console games, as they are played on a TV Video display as compared to a computer monitor... I don't go to my PC to play video games. And besides, "computer games" does not include some moronic definition you can abuse into discarding whole genres. And as for console games in this arguement, you've been talking about them, not me. I don't think I've mentioned any other than the two you brought up, while I have talked about a lot of PC games.), well then, how about I discuss King's Quest, Wizardry, NetHack, and Castle Adventure? It might dillute my arguement slightly, but not overly much. And it wouldn't bring back this idiotic arguement.
Overall, the conclusion is the obvious: they take influences from many sources.
So, how do those four games fit into the discussion of influences on games from outside sources? First, King's Quest (I, mid '80s). The game uses now-simple, but then great (16 color EGA!) graphics to create the world. You move around with the arrow keys, and interact with things by moving near them and then typing simple two or three word commands -- 'talk king' for instance. If you press the arrow key, you'll keep moving in that direction until you hit something. This could be compared to a graphical version of Zork -- you can move off the screen in four directions, wander around this region, pick up items with commands, solve puzzles with wits or items... avoid dangerous creatures... and just like how it clearly has decended from Zork it has clearly decended from fantasy literature. Simple? Yes, definitely. Equal to a book? No. But the ideas the game uses obviously come from books. Graphics in those days didn't have the finesse to do a whole lot from film (or animation, though this would be a bit more pertinent because it's got a cartoonish art style)... it's like playing a simple fantasy story.
Wizardry? Wizardry VI, that is (1991). As well as Castle Adventure (a simple but entertaining game) and NetHack. Clearly the biggest influences for these games are D&D. Each game has its own style, and it's own system, but the basic idea is to do something like a pen and paper RPG on a computer. So you have lots of combat and some descriptions of areas and, in some games, conversations. Now, fantasy includes films as well, so here the influences are more widespread, but... writing clearly plays a role. For instance in NetHack, items don't have new written descriptions; instead there are quotes from various books and poems and the like. The areas themselves don't have descriptions. Dungeons are randomly generated, so it's just up to your mind... but the literature they use for item descriptions are often great. In Wizardry, each room has a description when you enter. No graphics here to differentiate the rooms, just standard "wall", "floor", etc. tiles. So it's all up to the sentences they use to describe it. And sometimes it's just mediocre. But sometimes the writing is great. So far into the game, this is my favorite room description (from the hint guide, so it's exact).
Quote:Fibrous shreds of stained rot cling to the walls where colorful tapestry once proclaimed sovereignty in this official chamber. With grim mockery, the sweeter taste of a mighty throne perched high above the room has long turned sour, as it sits condemned to languish in its own final sentence. If there is any last judgement to be decreed upon this fallen chamber and tarnished throne, it must be gleaned from the decay that it laps upon its own dais as itself festers and rots, bearing witness to emptiness, filth and stench, silently weeping tears of its owned despoiled substance.
This is not something a graphical medium could convey in the same terms. This is not something that is "wholly a graphical medium".
Quote:Like I already said, you do not even know what the term "cinematic" means so your post is pointless. And again you've failed to understand my point. For the what, sixth time for this particular point? Amazing.
Look, either just stop responding to anything about "cinematic" or say what is so horribly wrong about what I'm saying. More insults will not get anywhere.
Quote:Not primarily; totally.
Then you are wrong, simple as that, as my previous response should make abundantly clear.
Quote:Influence means nothing! How many times do I have to repeat that??! I was influenced by a home appliance when I thought up the concept for my platformer, and what does that tell you? THAT ANYTHING CAN INFLUENCE ANYTHING WHICH MEANS THAT INFLUENCE HAS NO BEARING ON THE DEFINITION AND CONDITION OF A MEDIUM!. Maybe those big bolded letters will get the point across to you this time!
Influence does matter. It says how something got to be the way it is. More important is the results, though, which I've also been trying to describe... but influence does matter. Yes, they come from many places, but you can identify major ones, or at least try to, and it definitely helps explain how something gets to be the way it is...
Quote:That's the amazing thing about the human mind, you can become inspired or influenced by something that has very little relation to whatever that influence is placed upon! Whether games have been more influenced by books, movies, or frying pans, that is completely beside the point. You CANNOT put books directly into games and expect people to accept that. You CAN, however, put movies directly into games because games and movies are both visual mediums! And before you say "but you SEE books, so they're visual too!", books are considered to be a digital medium (that just means that the letters are essentially symbols or numbers that store information).
I can see calling books 'digital' (though it's a bit weird when that term generally means something electronic and books are best on paper)... and yes they are different from film, or drawings or what have you. There are clear similarities, but books leave more room for imagination and for the person experiencing it to interject their own thoughts or opinions onto the medium... with film that is possible too, but to a lesser extent because of how they are visual. So the user interacts with each in a different way, yes. This is not the problem with your arguement.
The problem comes when you try to equate games with film -- that is, when you say that just like film games are primarially a visual medium. As I've said throughout, this is just not true. I know you keep denigrating games for not having graphics that express themselves as well as movies do, and that is a good complaint, but they do the best they can and their efforts do not count for nothing.
Quote:So I guess that most games ever made, including Mario and Zelda, suck because you cannot control the story and are merely playing a part in it.
Your insane theories are getting worse and worse by the minute.
Mario? Stupid example. That game doesn't really have a story, controllable or not -- and for some games this is okay. Zelda? There are cutscenes, but they are limited in length and number relative to the rest of the game. And they are often put around pieces where you have control, so the player doesn't sit around doing nothing for a long time. Seriously, you talk about (or very strongly imply) how great you are and how stupid I am and then you come back with standard OB1 non-responses to serious matters... shows how well you live up to your own "standards".
And I did not say that games are horrible just because they fail to include more interactivity. I said that it should be an ideal because they are the interactive medium! The whole POINT of games is interactivity. So giving the player something to do and making them feel like they are really a part of the world and are in control and direct what is happening -- even if (or especially if, that might be more accurate) it is all an illusion -- is GOOD. Trying to involve the player more in a GAME is a good goal! it is something that should be applauded! More games should seek to be like that when it comes to the story! Yet you mindlessly attack it. Pitiful.
Quote:Deus Ex's story is terrible, absolutely terrible. If it were a movie it'd be made fun of more than a hundred Day After Tomorrows. It's just a dumb, cliche rip-off of various different stories. It's told relatively well for a game and especially for a FPS, but it's really, really lame.
It's told well, and it has what I was talking about: the illusion that you are in control of events, and some amount of real control over events on some fronts (like who you kill or if you use wits or might to solve a puzzle), while the main game and story progresses regardless of your actions. So the story is derivitive... true, so are most stories in that category no matter what media format they are on.
Quote:Fusion was linear, which is why it wasn't as good as I was hoping it would be. Zero Mission, however, shows that a simple story can be told while maintaining the nonlinear gameplay that Metroid is so loved for. Take the basic ideas from ZM and you'll have one awesome Metroid story.
The point is though that a large aspect of Metroid is the adventuring in a world by yourself... move it too much towards lots of story and you run the risk of losing some of what makes people love Metroid games... it just seems to me that a more cohesive story would make them want to make it more linear perhaps so that you follow along the story more. Maybe not, but it seems like it'd increase the likelihood...
Quote:I was hoping to educate you, but I see that this is futile. I'll give you one more chance to try to understand me, and after that I will stop trying to help you.
Could you possibly be any more arrogant (and hypocritical)? Well, we'll see...