Iffy's contest idea

AuthorTopic: Iffy's contest idea
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I have an idea for a contest.
The contest would be making a movie-scenario.

It would be completely made up of cutscenes.
Someone could copy an existing movie, or make one of their own.

Oh, and the scenario would have to have a message poping every now and then asking whether you want to keep watching or not.

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Muffins n' Hell|Muffins n' Hell: The Muffins Are Back Again
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lol teh stupd text spek is lik ubar dum lol
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Presumably, the message that popped up would allow three answers: "Yes," "No," and whatever expletive TM would use in response...

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Do you know how long it'd take to make a decent, sizeable cutscene-scenario, Iffy? If not, then please go and make one before suggesting it as a contest idea.

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Imaginative, for sure. And it shows a level of technical proficiency that's encouraging to see in any designer. However, the fact that it rips off an existing movie sinks it, as well as the fact that you don't really play it.

I'll go rent an actual movie before I watch one in Blades, methinks. This is not what the community needs more of. 4.0

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Well then, what I meant is making your own idea. It doesn't have to be very long...

But you guys are right, this is a terrible idea.

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Muffins n' Hell|Muffins n' Hell: The Muffins Are Back Again
I have an addiction to Spiderweb games.
I like this image
Iffy= Infernal Flamming Muffin. The y is added to make a word.
lol teh stupd text spek is lik ubar dum lol
Posts: 1799 | Registered: Sunday, February 4 2007 08:00
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You could make it a Choose Your Own Adventure type of thing - ie just like Iffy said but every minute or so (at crucial points) it stops and you do something.

Still not a great idea, I guess... but better!
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You make no sense. If you want to "Choose your own adventure", just look at the different scenarios.

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Muffins n' Hell|Muffins n' Hell: The Muffins Are Back Again
I have an addiction to Spiderweb games.
I like this image
Iffy= Infernal Flamming Muffin. The y is added to make a word.
lol teh stupd text spek is lik ubar dum lol
Posts: 1799 | Registered: Sunday, February 4 2007 08:00
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You're completely missing the point, iffy, and it's way too late for me to explain. It'd be an awesome idea in theory-- but branching cutscenes are just..... yeah I wouldn't touch one with a ten foot pole. It requires far more patience than I have; Dilecia's flashbacks were enough long cutscenes for a career methinks.

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And, after TV, I don't think I'll be doing any more prolonged cutscenes any time soon, either. In fact, rooms full of dragons and liches are on the menu from here on out. :D

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I suggest something differant.

Why not make Diki's Stories into a BOA cutscene movie?

I would pay money for that.

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Why would I do that, when I can just read them??

Besides, the closest I want to get to Dikiyoba's stories is Project Spidweb. And that isn't even based on them.

[ Sunday, October 28, 2007 05:55: Message edited by: Ballad ]

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quote:
Originally written by Iffy:

If you want to "Choose your own adventure", just look at the different scenarios.
Wasn't that arcade game named Dragon's Lair?

[ Sunday, October 28, 2007 10:08: Message edited by: Jumpin' Salmon ]

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quote:
Originally written by Ballad:

Besides, the closest I want to get to Dikiyoba's stories is Project Spidweb. And that isn't even based on them.
Yeah, and that one went so well... :P

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TM: "I want BoA to grow. Evolve where the food ladder has rungs to be reached."

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It's still in development! And once I figure out how to make the General Forum look, I'll finish it. :P

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quote:
Originally written by Ephesos:

quote:
Originally written by Ballad:

Besides, the closest I want to get to Dikiyoba's stories is Project Spidweb. And that isn't even based on them.
Yeah, and that one went so well... :P

Well, yes. It was immensely successful, spawned several sequels and imitations (Space Ace, Braindead 13), and is still periodically re-released.

—Alorael, who doesn't think BoX is at all the right medium for that style of adventure. On the other hand, you could make a highly interactive movie with, say, regular bits of Blades exploration and talking and possibly combat interspersed with long cutscenes in which your choices are influenced by (and possibly only made available by) your actions when you're completely in control. The idea is still not worth the effort of execution, but it's interesting.
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Cutscenes are about the most work-intensive things to script, and they have the lowest rate of return on said effort. First time through, you can only hold the player's approval if the dialogue is witty, the effects spectacular, the plot twists dramatic. After the first time, the player starts looking for a skip button.

Making an all-movie scenario is therefore vaguely similar to NaNoWriMo or the Iron Man challenges in some video games. It's absurdly tough, and no doubt invigorating and very good practice for the aspiring designer. But what comes out isn't that awesome or even (in video games) at all useful.

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I found out the hard way that no cutscenes should ever be longer than 1 minute (not counting dialog box reading time) or have more than 10 seconds of uninterrupted stuff without a dialog box to break it up.

This was a neat idea in BoE, because cutscenes were novel and technically challenging at the time, but it's not as great in BoA, because they're a normal part of the game.

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quote:
Originally written by Kelandon:

I found out the hard way that no cutscenes should ever be longer than 1 minute (not counting dialog box reading time) or have more than 10 seconds of uninterrupted stuff without a dialog box to break it up.

This was a neat idea in BoE, because cutscenes were novel and technically challenging at the time, but it's not as great in BoA, because they're a normal part of the game.

Nah. You will always have at least one player if you try that again. I loved Bass and Exodus.

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"I must admit, killing mortals is much easier then killing demons. If you remove a demon's head, all you end up with is something that tries to bite your ankles." -Valen
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Even in BoE the best movie scenarios were dialog heavy with action and brief special effects mixed in. I can only think of one really awesome cutscene that was mostly action, and that was the grand finale of Tomorrow.

Oh and text bubbles blow. Just thought I'd throw that out there in case anybody didn't already know.

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And we cannot create dialog boxes with pictures on the fly can we?

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Text bubbles are good for little things. I like most of the handling of text bubbles in Exodus (major narrative shifts via text bubbles, rest of narration in dialog boxes). They were excessive in Bahs, though.

Text bubbles add a lot to cutscene time. That's the main problem with them.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

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And I loved Bahssikava, but if I ever see iambic pentameter in those tiny text bubbles again (stretching on, and on, and on - frequently split up when the line was too long), I will break things. :P

[ Monday, October 29, 2007 15:28: Message edited by: Xian ]

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BoA doesn't handle poetry well at all. I guess I should've done dialog boxes, but that requires stanzas of no more than six lines each, and the verse was basically continuous. I should've just forced it into stanzas, but at the time, I couldn't bring myself to kill my darlings enough.

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Arancaytar: Every time you ask people to compare TM and Kel, you endanger the poor, fluffy kittens.
Smoo: Get ready to face the walls!
Ephesos: In conclusion, yarr.

Kelandon's Pink and Pretty Page!!: the authorized location for all things by me
The Archive of all released BoE scenarios ever
Posts: 7968 | Registered: Saturday, February 28 2004 08:00
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Back to the original point, why would this be a bad idea for a contest? Yes, I know, cutscenes are cumbersome in either Blades game, but I don't see how it's any different than this.

EDIT: Punctuation;

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[ Wednesday, October 31, 2007 09:17: Message edited by: Dintiradan ]
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How are the two ideas at all similar? Cutscenes are hard to do just because they take a lot of work, not because the coding is hard. Half the work is just setting up timing and boring yourself to death moving NPCs and whatnot. Ultimately it's just telling a story, but it's a lot more work than a regular scenario and isn't even novel (Like movie scenarios were in BoE)

Granted the Worst Tool idea isn't going to yield a great scenario or story, but that's not the point. The coding would be hard, but it would require being clever and bending the engine as far as it can go, not just repetitiveness.

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