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Made in ca
Deadly Dark Eldar Warrior






Just saw that, interesting to know whats going on, Im sure it will come to light.

Here is Silverstring media admitting to putting out the "gamers are dead" articles http://silverstringmedia.com/blog/

Also here is there staff, you may recognize a few: http://silverstringmedia.com/team/

And here is an interesting video on Silver String media


For commissions PM me
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Made in us
Hallowed Canoness





The Void

 Asherian Command wrote:
 CorporateLogo wrote:
Fun was a poor choice of word on my part, all games are designed to be engaging on some level.

http://www.newyorker.com/tech/elements/zoe-quinns-depression-quest


I find it funny how people like zoe quinn make good games and yet they are the most rude individuals.

.


Wouldn't that require Zoe Quinn to make a good game? I've had more enjoyable muggings then Depression Quest, which was less interactive and "game like" then the average Japanese visual novel. As well as being not as well written as the average VN run through Google Translate instead of a professional translator.

This message was edited 1 time. Last update was at 2014/09/10 00:36:28


I beg of you sarge let me lead the charge when the battle lines are drawn
Lemme at least leave a good hoof beat they'll remember loud and long


SoB, IG, SM, SW, Nec, Cus, Tau, FoW Germans, Team Yankee Marines, Battletech Clan Wolf, Mercs
DR:90-SG+M+B+I+Pw40k12+ID+++A+++/are/WD-R+++T(S)DM+ 
   
Made in us
Fireknife Shas'el




 daedalus wrote:

nomotog wrote:

You know. If you want to go mainstream, you could make an argument that the newest GTA games (4,5) are less about fun gameplay and more about setting. The TES is less about fun then it is about fantasy. Hmm you know, when I think about it, very few games try to deliver fun as their main goal.


Mathematical looney tunes in the stats, exploiting donkey-cave physics in the game itself and systematically replacing every object in a person's house with different objects, I must have totally played TES differently than you did.

Oooh, I also call your attention to exhibit A, the Wabbajack.


You could look at it as we played different games. There is a thing about a games. The player is a part of the experience. A game is incomplete until it is played. Change the player and you have radically changed what the game is. It's an element that isn't really talked about enough when people talk games.
   
Made in us
Old Sourpuss






Lakewood, Ohio

 KalashnikovMarine wrote:
 Asherian Command wrote:
 CorporateLogo wrote:
Fun was a poor choice of word on my part, all games are designed to be engaging on some level.

http://www.newyorker.com/tech/elements/zoe-quinns-depression-quest


I find it funny how people like zoe quinn make good games and yet they are the most rude individuals.

.


Wouldn't that require Zoe Quinn to make a good game? I've had more enjoyable muggings then Depression Quest, which was less interactive and "game like" then the average Japanese visual novel. As well as being not as well written as the average VN run through Google Translate instead of a professional translator.


As someone that has completed Depression Quest, it's fething terrible. Nothing in the game was fun, entertaining, or hell informative. I know less about depression now than when I started

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Alfndrate wrote:
 KalashnikovMarine wrote:
 Asherian Command wrote:
 CorporateLogo wrote:
Fun was a poor choice of word on my part, all games are designed to be engaging on some level.

http://www.newyorker.com/tech/elements/zoe-quinns-depression-quest


I find it funny how people like zoe quinn make good games and yet they are the most rude individuals.

.


Wouldn't that require Zoe Quinn to make a good game? I've had more enjoyable muggings then Depression Quest, which was less interactive and "game like" then the average Japanese visual novel. As well as being not as well written as the average VN run through Google Translate instead of a professional translator.


As someone that has completed Depression Quest, it's fething terrible. Nothing in the game was fun, entertaining, or hell informative. I know less about depression now than when I started


Hahaha so all this acclaim is false?


Automatically Appended Next Post:
 Mechanical Crow wrote:
Just saw that, interesting to know whats going on, Im sure it will come to light.

Here is Silverstring media admitting to putting out the "gamers are dead" articles http://silverstringmedia.com/blog/

Also here is there staff, you may recognize a few: http://silverstringmedia.com/team/

And here is an interesting video on Silver String media



Holy gak.

No wonder its a problem.


Also https://plus.google.com/u/0/b/117183011003234855163/hangouts/onair/watch?hid=hoaevent%2Fc1r15o6hpo894trji9t5423lh20&wpsrc=yta&ytl=FHoX4UXnqTc or https://www.youtube.com/watch?v=I7e1K_qIPKo



And the whole gamergate issue:





and then....

This message was edited 5 times. Last update was at 2014/09/10 02:26:36


From whom are unforgiven we bring the mercy of war. 
   
Made in au
Dakka Veteran






Canberra

 Slarg232 wrote:
http://www.digitimes.com/news/a20140906VL200.html

This is a fairly good article on the whole situation, and it also connects (or at least attempt to) Microsoft/Sony/Nintendo into this whole mess; if Gamergate keeps up, the companies "May have their all important 4th Quarter Earnings diminished."

That was a good article.

However I assume the big companies are hesitating because, well, some collusion takes two to tango. If they point the finger at journalists, journalists might point some fingers back.

   
Made in us
Old Sourpuss






Lakewood, Ohio

 Asherian Command wrote:
 Alfndrate wrote:
 KalashnikovMarine wrote:
 Asherian Command wrote:
 CorporateLogo wrote:
Fun was a poor choice of word on my part, all games are designed to be engaging on some level.

http://www.newyorker.com/tech/elements/zoe-quinns-depression-quest


I find it funny how people like zoe quinn make good games and yet they are the most rude individuals.

.


Wouldn't that require Zoe Quinn to make a good game? I've had more enjoyable muggings then Depression Quest, which was less interactive and "game like" then the average Japanese visual novel. As well as being not as well written as the average VN run through Google Translate instead of a professional translator.


As someone that has completed Depression Quest, it's fething terrible. Nothing in the game was fun, entertaining, or hell informative. I know less about depression now than when I started


Hahaha so all this acclaim is false?


Maybe I can't get the acclaim because I don't have depression, but if I were to use Depression Quest as an aide in teaching someone about Depression I'd have to study up on depression far more before using DQ as a valid source.

It's fething terrible from a gameplay aspect too..
1) There is horrible music constantly playing in the background that you can't turn off
2) As you become more and more depressed you lose options that would otherwise get you out of depression, so it's for the most part a downward spiral
3) Your HUD is three text boxes that tell you your level of depression, whether or not you're seeing a therapist, and whether or not you're on meds for depression, I was never given the option of seeing a therapist or going on meds
4) There is no positive ending, you do not win depression quest, you do not lose depression quest, you just get a little better every time you play, so the only winning move is not to play.
5) It's all text based, so you're basically reading someone's private live journal choose your own adventure...

A lot of this is to show how out of control depression is to those with it, I guess, but at the same time, it's made to make you feel like those with depression cannot cope with it and return to normalized, happy lives...

The game itself cannot be called a game, it's a simulation, and a terrible one at that. Calling it a game would mean that someone out where might use it for entertainment or escapism, I can't see anyone using it as such. It is by far the worst game I've ever played, and I paid full price for Duke Nukem Forever.

I'm half tempted to link this post in my twitter with the title, "My Review of @Quinnspiracy's Depression Quest." But I'd probably just be labeled as a mysogynistic cis gendered white male scum, or w/e buzzwords her followers are throwing around.

DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Alfndrate wrote:
 Asherian Command wrote:
 Alfndrate wrote:
 KalashnikovMarine wrote:
 Asherian Command wrote:
 CorporateLogo wrote:
Fun was a poor choice of word on my part, all games are designed to be engaging on some level.

http://www.newyorker.com/tech/elements/zoe-quinns-depression-quest


I find it funny how people like zoe quinn make good games and yet they are the most rude individuals.

.


Wouldn't that require Zoe Quinn to make a good game? I've had more enjoyable muggings then Depression Quest, which was less interactive and "game like" then the average Japanese visual novel. As well as being not as well written as the average VN run through Google Translate instead of a professional translator.


As someone that has completed Depression Quest, it's fething terrible. Nothing in the game was fun, entertaining, or hell informative. I know less about depression now than when I started


Hahaha so all this acclaim is false?


Maybe I can't get the acclaim because I don't have depression, but if I were to use Depression Quest as an aide in teaching someone about Depression I'd have to study up on depression far more before using DQ as a valid source.

It's fething terrible from a gameplay aspect too..
1) There is horrible music constantly playing in the background that you can't turn off
2) As you become more and more depressed you lose options that would otherwise get you out of depression, so it's for the most part a downward spiral
3) Your HUD is three text boxes that tell you your level of depression, whether or not you're seeing a therapist, and whether or not you're on meds for depression, I was never given the option of seeing a therapist or going on meds
4) There is no positive ending, you do not win depression quest, you do not lose depression quest, you just get a little better every time you play, so the only winning move is not to play.
5) It's all text based, so you're basically reading someone's private live journal choose your own adventure...

A lot of this is to show how out of control depression is to those with it, I guess, but at the same time, it's made to make you feel like those with depression cannot cope with it and return to normalized, happy lives...

The game itself cannot be called a game, it's a simulation, and a terrible one at that. Calling it a game would mean that someone out where might use it for entertainment or escapism, I can't see anyone using it as such. It is by far the worst game I've ever played, and I paid full price for Duke Nukem Forever.

I'm half tempted to link this post in my twitter with the title, "My Review of @Quinnspiracy's Depression Quest." But I'd probably just be labeled as a mysogynistic cis gendered white male scum, or w/e buzzwords her followers are throwing around.


Yeah there are a lot better games.

Like.....
http://www.necessarygames.com/my-games/loneliness/flash

This illustrates the feeling of depression alot better.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

 Asherian Command wrote:


Yeah there are a lot better games.

Like.....
http://www.necessarygames.com/my-games/loneliness/flash

This illustrates the feeling of depression alot better.

God, I remember that game... I cried the first time after seeing it.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Fireknife Shas'el




 Alfndrate wrote:


Maybe I can't get the acclaim because I don't have depression, but if I were to use Depression Quest as an aide in teaching someone about Depression I'd have to study up on depression far more before using DQ as a valid source.

It's fething terrible from a gameplay aspect too..
1) There is horrible music constantly playing in the background that you can't turn off
2) As you become more and more depressed you lose options that would otherwise get you out of depression, so it's for the most part a downward spiral
3) Your HUD is three text boxes that tell you your level of depression, whether or not you're seeing a therapist, and whether or not you're on meds for depression, I was never given the option of seeing a therapist or going on meds
4) There is no positive ending, you do not win depression quest, you do not lose depression quest, you just get a little better every time you play, so the only winning move is not to play.
5) It's all text based, so you're basically reading someone's private live journal choose your own adventure...

A lot of this is to show how out of control depression is to those with it, I guess, but at the same time, it's made to make you feel like those with depression cannot cope with it and return to normalized, happy lives...

The game itself cannot be called a game, it's a simulation, and a terrible one at that. Calling it a game would mean that someone out where might use it for entertainment or escapism, I can't see anyone using it as such. It is by far the worst game I've ever played, and I paid full price for Duke Nukem Forever.

I'm half tempted to link this post in my twitter with the title, "My Review of @Quinnspiracy's Depression Quest." But I'd probably just be labeled as a mysogynistic cis gendered white male scum, or w/e buzzwords her followers are throwing around.


Numbers 2 and 4 sound like mechanics as metaphor. There is that spiral downward with depression sometimes. If you don't manager it, you can just get pulled deeper and deeper were it becomes almost impossible to pull yourself out. You also can't "win" depression in real life. It's a continuous fight. It's something you try to manage, but you can't fix it.

This message was edited 1 time. Last update was at 2014/09/10 03:07:21


 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Co'tor Shas wrote:
 Asherian Command wrote:


Yeah there are a lot better games.

Like.....
http://www.necessarygames.com/my-games/loneliness/flash

This illustrates the feeling of depression alot better.

God, I remember that game... I cried the first time after seeing it.


The guy still makes game. And they are just as depressing.

it just shows who had better intentions. One got down to the core issue. And made it more than just an interesting thing. It delivered. It used its mechanics to its fullest.




Automatically Appended Next Post:
nomotog wrote:
 Alfndrate wrote:


Maybe I can't get the acclaim because I don't have depression, but if I were to use Depression Quest as an aide in teaching someone about Depression I'd have to study up on depression far more before using DQ as a valid source.

It's fething terrible from a gameplay aspect too..
1) There is horrible music constantly playing in the background that you can't turn off
2) As you become more and more depressed you lose options that would otherwise get you out of depression, so it's for the most part a downward spiral
3) Your HUD is three text boxes that tell you your level of depression, whether or not you're seeing a therapist, and whether or not you're on meds for depression, I was never given the option of seeing a therapist or going on meds
4) There is no positive ending, you do not win depression quest, you do not lose depression quest, you just get a little better every time you play, so the only winning move is not to play.
5) It's all text based, so you're basically reading someone's private live journal choose your own adventure...

A lot of this is to show how out of control depression is to those with it, I guess, but at the same time, it's made to make you feel like those with depression cannot cope with it and return to normalized, happy lives...

The game itself cannot be called a game, it's a simulation, and a terrible one at that. Calling it a game would mean that someone out where might use it for entertainment or escapism, I can't see anyone using it as such. It is by far the worst game I've ever played, and I paid full price for Duke Nukem Forever.

I'm half tempted to link this post in my twitter with the title, "My Review of @Quinnspiracy's Depression Quest." But I'd probably just be labeled as a mysogynistic cis gendered white male scum, or w/e buzzwords her followers are throwing around.


number 2 and 4 sound like mechanics as metaphor. There is that spiral downward with depression sometimes. If you don't manager it, you can just get pulled deeper and deeper were it becomes almost impossible to pull yourself out. You also can't "win" depression in real life. It's a continuous fight. It's something you try to manage, but you can't fix it.


Except the problem is that its not as effective as loneliness. which actually did far better at illustrating it, with simple controls. If she wanted to give more depressing things, she needed to add more, she should of gone all out more than just a point and click game.

This message was edited 1 time. Last update was at 2014/09/10 03:07:59


From whom are unforgiven we bring the mercy of war. 
   
Made in us
Old Sourpuss






Lakewood, Ohio

That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...

This message was edited 1 time. Last update was at 2014/09/10 03:12:13


DR:80+S++G+M+B+I+Pwmhd11#++D++A++++/sWD-R++++T(S)DM+

Ask me about Brushfire or Endless: Fantasy Tactics 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...



Yeah it doesn't actually let play as a game. Which is my major issue.

I understand the mechanics as metaphor. But then what? Do you tell a story?

No.

The best depression based game I've ever seen. Is The Crooked Man. Its a horror game.

From whom are unforgiven we bring the mercy of war. 
   
Made in ca
Deadly Dark Eldar Warrior






Came across this:
[Thumb - BxIuunVIYAA0OB0.png]


For commissions PM me
Ongoing commission and random artsy blog: http://www.dakkadakka.com/dakkaforum/posts/list/611141.page#7129769 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Mechanical Crow wrote:
Came across this:
'


Thats amazing.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Fireknife Shas'el




 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience. So go through the game and its beyond compelling we are absorbed into the game with simple mechanics. With presentation, with very little expectations. And thats what we get. A beautiful game.

With chilling music to boot.

This message was edited 1 time. Last update was at 2014/09/10 03:29:54


From whom are unforgiven we bring the mercy of war. 
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Co'tor Shas wrote:
 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.


Feth me those are the most powerful games I've played.

Alongside the game Crooked Man. I've never cried about a game ever. And then I played that. And oh god I just cried my eyes. Especially after the killer.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Fireknife Shas'el




 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.


The minimalist approach is a good one. There is so little it like sucks you in. (Another game that uses the void is a dark room. It starts of very very basic and that pulls you in.)
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

 Asherian Command wrote:
 Co'tor Shas wrote:
 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.


Feth me those are the most powerful games I've played.

Alongside the game Crooked Man. I've never cried about a game ever. And then I played that. And oh god I just cried my eyes. Especially after the killer.

I first played Loneliness after a period of moderate depression, and that is a memory I have still. Such a small thing can be powerful. Just thinking of it makes me cry still. Not for myself, but for all those who have experienced depression or are experiencing it. I really think the saddest part of the game comes not quite at the end, but when the ones who are all alone leave you as well. That really got me.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

 Co'tor Shas wrote:
 Asherian Command wrote:
 Co'tor Shas wrote:
 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.


Feth me those are the most powerful games I've played.

Alongside the game Crooked Man. I've never cried about a game ever. And then I played that. And oh god I just cried my eyes. Especially after the killer.

I first played Loneliness after a period of moderate depression, and that is a memory I have still. Such a small thing can be powerful. Just thinking of it makes me cry still. Not for myself, but for all those who have experienced depression or are experiencing it. I really think the saddest part of the game comes not quite at the end, but when the ones who are all alone leave you as well. That really got me.


Yeah that was so damn effective, I mean its just. Ugh. Oh my god.

I can't even put to words.

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Fireknife Shas'el




 Co'tor Shas wrote:
 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.


I knew before I started freedom bridge you weren't going to make it. It's odd how a non choice feels. You know you have no option, but you think maybe. Just maybe. I waited at the bride for awhile just not wanting to cross trying to think of another option.
   
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Catskills in NYS

 Asherian Command wrote:

Yeah that was so damn effective, I mean its just. Ugh. Oh my god.

I can't even put to words.
Some of the most important things in life cannot be put into words. Only feelings.

This message was edited 1 time. Last update was at 2014/09/10 03:35:38


Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
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Chicago, Illinois

nomotog wrote:
 Co'tor Shas wrote:
 Asherian Command wrote:
nomotog wrote:
 Alfndrate wrote:
That's fine, if she wished to relay that with her two partners that made DQ, then don't call it a game. It literally has nothing in common with other games.

Also the music you can't turn off also could be another mechanic as metaphor. Describing the lack of control you feel from the out start

Edit: DQ is less than a point and click game. It's web page with a short scenario on it and 1 to 4 options you may have access to. You click an option and see presented with the next scenario...


Na it's just bad music. It's still a game. It's about the level of interaction you have in an adventure game. It's basically a text adventure game with some more frills. I have seen games with less interaction. (Walk or die at necessary games is oddly compelling despite having only having one choice.)


Yeah, but lets face it. He has very few things that are not compelling. I mean he sets the mood with the music, the atmosphere, the controls, and what is going. We are given no context, and we are absorbed into the experience.

And some of the games, think freedom bridge, you reach your goal only to die, nothing around it. The story after truly reinforces it. Or The Killer, where you have a choice, but your choice has no affect.


I knew before I started freedom bridge you weren't going to make it. It's odd how a non choice feels. You know you have no option, but you think maybe. Just maybe. I waited at the bride for awhile just not wanting to cross trying to think of another option.


Thats life sadly. Sometimes we get there and there are no more choices, there is only one choice. And some either panic, or they die for trying to live. That is an extremely powerful message.

And only using a few pixels.

I wish those games from necessary games won awards. Like hundreds of them, because those were more thought provoking than most games.

(Apart from the walking dead games)

From whom are unforgiven we bring the mercy of war. 
   
Made in us
Fireknife Shas'el




 Asherian Command wrote:


Thats life sadly. Sometimes we get there and there are no more choices, there is only one choice. And some either panic, or they die for trying to live. That is an extremely powerful message.

And only using a few pixels.

I wish those games from necessary games won awards. Like hundreds of them, because those were more thought provoking than most games.

(Apart from the walking dead games)


Ya. I want to see more games like this too. It is kind of why I dislike it when people try to cordon off the game scape to exclude games that do things differently. (I knew I could swing it back to depression quest ) If we want games to have the freedom to provoke thought, we need to give them freedom to work outside the box.

Though it's not like you can't provoke thought inside the box. Manhunt was a game about a man being forced to commit violent acts for the amusement of some watching him through a TV screen. Kind of a heavy handed metaphor when you think about it.

This message was edited 1 time. Last update was at 2014/09/10 03:54:08


 
   
Made in us
Legendary Master of the Chapter





Chicago, Illinois

nomotog wrote:

Ya. I want to see more games like this too. It is kind of why I dislike it when people try to cordon off the game scape to exclude games that do things differently. (I knew I could swing it back to depression quest ) If we want games to have the freedom to provoke thought, we need to give them freedom to work outside the box.

Though it's not like you can't provoke thought inside the box. Manhunt was a game about a man being forced to commit violent acts for the amusement of some watching him through a TV screen. Kind of a heavy handed metaphor when you think about it.


Completely agree.

There are certain things though that I do have to say though.

That there should be more games like this, but they should be more well done than depression quest. Which I played just a few hours ago, and hated it. I thought it misrepresented depression. Where loneliness didn't, it actually made remember everything i went through when I had depression.

I mean there are great games out there can do that, like Hotline Miami, it is an anti violence game, with extreme violence in it. The message is clear throughout the game, you are doing these murders, you are causing these things, are they right are they wrong? But you find out they are in the right, but it is going by in the extremest way possible.

That is a simple game mechanic that tells a lot about the game and us as person. That makes that game art.


But this whole deal with Zoe Quinn, this whole idea that her game won an award kind of makes me raise my eyebrows.

Because it is not a good game. The message is cheap and has a very basic understanding of what a game is and what depression is.

I wonder if the outcry was from this? Was from those who actually suffered from depression and hated her because they felt she did an unjust thing by releasing this game.

And not being thorough enough.

There are tons of variables in depression, more than just feeling sad, and alone. Its seeing others, and seeing how happy they are. And it making you sad that you don't have that.

Its not this me me thing at all. ITs more you have lost track of your life. You are lost to this endless dark void. And you were born like that.

This message was edited 2 times. Last update was at 2014/09/10 04:02:49


From whom are unforgiven we bring the mercy of war. 
   
Made in us
Fireknife Shas'el




 Asherian Command wrote:
nomotog wrote:

Ya. I want to see more games like this too. It is kind of why I dislike it when people try to cordon off the game scape to exclude games that do things differently. (I knew I could swing it back to depression quest ) If we want games to have the freedom to provoke thought, we need to give them freedom to work outside the box.

Though it's not like you can't provoke thought inside the box. Manhunt was a game about a man being forced to commit violent acts for the amusement of some watching him through a TV screen. Kind of a heavy handed metaphor when you think about it.


Completely agree.

There are certain things though that I do have to say though.

That there should be more games like this, but they should be more well done than depression quest. Which I played just a few hours ago, and hated it. I thought it misrepresented depression. Where loneliness didn't, it actually made remember everything i went through when I had depression.

I mean there are great games out there can do that, like Hotline Miami, it is an anti violence game, with extreme violence in it. The message is clear throughout the game, you are doing these murders, you are causing these things, are they right are they wrong? But you find out they are in the right, but it is going by in the extremest way possible.

That is a simple game mechanic that tells a lot about the game and us as person. That makes that game art.


But this whole deal with Zoe Quinn, this whole idea that her game won an award kind of makes me raise my eyebrows.

Because it is not a good game. The message is cheap and has a very basic understanding of what a game is and what depression is.

I wonder if the outcry was from this? Was from those who actually suffered from depression and hated her because they felt she did an unjust thing by releasing this game.

And not being thorough enough.

There are tons of variables in depression, more than just feeling sad, and alone. Its seeing others, and seeing how happy they are. And it making you sad that you don't have that.

Its not this me me thing at all. ITs more you have lost track of your life. You are lost to this endless dark void. And you were born like that.


Most outcry I see from it is from people who want to complain it's not a game. Trying to talk about this game is complex because there is so much to unpack before you actually get to the game. There is a kind crowed around the game that hates it not for what it is, but what is stands for kind of. It's kind of an artsy game about a serous topic made by a woman. You know I did not forget the outcry that happened before the game was even made. They didn't know if it would be good or bad at the time. They hatted it just because it existed. This history makes it hard to look at the game as what it is because it was a thing before it was a thing. Kinda. You get what I mean?

Edit:: Another aspect that makes talking about this game hard for me personally is I have a hard time playing it. Depression is kind of a thing in my family. It runs all the way through my moms side of the family. I have experience with it. I can't speak for anyone else's experiences with depression.
Spoiler:
(One aspect I think works against the game is we really have a lot of diffident takes on what people think depression means. I can't say is my take is the right one either.)

Some aspects of the game maybe resonate too well. The way choices will be visible, but nu-pickible speaks to one of the more troubling aspects of depression. It's not logical. You know you shouldn't be lock yourself up in your house, that you should go out and connect with people. You know all the right choices to make. It is just you can't make them. Something is holding you back. Another aspect is how in the story your trying to hide your depression. That is something I have experienced too. It feels wrong to tell people that your depressed because you know it doesn't make sense a lot of the time. It's not logical it just is. You feel guilty when you tell people like it's something you should be able to handle by yourself. Again even though you know logically that this feeling is bloody stupid.

Ya so the game kind of gets to me a little. I'm not saying it's good, bad or anything. I guess I am maybe saying I can't be objective about it because of how it makes me feel. I an like 99% sure that makes no sense.

This message was edited 2 times. Last update was at 2014/09/10 04:52:46


 
   
Made in us
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orem, Utah

 Co'tor Shas wrote:
 Asherian Command wrote:


Yeah there are a lot better games.

Like.....
http://www.necessarygames.com/my-games/loneliness/flash

This illustrates the feeling of depression alot better.

God, I remember that game... I cried the first time after seeing it.


this game reminds me of when all I felt was lonelyness. It also makes me wonder how many times a day I fail to help someone with those feelings.

are you going to keep talking about it, or do something already? 
   
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The problem with games like Depression Quest is that they don't actually raise awareness, especially when built like Depression Quest; People whom aren't aware aren't going to play it, people whom are don't need the messege, and no one is going to slog through text.


I've never feared Death or Dying. I've only feared never Trying. 
   
 
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