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![]() | I agree with your point Goran - here's why | |
![]() | Posted By: Ernie | Date: 4/30/04 3:33 p.m. |
![]() | In Response To: Re: I'll give you my mind for a second (goran) : It's not the end of a plot that is interresting, it's the way towards it. Thing
I’ve always looked upon 3rd party scenarios with some disdain, with the exceptions of M:Red, Rubicon, and one or two others. There was always some new, unnamed AI, somehow using the player, somehow the universe is threatened, somehow I can't see how I care. It's not an nice perception, but it's one I've carried. Rubicon was different.
Through storyline consultations, and writing of 'Where Monsters Are In Dreams', I seek to create a scenario containing elements that didn't exist in other works, or were too small in quantity.
The fate of the universe is there, but through terminals, and dreams, I try to communicate this on an far more personal level.
Why is anyone still designing content for an game engine that is almost ten years old? I create for the M:Inf Game engine because it is an superior method of telling an story. You can throw switches and save the world in any game. Marathon gives the player an avenue to explore, "the way towards" the end - the story that can potentially make an scenario remembered for years to come. I'm not guaranteeing WMaiD will be some ultimate scenario. Far be it that I announce something like that.
I wouldn’t spend four years of my life making it if I wasn’t sure of that.
Best Regards,
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