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Re: The politics/philosphy of mapping | ||
Posted By: patrick | Date: 8/17/06 8:21 a.m. | |
In Response To: Re: The politics/philosphy of mapping (Aaron Sikes) : Definitely not, and I couldn't have said it better ;) Personally I love the
This is me as well. Generally, I like Rubicon's textures, both original and revamped. My aesthetic sensibilites gravitate toward the 'understated'. A good example would be comparing Rubicon's Pfhor vessel textures to those in Durandal/Infinity. The 'canonical' version mostly looks overly bright and downright tacky to me. As far as design philosophy goes, I'm of the view that one should design only for oneself. 'Fun' is too nebulous a concept to nail down 'standards' that everyone will agree on; trying to please too many disparate voices will only muddy the waters and weaken the final results: it will be harder to discern your own 'hand' in what you have created. Also, somebody out there is always going to like what you do, no matter how eccentric or outlandish your creative efforts are. That eccentricity may be the very thing that draws them to your project in the first place. Attempting to please others is too often the first step in very unmemorable gaming projects. This isn't to say that the most bizarre or complex maps are the best ones, it's just that a good mapper will create good maps based on his own talent and sense of good design. The input of others isn't needed, and can very easily be detrimental. What you, the creator, thinks is fun or worthwhile is all that matters. Then again, the above outs me as someone who is primarily interested in game design and playing as a form of creative expression/being immersed in someone else's brain, and not as commodity or leisure timesink. Independent game development means you are not commissioned to fulfil any demands of growing a market or fanbase. Run with it. or whatever.
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