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Re: Originality | ||
Posted By: Soapstone | Date: 8/25/01 12:08 p.m. | |
In Response To: Re: Originality (Forrest of B.org) : Uhm... how is Rubicon trying to "mimic someone else's idea of what is
Rubicon has intentionally imitated Marathon and Marathon Infinity in the following aspects: mood, style, and story elements. These aspects are evident in the level design, gameplay, and terminal messages of Rubicon. Myst III: Exile also imitated the mood, style, and - to a lesser extent - story elements (lesser in extent because Exile has a relatively small, weak plot) of Myst and Riven. This is evident in the music, Age design, puzzle logic, and character interaction of Exile. Mimicry does not work because the coolness factor is not the highest priority. It is deemed more important to be like something cool than it is to actually BE cool, but this results in inferiority to the original model because the original model was directly trying to be cool, rather than indirectly like the imitator. So when I talk about originality here, I'm not talking about striving to have new ideas, but to strive to have ideas that are wholly one's own. |
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Replies: |
tidbits and revolution! | Chris Bisoski | 8/22/01 8:59 a.m. | |
Originality | Soapstone | 8/22/01 12:34 p.m. | |
Re: Originality | Forrest of B.org | 8/24/01 10:57 a.m. | |
Re: Originality | Soapstone | 8/25/01 12:08 p.m. | |
Re: Originality | Mark Levin | 8/26/01 10:32 a.m. | |
Re: Originality | Soapstone | 8/26/01 11:36 a.m. | |
Re: tidbits and revolution! | Speaker-To-Animals | 8/22/01 12:49 p.m. | |
Re: tidbits and revolution! | Martin Antell | 8/22/01 9:26 p.m. |
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