228 - Work Ethic
Posted: Fri Jan 02, 2015 5:31 pm
In this video, I talk about how my work ethic isn't as good at the moment as it used to be.
The official forums for Infinitap Games.
https://forums.infinitapgames.com/
haha yeah i have to agree. I have KS's backed that are getting on 2-3 years now overdue i think... and still aren't looking at a release til MAYBE mid 2015 is not later in the year. on the upside they look to be great games with some stellar work, but sloooowww.....RightClickSaveAs wrote:I think with the next Kickstarter you should really emphasize the fact that Neverending Nightmares was released when you said it would be. Seriously, yours is the only project I've seen that's done that ever. There may be some out there but definitely none of the others I backed!
I worked very hard to put it there and many have picked it up from playing the game. I recognized that not everyone would get it, and not everyone did. It sounds like you didn't. I don't mean that as a criticism. It's probably a failing on my part, but I don't know if there is any work of art that everyone can appreciate - maybe just "The Beatles" and "Starry Night".All that said, I am sad that the emotion, distress, angst, anxiety, depression, criticism and unease you are displaying in these handful of video's didn't end up manifesting strongly in the game.
While that is a really interesting idea (and not something I thought of), the words themselves don't have power. Many of them are really repetitive and uninteresting. For example, before I descended into thoughts of self-mutilation and suicide, they second track was just constantly calling myself a "pig-fucker". I think people would just get annoyed if there was a voice repeating that over and over and over. The words themselves are kind of silly, but when the second track is thinking it - I FEEL like total shit - the lowest of the low. It is the feeling that accompanies the word, and I'm not sure how to convey that with just words. Instead, I focused on creating the feelings of fear and anxiety like the world is closing in on you through the art and sound design.Think of it, if the game had that second cpu always churning and talking to the player, trying to coax them to fail, to give up, to hate themselves, to hurt themselves... how much more accurate and mind-blowing would the game be?
Yeah, I had a strong work ethic, and the team was hard working and dedicated.Do you think your work ethic stayed true through all of the game development? Did your ethic carry over to other team members, or is it just you steadfast working all the time?
Helped. If I hadn't worked hard on the game, it would have been much worse.Do you think said ethic helped or hurt the final game design?
Time, money, and team size definitely did. I think that has an big affect on every project. No game developer (except maybe Blizzard and Valve) has infinite time and resources, so everyone needs to design around their constraints. Interestingly, Alexander Bruce (of Antichamber fame) thinks that without constraints, games would suck. Neverending Nightmares started with ideas for big budget triple A games. I deconstructed everything to the bare minimum I wanted to do, and figured out how to make it work for the team I had. I think it made the game much better, so I'm inclined to agree.Do you think time/money/team size/audience had a major impact on design and game choices?
No I tried to find the things that hit closest to home and put them in the game. I will continue to pour myself into future games although they might not be as personal. It all depends on what I'm trying to do with the design.Did you ultimately omit ideas that would have been too visceral or hit too close to home for you? Will you do so with the NeN sequal?
wait.. you don't think your inner dialogue is helpful.. or you think all of my comments are not helpful? lol.. i dunno if i should give you a hug or sock you in the mouthI don't think your comments are anything like my internal dialog - and at least for me, it isn't helpful in the least. It is just a waste. My internal dialog is usually just things like "I'm a total failure", "this will never work", "you are fucking everything up", "hurt yourself", "kill yourself" and with graphic images to accompany them. It isn't constructive or remotely useful.
You are being a bit too literal in what I was saying. I don't mean having everything spoken in your head plopped in the game verbatim so much as the theme/vibe of what they say/do added to the game. I realize what is in your head is going to be VERY specific and personal and not necessarily evocative to other people. But finding emotional equivalents that are relative to say, thomas and the nightmare itself, or more universal "things to have pop up that would slowly grind anyone down while they play the game" or even stuff relevant to that particular room/nightmare/moment. I guess it is something you need to thoroughly think and plan out and tinker with, so just casually discussing it in very vague terms doesn't really do it so much justice.While that is a really interesting idea (and not something I thought of), the words themselves don't have power.
I don't think my internal dialog is helpful. I was saying it was DIFFERENT than your feedback.you don't think your inner dialogue is helpful.
Thanks!Kudos on you and your team for that
I am TERRIBLE at screaming. We are fortunate I didn't have to.I also am now of the mind YOU should have done a bit of scream therapy for the male voice work in at least 1 session
I voiced Thomas in the beta builds, but I was replaced by Josh Grelle of Attack on Titan (as well as a bunch of other anime) fame. We have a bunch of VO videos of that. I haven't uploaded anything from his session yet, but I will - when I get a chance.(even if you guys couldn't use it.. damn therapeutic and I think hearing you screaming would be visceral. You said you voices Thomas, so did you try a few major pants ripping screams? )