curl-6 said:
What charm and character? He was intentionally a blank slate. |
Obiovusly he's not - have you played the LBP games?
curl-6 said:
What charm and character? He was intentionally a blank slate. |
Obiovusly he's not - have you played the LBP games?
curl-6 said:
What charm and character? He was intentionally a blank slate. |
I agree, for once.
But man, did you nail the definition of mancrush, haha
With that said, Sackboy was intentionally a blank slate to invite people to come in and craft him and his world to their preference.
Mario may well have a lot of charm and character, but anything beyond that would be pushing it a bit.
Lawlight said:
Played SM64 a few years ago on emulator. Yeah.... no good. I rarely ever not finish a game but I couldn't see myself going back to it after a few hours of mucking around. |
To be fair, I'm talking right back to 1997 on the console itself. Nobody cares about Aaron Rodgers' opinion of the 1982 Superbowl.
Bet with Einsam_Delphin: http://gamrconnect.vgchartz.com/thread.php?id=172355&page=11
The problem with LBP, at least the first one (being the only one I bothered playing), is that while the concept of "create and share your own platformer levels" sounds great on paper, the problem is, at the end of the day, the actual gameplay itself just wasn't very fun. It failed, in my experience, to do the two things required in a platformer well at all: running and jumping. The controls and physics were just very floaty, and the game in general just felt very generic and empty, not matter what creative things people did with the levels. Perhaps the sequels improved on that, but honestly, it just didn't have enough actual substance in the GAMEPLAY, to hold my attention.
DevilRising said: The problem with LBP, at least the first one (being the only one I bothered playing), is that while the concept of "create and share your own platformer levels" sounds great on paper, the problem is, at the end of the day, the actual gameplay itself just wasn't very fun. It failed, in my experience, to do the two things required in a platformer well at all: running and jumping. The controls and physics were just very floaty, and the game in general just felt very generic and empty, not matter what creative things people did with the levels. Perhaps the sequels improved on that, but honestly, it just didn't have enough actual substance in the GAMEPLAY, to hold my attention. |
You clearly didnt try very many user created levels then. Some of the user created stuff put the retail levels to shame.
It's most likely because Sony didn't pay the extra money to add the heart when they were building it at Build A Bear Workshop.
ClassicGamingWizzz said:
can we enjoy them ? yes ofcourse they are cute etc. |
lol, personality is derived from character. I see with you I have to connect the dots to be clearer. Example, if you see a photo of a hardened criminal, you can see anger in his features and possibly impulsiveness. It's not hard to give him a personality from seeing his picture. When you see vibrant colors in a character model either link or mario, the subconscious associates those colors with fun, being outside and running in the sun. It implies outgoing personality and cheerfulness. In Sackboy's case, brown and a dull brown at that, implies earth, decomposition, steaming pile, etc. Nothing to associate with any character, only association would be dirt.
It may be true that certain people are color blind, you may know people that can't see emotion in others, some people may have a hard time seeing personality from abstract concepts as well. Just because YOU can't see it doesn't mean it's not there. Green is green, a color blind and blind person won't see it but it's there. I suggest learning graphic design, not just in relation to games, maybe it'll open up a whole world to you.
code.samurai said:
lol, personality is derived from character. I see with you I have to connect the dots to be clearer. Example, if you see a photo of a hardened criminal, you can see anger in his features and possibly impulsiveness. It's not hard to give him a personality from seeing his picture. When you see vibrant colors in a character model either link or mario, the subconscious associates those colors with fun, being outside and running in the sun. It implies outgoing personality and cheerfulness. In Sackboy's case, brown and a dull brown at that, implies earth, decomposition, steaming pile, etc. Nothing to associate with any character, only association would be dirt. It may be true that certain people are color blind, you may know people that can't see emotion in others, some people may have a hard time seeing personality from abstract concepts as well. Just because YOU can't see it doesn't mean it's not there. Green is green, a color blind and blind person won't see it but it's there. I suggest learning graphic design, not just in relation to games, maybe it'll open up a whole world to you. |
So, in other words - you're making the character up for Mario? Ok...
Lawlight said:
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Nope it means character and personality is already implied. The people and designers consciously chose those colors to suggest character and personality even before you see them move or even speak. These associations that the audience will make wont even be at a conscious level, most players just feel them. That is what character design is all about.
code.samurai said:
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The bald space marine is a truly great design. So many things implied.