NireBryce

reality is the battlefield

the first line goes in Cohost embeds

🐥 I am not embroiled in any legal battle
🐦 other than battles that are legal 🎮

I speak to the universe and it speaks back, in it's own way.

mastodon

email: contact at breadthcharge dot net

I live on the northeast coast of the US.

'non-functional programmer'. 'far left'.

conceptual midwife.

https://cohost.org/NireBryce/post/4929459-here-s-my-five-minut

If you can see the "show contact info" dropdown below, I follow you. If you want me to, ask and I'll think about it.


trashbang
@trashbang

me: What you have to understand is that games fundamentally lack touch. They lack the ability to feel the ground underfoot, the wind on your face, every little sensation that makes you feel grounded in reality. But what you can do is accentuate the sounds of things that the player should be able to feel—footsteps, ambient wind, the things you press and poke—to trick their mind into bringing them to the foreground. They don't sound loud because they are loud, but because they are an occluded, imperfect view of a more multifaceted, tactile sensory experience. To me, that's why the Dark engine games hit different.

the chaser sitting across the table from me: I've made a terrible mistake


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in reply to @trashbang's post:

In that case...yeah, I can believe it. I remember the first time I shot a gun at a turret in Sys Shock 2, and I could feel both like, how much kickback force the darn thing had, and also how dang sturdy the turret was from the noise it made+how many shots it took to bring down.