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Socalista

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    Skyrim, Fallout 4
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    Alpha Centauri, Morrowind

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  1. You can reach maximum damage reduction using either heavy or light armor. Also, with perks, either choice can become weightless and not impact sprinting. The main difference is that Heavy Armor takes less feats to reach maximal damage reduction and Light Armor is less intrusive initially on encumbrance.
  2. It does not make much sense from a purely mathematical point of view. However, consider the concept of difficulty as a storytelling technique. This difficulty progression makes perfect sense to give a game-wide sense of achievement to the player. If the progress of the game through levels is a story, it would make sense for difficulty (Dramatic Tension) to increase on a gradual exponential scale, building towards some sort of climax. As the player reaches his or her Heroic Potential, the perceived difficulty of the game decreases logarithmically according to your provided model. Here's an example, which looks a lot like your projected difficulty model (which I agree with by the way). http://www.tofp.org/images/narrarc.gif The disconnect, however, is where difficulty decreases at the climax then slowly increases at the tail end of the game, which does not help Dramatic Tension.
  3. The assets were created by a very specific individual, and as such are his or her intellectual property. Assuming he or she is not benefiting at all financially, the property is still owned by the creator (or by any entity/individual that the creator assigns ownership to through a contract). The use of these assets reflect on the original creator. Let us have two examples. Example I: An artist creates a work of art. In this example let the artist be a 3d modeller, and the work of art a highly detailed and anatomically correct model of a female body. The artist originally intended this model to be used in a game that was rated for adults only. However, the art has been ported from XXX Adult Funtime and introduced into the latest Harry Potter game (this example is intentionally extreme). The artist is quite upset, obviously having never intended for his or her adult art to be ported into a game designed for children. Example II: An artist creates a work of art. Like in the previous example, let this artist be a 3d modeller, and the work of art be a model designed for a game from 2004. This model has a number of polygons limited not by the artist's skill, but by the technical limitations of the average 2004 user's computer. Now take this 3d model and import it into a 2011 game. It would look out of place, and the artist might be upset that his older work included in a newer game is not representative of his skill or artistic ability.
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