DevTracker

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#17
Hey @Ronyn, I used you for some more inspiration and made an avatar based loosely on the Mek-A head and a samurai (ronin) set of headgear. You are welcome to use it or fiddle with it as you wish.

View attachment 483

EDIT: Totally think it would be cool to have a samurai themed design for the M.E.K.-A!!
 
Likes: LSeven

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#77
These are still mechanical aspects. Height differences and movement are mechanical portions of the game. When I say contextual I mean we're taking "I can jump 50 feet into the air and land on that ledge" over to "My cyborg engages his servos and leaps up onto the balcony" When you boil scenarios down, you can see how the different values and mechanics fit together and provide options (or, unfortunately in many cases, a lack thereof)
Ah, we are using the word context differently. So when you say context you refer to "lore/asthetic based explanations".
When I say context I refer to "the conditions in which something occurs". I see.

And if we look at that in the context of the discussion, I noted the mechanical application of it, and pointed out that it doesn't negate my assessment of combat
You noted it was a potential combat scenario, which is indeed accurate and also fits within your style of describing combat.
Though, I think what Daynen was looking to invite was that we would dive into that encounter as to what might make that particular combat scenario more or less interesting for the player. But I suppose there is still the debate about "what makes combat, combat" going on.

I would say that such a thing depends on a large number of factors. A narrative focused game....
Well that is an interesting line of discussion. But I wasn't talking about the focus of a game, I was talking about the personal perspective (style of description/approach in creation) of a designer.
As in, I have a freind who had a visual based profession before he became a game designer. It's been years now but I can still hear the "visual slant" in how he talks about things, and I see it in his early creation process. That doesn't mean he specifically makes visual first games, as he is just one member on a team of many, and has worked on games of very different focuses over the years. If you can follow my thought. I was talking about how different people look at things differently. And more to the point, when working together for a common goal, everyone has to be able to find common ground despite those different perspectives. In fact I personally find that everyone is all the richer for doing so.
 
Likes: Mahdi

Ronyn

Commander
Staff member
Community Manager
Director of Marketing and Community
Jul 26, 2016
724
2,706
93
#75
Gentleman,
In design meetings, there is often a sort of, distance, between the "high concept" direction, version of an idea and the actionable, step-by-step work required to make the idea's happen. Within that distance, much can get lost or misunderstood between people. Those speaking in high concept terms might view those speaking in step-by-step work terms as missing the point, those speaking in step-by-step work terms might view those speaking in high concept terms as missing the point. To overcome this we often have to look closer, look deeper, step outside the shadow of our own perspective and consider that the other person's point may not truly be a contradiction to our own, but can work in concert with it.