Leaving a Mark Leaving a Mark

Leaving a Mark

Practices of a Plague Doctor

    • 8,49 €
    • 8,49 €

Descrizione dell’editore

Leaving a Mark features a crafting system for Plague Dr's conversion of raw herbs and crystals into useful items such as medical supplies, structures, explosives, and tools. Leaving a mark revolves around this crafting system. Plague Dr's mask has telemicroscopic sights that allow him to modify the behavior of his environment, from weapons to viruses. Leaving a Mark covers ammunition, armor, health, and other upgrades that augment Plague Dr's defenses.

The big difference between film and video games is that, because Plague Dr can become interactive, gamers will actually be part of his global travels in a way other media doesn't offer. Plague Dr capitalizes on how horror books and today's best-selling Xbox and Playstation games are one in the same. They allow us to inhabit others. So the saga they're going through is the same as that of our immortal protagonist. Those who secretly enjoy the main character being killed will have to wrestle with this. Plague Dr (and his antagonists) display profound depth and human resonance.

Even though Plague Dr doesn't fit any kind of traditional linear gaming model, designers can quickly increase the narrative's complexity. Artificial intelligence allows for a deep character, like Plague Dr, to emerge. Plague Dr relies on its superb game design and graphical innovations to capture imaginations. Unlike most novels, Plague Dr includes historically significant action sequences. It doesn't get into dialogue and relationships. Plague Dr is structured like 95%+ of all commercially successful feature films. Although it's a novel, it's written this way for gaming purposes. Unlike a book or movie, Plague Dr introduces action elements that draw focus away from emotions and toward practical puzzles while focusing almost entirely on the books’ storyline.

I've been playing video games for decades. I know how they work and how they affect society. The contradiction between the agency a player has, and how that conflicts and contrasts with my desires were fused for Plague Dr. As the main character, he is as essential to this game as he is in the book. Plague Dr is not your standard-level characterization. This script has no desire for safety. Thus, it's meant to be toned down. However, a genuine empathy will emerge as players find something inside Plague Dr that's flawed and damaged; that they understand. One element of game design that fascinates is this relationship between him and the gamers.

GENERE
Arte e intrattenimento
PUBBLICATO
2013
12 agosto
LINGUA
EN
Inglese
PAGINE
293
EDITORE
Lulu Publishing Services
DIMENSIONE
1,2
MB

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