cement prices
2011 04 Jun

Perfect play.

Author: Darren Lawson

Perfect play story mode with insta death rules:

To fully appreciate an rpg we must savour the locale and understand the lore of the realm in which it is set.  We must set ourselves rules of engagement if we wish to immerse ourselves in the culture and pathos of imaginary lands.  These are the perfect play story mode with insta death rules.

We must produce high quality video from capture devices recording our character’s entire engagement in any game world up until the moment of his demise and then publish our considerations of that death in text and participants will do so in the following format:

Beginning in character creation we must describe the traits, skills and appearance of our chosen character and describe why these features you’ve chosen for him relate to the overall character you describe based around an understanding of real people or game world lore or both.  For example; you might choose a concerned look for a character you describe as having been empoverished.

Perfect play ends when any control mistakes are made so if a menu is dragged up the play is not perfect and will not be published.  Certain permitted errors will be allowed.  Where mistakes in environmental construction exist creating false barriers the barriers must be circumvented quickly by jumping and perfect play style must resume.

Perfect play style varies from game to game but always includes:

  • going into first person mode to shoot weapons.
  • shooting from the hip only under duress and never in third person mode.
  • playing as though we have some purpose to maintain story mode.
  • no control mistakes are permitted to maintain perfect play mode.
  • overtalk text chat with characters own words.*
  • exploration takes place in third person.
  • run only where it would seem appropriate.
  • play game on highest level.
  • record one hour play sessions.
  • insta death applies.

*Where text chat takes place in a game the player character response recorded on the soundrack must not simply be a reading of the text on the screen but must be in character and responses must be appropriate to the character being played but also share the same meaning as the text response.

Describe why any changes to the character as you develope him take place along with an ongoing story in the soundrack about the thoughts of the character you are playing and the reasons for his decision making process.

Assume knowledge of ownership of items even where it’s not clear how ownership applies.  So if items are marked as not belonging to a person in game mechanics but are in an NPC house which might prohibit a character who would not steal from taking them assume the item has no ownership so taking it would not result in theft.  Ownership applies as it’s laid out by the game.

Tell the character’s story :-) which ends when he dies where-ever and however in the rpg world.

To maintain high quality standards to ensure that watching the character stories we create remains exciting we must adhere to certain principles of video creation.

Use a capture device or a steadied high def. camera and if using a camera allow some of the screen edges to show so that viewers are aware of potential quality problems.

Create a splash screen at the start of the video and add any other partitions you think will improve the experience for the viewer.  Do not remove portions of gameplay, to maintain perfect gameplay standards the full hour session must be included in the publication.

Either create a monologue when your character dies discussing how fitting you think the death was or do the same while looking over the corpse.

Create a separate audio track.  Do not add the audio track while you are playing but do record the in game sound effects.

Many games are very forgiving with regard to terrain and do not require you to negotiate it as you would have to in real life.  You can stroll down or along sheer cliffs and so on but you must not do this; to maintain perfect play standards:

  • nogotiate terrain in game as you think your character would have to in real life if he was a real person.  So fat people move more slowly up hills and none of us can walk sideways comfortably on sheer cliffs.