Reddit user Morphinapg has edited all the Uncharted series to be viewable as a movie. This makes perfect sense since the Uncharted series is often compared to a movie and is sometimes said to be the best Indiana Jones games
With these projects I was trying to make movies that would be viewable whether or not you had played the game, or even care about playing video games, so I wanted to make them as close to a real movie as possible. This meant taking out as many chapter titles, button prompts, and more to make it seem less like a video game. There were certain aspects I wasn’t able to remove, such as the current weapon selected, or an occasional button prompt. I tried to focus mostly on the cinematics, but also include the minimum amount of gameplay to link them, especially focusing on the more cinematic elements of gameplay. I wanted to make sure not to cut any cutscenes or any gameplay that would leave the viewer confused if they hadn’t played the game, so in the end Uncharted 2 and 3 were quite long, but that’s just because the stories are much more complicated than Uncharted 1′s. Either way it’s still a lot shorter than playing the real game, so if you are ever in the mood to watch the story of one of these games in one sitting, but don’t have the time to play the entire game through, then these are great for that purpose, or if you want to show these games’ stories to friends or family that don’t care about playing video games.
The urge to make a movie out of this game is not found only in the minds of fans of the series. The IMDB page on the first Uncharted movie is sparse at the moment but I’m sure it’ll have more information soon enough.
Most people have probably heard about it, but I feel that it’s worth mentioning here. The American government is back at censoring the internet and removing domestic freedoms from Americans. First it was SOPA and now it’s CISPA.
As for the party, after a short period of mingling in the Ingram Gallery with staff and trying out products, Chet arrived with Diva Capricia as his ‘special guest’, who gave a chilling performance of “Ebben? Ne andro lontana” from Catallani’s opera “La Wally” to help set the mood for the evening. I can’t say I’m a fan of opera, but after being chilled to the bone by Capricia’s live performance, I had to research the song and find out what story it was that she was performing. The discovery did not disappoint.
That was only the beginning of the night, however, as more drama unfolded throughout the party – including a minor brawl with the bartender, and the removal of the contracted media coverage team for asking too many questions. And sadly, Capricia was the one left behind at the party as Chet took leave early – with Olive Swift on his arm.
I really enjoyed Skyrim and as I walked from place to place (eventually needed up using quick travel all the time) I wondered what the true size of the world was. It’s a good thing that people who are good at math wonder the same thing, over at Quora someone figured out large Skyrim actually is.
From this measurement:
To this one:
There is more math involved that further refined and increased the accuracy of the measurements, but the short of it is that Skyrim is about 5km wide.
We can compare that to other ways to measure the land of the game, in fact on Stack Exchange the answer is an area of about 37.1 km². The way that number was figured out was using the “game cells” and comparing them to previous games in the series. Of course, if we do that we mustn’t ignore Daggerfall which is 161600 square kilometres.
Charley: Game design is the craft and process of inventing games. It’s an inherently rewarding practice that’s equal parts fun and frustrating. All game designers are also players and the best perspective to design a game from is that of the player. To design a game, you must consider things like how a player will learn to play; how a player will get better; how a player will understand their game state and assess themselves; how the game systems will create emergent systems and how players will explore these areas, etc. So in essence, game design is about designing a complex space to be navigated by players. It requires a lot of testing, a lot of balancing, and a lot perseverance. But this is what games do best: rewarding a decision with another decision to make. Not badges or points or leaderboards.
Avi: Why is designing games important?
Charley: It’s naive to think that game design is going to solve all of the worlds problems. But games are important because games say a lot about who we are. They are a reflection of us as individuals when we play and reflections of cultures around the world based on their design. And even when you consider folks games (games that sort of emerge on their own, like hide and seek) at some point, somewhere, someone suggested a rule that stuck. So we’re all game designers in some sense if we’re all players. And it’s through this sort of play that we develop a common language and experiment with ideas.
I teach a lot of game design classes at General Assembly in NYC and my students are a fairly diverse set of minds, ranging from twelve year olds looking to make the next Grand Theft Auto to fifty year old product managers looking to know more about gamification. A question I get is how can one game design class serve all of these interests and the answer is that the basics of the game design process of iteration through physical prototyping and playtesting has something to teach everyone.