To be honest, I agree with many of the main points Bridge says about art being conversational. How many of us here have graduated art college or studied in-depth about art? I know I have. Am I the oldest one here, I doubt it; however, I can tell you that from my 4 years in college learning animation, cinematography, illustration and sound design, a reasonable depiction of something, and a clear motive for placing it has to be decided beforehand.
EX.
You don't just add a blood splatter to a wall with a rose next to it... A rose, in fine art terms, stands for death. It can also mean love. A blood splatter would be the depiction of, you guessed it, death/ injury/ problems. If you have the two together, you have an artistic piece labeling itself as a struggle from inside the artists mind. Granted, they could have more behind it.
It's thought out. Just like level design. The crappy "furry art" on deviantart, where it's a sparkledog or some shit, is a depiction about nothing, but how innocent the artist is and how they can't create something worth while.
Amnesia has a story. The game play has a deeper meaning aside from just, "Hey, look at my scary monster. I'm evil, rawr." There is often a philosophical standpoint. That is why when you find out that there is a
at the end of Amnesia: The Dark Descent, the gamer then realizes that the "monsters" that are attacking the player are actually somewhat
. They story is about how disturbed you, the main character, actually are. You wanted to get away from what you were doing, because you realized it was wrong. There IS a moral to the story.
This is one reason the game is popular. It's subtle and it's relate-able on a sub-conscious level. The sheer complexity of it, whether the game developers thought about it or not, is just a part of the artist process to get that point across.
Of course, the game is open to interpretation, but those are probably the basics. Just saying. It's pretty damn clear. So, I'm just reinforcing what Bridge is saying.
EDIT:
I'm not saying the game was bad, I'm saying it was ultimately boring aside from the graphics. There was no articulated story. It was a bunch of fragments, no intro, no build up, no climax, no falloff, no conclusion, no character development.
(12-17-2012, 06:47 PM)Kreekakon Wrote: [ -> ] (12-17-2012, 06:43 PM)crisosphinx Wrote: [ -> ]You can do that. Make your own model, script it to only have footstep sounds, animate it, program it's movements... BAM. Done.
Of course, but it's not the same as the core game mechanics having been there in the first place as opposed to it being modded in.
That's a bit like saying you shouldn't need to enjoy Half-Life 2: Episode 2's high-res textures, and lighting when compared to Half Life 2 that much just because you can easily mod Half Life 2's to match.
It sure can be. You just have to be good at it. That's why I'm an animator, donating my time to this forum (helping people) and Traggey is a modeler (who is making some free models like Acies is) and many other people are just starting to learn texturing and modeling or have been doing so for a while and got good advice from Traggey and I. Of course, you're right, it's not going to be the same, but it could be damn-near close if we pout enough time into it.