Game Quotes

Unplugged's picture

Things I do when persistently avoiding unpleasant work.
This is for me.

I encourage open discussion about anything forest-related in the comments Smiling Discussion and new quotes can be found there.


Quote:
Your deer avatar will live for a full year. If you want to continue playing with all the abilities you've gathered, you will need to procreate. There are plenty of attractive hinds in the forest.
http://tale-of-tales.com/TheEndlessForest/plans.html

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In the original design of the game, 12 deer-years would be compressed in 1 human year. So that your deer would be born, grow up and die over the course of a year. For a week every month, deer would be able to procreate. I guess this means that the game would go through the 4 seasons once per month, a week per season and always the same: first week of the month is Winter, second Spring, etc. Could be very interesting! Smile

But as you know, we have abandoned these plans long ago, in favor of designing the game with you, the players.
http://tale-of-tales.com/forum/viewtopic.php?t=9049

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These symbols are easy enough to memorize to recognize your friends and still disconnected from the humans behind the avatar sufficiently, to encourage spontaneous playing together with total strangers.


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when they login, this pictogram appears above the head of the deer avatar (in a reference to the legend of Saint Hubert, who was converted to Christianity after encountering a deer with a crucifix between its antlers)


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This solution was part of the original design of the game. To create generations of pictograms, which would contribute to the story of The Endless Forest.
http://tale-of-tales.com/blog/2010/01/05/a-new-generation-in-the-endless-forest/

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It wasn’t designed specifically for adults. We always thought of it as open to any age. But it was originally commissioned by a -very adult- museum of modern art, that is still hosting the server. And it has been developed with arts funding, also very serious and grown-up. But we don’t mind the kids playing at all.
http://tale-of-tales.com/blog/2008/08/15/games-for-girls-piece-of-cake/

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I must admit that we did actually not set out to make a game for active player creativity back in September 2003 when we came up with the initial idea for The Endless Forest. For us, all that mattered was to create a believable environment filled with elements that inspired imagination, (passive) mental creativity.
http://tale-of-tales.com/blog/2007/04/04/player-created-gameplay/

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http://i369.photobucket.com/albums/oo133/Endless_Encyclopedia/Special%20Sets/RedRamAntlers.jpg
We liked the design but not the execution in 3D.
Hopefully we'll get a chance to make a new version of them and release them.


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http://i20.photobucket.com/albums/b236/ultimatedolphinluver/TEF_bubblywums_20080127_182939_304x.jpg
They were released with all the Mardi Gras sets, but were mistakenly put into the games. They were never meant to be released and were taken out soon after. I loved those antlers! Afterwards when they were taken out, if you were wearing them you appeared to have no antlers on your head.


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First of all, we are very critical of the concept of choice. Second, we have grown very attached to the deer's faces. At first, when Lina designed them, we didn't like it. We wanted normal deer.


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The Ruin has been there since Phase One. There was only one extremely early beta-test that didn't have the ruin (but a fence around that area instead).


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During Phase One (I think) there was a deer who logged in every day at the same time, just to stand in the middle of the ruins, never moving, never interacting. So the Twin Gods dropped a cage over it, trying to elicit a reaction.


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How do you feel about the way some of us have developed our deer into characters with backstories, personalities, etc.?

We love the creativity that The Endless Forest inspires. But sometimes, especially on the forums, some players forget that not everybody is playing the game like that. And what they say often sounds very confusing.
http://tale-of-tales.com/forum/viewtopic.php?t=5728

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In our first prototype, there was a limited number of mushrooms and when you would eat it, it would be gone and grow back slowly.
http://tale-of-tales.com/forum/viewtopic.php?t=813

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And the feeling of things being out of your control is definitely part of our design, part of the "story" of The Endless Forest. It's about losing control to some extent, but enjoying what remains all the more. I guess (I'm not a critic).
http://tale-of-tales.com/forum/viewtopic.php?t=1231

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I like the current situation quite a bit, where you're praying to the Twin Gods but you don't actually know whether they are good or evil gods, especially given the presence of Christian symbols, and the fact that you're a deer, a deer with a humanoid face, even.
http://tale-of-tales.com/forum/viewtopic.php?p=4763

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We don't like the idea of defining your avatar's look outside of the game. We want to put as much as possible in the game and make it playful.
The appearance should be part of the "story" of the game and not just a cosmetic thing. We like things to be meaningful.
http://tale-of-tales.com/forum/viewtopic.php?t=832

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We simple do not want to play that game. Knowing somebody's gender changes the way you interact with them in a way that we feel is not compatible with The Endless Forest.
http://tale-of-tales.com/forum/viewtopic.php?p=7300

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I like the idea of dark areas as well. But I'm afraid of the effect they might have on some players. When we were doing Halloween the first time, the amount of reports on asocial and aggressive gameplay rose noticeably.

http://tale-of-tales.com/forum/viewtopic.php?p=119379

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"I think it would be nice to have seasons! Like spring, summer, fall, and winter. Imagine how awesome that would be! Smile"

This was in fact part of the original design of the game. Seasons are important to the life of a deer because its behaviour changes with the seasons (most importantly, during the mating season...).
http://tale-of-tales.com/forum/viewtopic.php?p=110379

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We're not big fans of customization because such things tend to take you out of the game. Everything should happen in the game as much as possible. And since it's a multiplayer game, preferably make sense in a social context (maybe something you can do together).
http://tale-of-tales.com/forum/viewtopic.php?p=107864

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Echosong's picture

Oops, double post. Sorry.

Oops, double post. Sorry.
Waning-Sun's picture

I remember reading a lot of

I remember reading a lot of this when I was researching the site. I absolutely loved the concepts they were dreaming about at the time...still do, still think it would be interesting to see some day, but completely happy with what the in game Forest is and has become.
Avatar by Meadow. Siggy © Shey & Squeegie
Amazegenalo's picture

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Unplugged's picture

I've been roaming the

I've been roaming the notgames forum and found a lot of insteresting quotes. Michael Samyn discusses the ideas and motives behind ToT in many of his posts.
http://notgames.org/forum/


Quote:
Failure in The Path is not just a specific way of dealing with the problem of failure in games. To a large extent, failure, or what can be perceived as failure in the narrative (but probably isn't in its meaning) is at the very core of our interpretation of Little Red Ridinghood. It is an attempt to "emancipate" failure, to embrace is as part of life.



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We started Tale of Tales with a desire to have no text in our games at all (not even in configuration screens). Mostly because text came with cultural baggage that we wanted to avoid (accents, slang, and of course nationalities). Text gradually made its way into our games. In The Endless Forest there's no text in the game, but there is text in the configuration screens. In The Graveyard there is a song, a Flemish song. Perhaps this was the start of a sort of love affair with language: to use it, indeed, for its cultural baggage. We started The Path with no text in mind. But I did keep small journals for all six protagonists on Live Journal. And when playtests showed that some players had trouble connecting to the characters, we decided to use the style of those journal texts in the game. When we chose Oscar Wilde as one of the inspirations for Fatale, we of course had to include his writing. And in Vanitas the quotes serve the same purpose as in The Path.

http://notgames.org/forum/index.php?topic=667.msg5938#msg5938

From "People are not numbers"
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Actually, The Endless Forest comes close. Because of performance limitations in the client, we do not want the number of players to grow. The game would become too slow. There is a constant coming and going of players, but the total amount of regular players remains the same. That's a great way to stop caring about numbers. The problem with The Endless Forest is that many players are children. And I'm not looking to forge bonds with children. I love them, they're adorable. But they can't satisfy my emotional needs as an adult. Maybe, however, it is possible to create a game like this for grown-ups.

Maybe I'm just being silly weak. And I should be strong and stoic and just continue The Work.

But to make a game that can only have a limited amount of players sounds very attractive.

http://notgames.org/forum/index.php?topic=712.msg6225#msg6225

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One of my hopes and desires for video game experiences has always been to create a virtual world that is always there for you, that you can go to whenever you want and spend as much time in as you like. This was in part born out of a frustration with how linear media pieces always end (I've been known to decrease my reading speed at the end of the novel in an attempt to stretch the experience).

But recently I've been rethinking this position as a result of experiences with different video games. I love wandering around in Assassin's Creed, but I need the treasure hunts and the little exploration rewards to keep me going. And I stop playing after I've exhausted these. Technically, it would be trivial for the designers to add more treasures and things to find. But then I would suddenly realize how stupid and meaningless this activity is. And this realization would be accompanied with rejecting the entire experience.

I think a more desirable response is achieved when a game seems like it could be endless, and then it ends, leaving me, the player, with a fond memory of something that I -naively- wish would go on forever. Instead of actually going on forever and ruining the memory and making me regret the time spent with the game.

[...]

I think this can happen with any game (or even any activity?) when it is done too much: it becomes empty. And when it does, when it starts feeling empty, I dismiss the entire time I spent playing, including the time before it felt empty. That's why it is good for a game to end when it still feels great (and could go on forever). Finity seems at odds with the nature of the medium. But it is not at odds with the nature of life, I guess. Maybe that's why. Maybe our games should end because life does.

http://notgames.org/forum/index.php?topic=403.msg3479#msg3479

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I think whether an interaction is intrinsically rewarding, or how much the reward pleases the player, is highly subjective. For instance, I remember fondly a friend expressing how much she enjoyed the fact that her deer avatar in The Endless Forest got flowers on its head after her making him lower his head into a patch of flowers (without knowing what would happen). For her this experience was a delight. It was extremely rewarding. Other players, however, may not think much of it.

But I think we can manipulate the emotional response of the player by, in some way, expressing that what just happened is delightful and should feel rewarding. Perhaps, for instance, by making the avatar express this delight. Maybe the player will empathize with the feeling expressed by the avatar and copy it to some extent. Or simply feel happy because his avatar is happy.

http://notgames.org/forum/index.php?topic=320.msg3239#msg3239
Starling's picture

I'm unsure if you already saw

I'm unsure if you already saw the post on 'Ophelia'.
http://tale-of-tales.com/anniversary/


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Ophelia was set in the Endless Forest universe but we never got around to actually putting it in the game, except for the Koi.


I apologize for bumping old blogs. But I found this rather interesting! o^o
Unplugged's picture

That's so cool, thanks for

That's so cool, thanks for sharing. Gotta love tef trivia.

I think i'm glad they didn't put her in. It'd be kinda creepy, plus i wouldn't want to have humans in this forest Sticking out tongue
HolyMaria's picture

hehe yeah same here :3

hehe yeah same here :3
Unplugged's picture

I just found this blog again.

I just found this blog again. Thought I'd bump it.