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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 12:26 pm 
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I'm working on a soundtrack for my WIP, but it's basically just a YouTube playlist. Although there will be a couple tracks I did myself, none of it (so far) is actually written for the game.


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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 3:09 pm 
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Location: maryland, usa
dammit! im doing something similar!

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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 3:12 pm 
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I don't think it's a bad thing. Wasn't there a big drive for IF cover art a few years back? I think soundtracks are just the next inevitable thing.

Although there are enough musicians in IF that the possibility for original music is quite distinct.


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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 3:15 pm 
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true dat y0. mine's original stuff. not by me, but by a friend. can mp3's be released with a game? havent released on yet. i dont wanna imbed the songs in the work, i feel IF should be soundless, and the player can choose to have sound/music if desired.

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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 3:19 pm 
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The newest revision of the Glk spec includes the ability to pause and restart sound channels. I plan to release a skinnable music player for I7 Glulx that will allow you to include your soundtrack in the game file itself, but with a little player that the user can control.

(This is primarily intended for desktop delivery--you can already include a soundtrack alongside the web interpreter version of your game via standard web technologies.)

--Erik

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 Post subject: Re: Novella feelie
PostPosted: Fri Jul 15, 2011 3:22 pm 
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very nice! :P

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 Post subject: Re: Novella feelie
PostPosted: Sun Jul 17, 2011 1:17 pm 
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Location: Madrid, Spain
I like this "multimedia as a feelie" approach. Music and/or images and/or movies are right there if player feels like enjoying them but are not intrusive into the game experience itself and don't pretend to be neither essential nor a requirement for inmmersion. Nice!

--

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 Post subject: Re: Novella feelie
PostPosted: Mon Jul 18, 2011 5:23 am 
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Location: United States
Felix wrote:
I’m all for feelies.
Apart from downright spoilers, it should be the odd case when any feelie would ruin a game.
(Such as, perhaps, if the novella happens to be much better than the game ;) … which would be all the more reason not to withhold us the novella, right?)

I've seen that word all over.
What the heck is a feelie?

Is it like a "solve" when the player gets too frustrated, or a "reveal" when the player is stuck on a puzzle?


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 Post subject: Re: Novella feelie
PostPosted: Mon Jul 18, 2011 6:12 am 
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IF noob wrote:
What the heck is a feelie?

Out-of-game extras, such as a printed (or PDF) map, a physical letter or something else that's meant to complement the game.

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 Post subject: Re: Novella feelie
PostPosted: Mon Jul 18, 2011 7:13 am 
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http://en.wikipedia.org/wiki/Feelie

Infocom was the company that came up with the name and the idea for "feelies," I think. Here's the Hitchhiker's Guide to the Galaxy for example:

http://www.infocom-if.org/games/hhgttg/hhgttg.html

In case the caption is too small to read:
Quote:
Tossed with acrobatic precision into this HITCHHIKER'S package: You HITCHHIKER'S disk, Don't Panic! button, authentic fluff, Megadodo Publications sales brochure for the latest model of Hitchhiker's Guide, official destruct orders, peril-sensitive sunglasses, microscopic space fleet and no tea.


Pocket fluff was a major plot element in the game, and I always thought it was really funny that they provided some in the package.

Another Infocom Game, Leather Goddesses of Phobos, included a scratch n' sniff card, which the game would instruct you to sample at appropriate times. Many Infocom games had critical pieces of information in the feelies as a means of copy protection.

An article about the origin of Infocom's feelies:

http://web.mit.edu/6.933/www/Fall2000/i ... eting.html


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