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<blockquote data-quote="nedjer" data-source="post: 5367913" data-attributes="member: 83796"><p>That's exactly what you get with visual play in terms of PC sheets/ campaign records/ adventure layouts. Most of our playtesters go from plain text to typography and sketches, with sets of coloured pencils really adding to the designs. (I use Lyra Rembrandt Polycolours a lot as they give artist features at a lowish price). Also tried soft and hard pastels, watercolour and brush pens. Doesn't matter if you're not 'skilled', as the icons are deliberately easy to sketch and kind of template a structure/ composition when players are looking for a hand to get started on visual play.</p><p></p><p>Time has gone into making a full set of digital images, as we wanted anyone have the option of a crisp professional look on a cheap PC, and to start playing around with animations and digital objects ourselves. It was also consistent with offering up modern formats, i.e. html and burn a custom PDF.</p><p></p><p>From an artistic perspective the game's underlying design is maybe of interest for using the familiar approach of offering different layers of function and interpretation. For example, it's specifically structured to kick-start and support open-ended/ 'player choice' play alongside on-going co-design, including the images. This is done through a design model which is essentially a cognitive model: semantic and visual language, modular, neuronal, . . . theoretically this 'fine tunes' or 'aligns' gameplay to the cognitive mechanisms behind learning, enjoyment and creativity.</p><p></p><p>Now we've a settled version some interesting effects are cropping up in play. Kids who take 2 minutes to make a PC and want to spend another hour re-arranging the images and colouring them in before going into play - with a PC there'll already really attached to. At the other end of the scale, my 'adult' group use gestures, temporary tattoos and stick-its a lot; allowing them to 'go dark' and play real fast.</p><p></p><p>I'll stop before your ears melt, (bit over-enthusiastic by nature), and finish by mentioning another option opened up by blending RPGs and art. There would seem to be a potential for gamers and small publishers to move into a wider range of ecommerce and microcommerce options using multimedia RPGs. Offering custom slot-in artwork for decoration or use in play, making up fonts and icon sets, selling digital 'object' clusters, designing 3D objects for prototype printers, offering PC and campaign lifestream design templates, drop-in animations, campaign website designs . . .</p></blockquote><p></p>
[QUOTE="nedjer, post: 5367913, member: 83796"] That's exactly what you get with visual play in terms of PC sheets/ campaign records/ adventure layouts. Most of our playtesters go from plain text to typography and sketches, with sets of coloured pencils really adding to the designs. (I use Lyra Rembrandt Polycolours a lot as they give artist features at a lowish price). Also tried soft and hard pastels, watercolour and brush pens. Doesn't matter if you're not 'skilled', as the icons are deliberately easy to sketch and kind of template a structure/ composition when players are looking for a hand to get started on visual play. Time has gone into making a full set of digital images, as we wanted anyone have the option of a crisp professional look on a cheap PC, and to start playing around with animations and digital objects ourselves. It was also consistent with offering up modern formats, i.e. html and burn a custom PDF. From an artistic perspective the game's underlying design is maybe of interest for using the familiar approach of offering different layers of function and interpretation. For example, it's specifically structured to kick-start and support open-ended/ 'player choice' play alongside on-going co-design, including the images. This is done through a design model which is essentially a cognitive model: semantic and visual language, modular, neuronal, . . . theoretically this 'fine tunes' or 'aligns' gameplay to the cognitive mechanisms behind learning, enjoyment and creativity. Now we've a settled version some interesting effects are cropping up in play. Kids who take 2 minutes to make a PC and want to spend another hour re-arranging the images and colouring them in before going into play - with a PC there'll already really attached to. At the other end of the scale, my 'adult' group use gestures, temporary tattoos and stick-its a lot; allowing them to 'go dark' and play real fast. I'll stop before your ears melt, (bit over-enthusiastic by nature), and finish by mentioning another option opened up by blending RPGs and art. There would seem to be a potential for gamers and small publishers to move into a wider range of ecommerce and microcommerce options using multimedia RPGs. Offering custom slot-in artwork for decoration or use in play, making up fonts and icon sets, selling digital 'object' clusters, designing 3D objects for prototype printers, offering PC and campaign lifestream design templates, drop-in animations, campaign website designs . . . [/QUOTE]
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