...So, I’m going to have to do to this one what I did to the first one, and again, I fully acknowledge the Plinkett reviews as a source for me to draw from. The big difference here is that while I was more than willing to give a little leeway to The Phantom Menace, Attack of the Clones gets no such love. Plain and simple: this movie was terrible. The Direction First and foremost, we need to remember one big thing about the first 3 movies: only one was directed by George Lucas. The other 2 were done by directors Lucas respected (Kershner and Marquand). These movies are 100% Lucas and, in the case of Clones, he elected to direct a movie that was nearly entirely filmed against a green screen. This allowed him to do filming of characters against a blank canvas while allowing him to basically design whatever world he wanted around them. Green screens had long been used for special effects and matte fills, but hadn’t been used this heavily at this time. While Episode II wasn’t a full “digital backlot” film, there were tons and tons of shots that had actors doing their thing with nothing around them but green cloth. The upside here is that digital backlots can save a lot of money in film production since you don’t have to build sets that are either very complicated (aka “expensive”) or utterly impossible. The downside is that if your director isn’t, you know… an actor’s director, the actors all end up like they’re acting in front of a bunch of green cloth because they have nothing...
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...THE PLAYER Good game design is player-centric. That means that above all else, the player and her desires are truly considered. Rather than demanding that she do something via the rules, the gameplay itself should inherently motivate the player in the direction the designer wants her to go. Telling players they must travel around the board or advance to the next level is one thing. If they don’t have a reason and a desire to do it, then it becomes torture. In creating a game, designers take a step back and think from the player’s viewpoint: What’s this game about? How do I play? How do I win? Why do I want to play? What things do I need to do? MEANINGFUL DECISIONS Distilled down to its essence, game design is about creating opportunities for players to make meaningful decisions that affect the outcome of the game. Consider a game like a boxing match. So many decisions lead up to the ultimate victory. How long will I train? Will I block or will I swing? What is my opponent going to do? Where is his weakness? Jab left or right? Even those few, brief questions don’t come close to the myriad decisions a fighter must make as he progresses through a match. Games invite players into similar mental spaces. Games like Tetris and Chess keep our minds busy by forcing us to consider which one of several possible moves we want to take next. In taking these paths, we know that we may be prolonging or completely screwing up our entire game. The Sims games and those in...
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