OK its my turn now bitches!!!!! GO fuck yourself all the haters!! If you dont wanna fucken halp someone out, then shut the fuck up, and eat your lolipop!!!! i finished this project from my own ideas, and I fucken got an 85% in it bitch!!!! and screw of all the hater!!! you have no life, other then to go on bloggers and comment supid things, that no on really gives a fuck about!!! and I have no idea why sean dixon decided to make this blogg!! i sent him an private email, and he fucken made an blogg, thats call UNPROFESSIONAL!!! if he just wanted to help me little bit or give me advice, then he could have just emailed me back! If his intensions were not to help me fully, then he could have just messaged me back , saying no i m not gonna help you!!! he didnt fucken had to make this blog tell the world about my project!!! ( i thouhgt sean dixon was a nice person!!! but it turns out that he is a shamed of helping someone out when needed!!!!) well he made his choice of making this stupid blog for no fucken reason!!! not my call!!!!
p.s. I m reall people so who ever thought i wasnt real can go fuck them self!!!!! I m real, and Peace out bitches i am out!! ps. thanks to all of those people who gave me good advice, and didnt say bad shit abt me!!! :)
"the Lacuna Cabal: The Kid Who Was Supposed to Read My Book.
(Message from high-schooler who had asked for “help” with a school assignment, responding to online discussion of the episode. Epistle from the country where you can hurt someone by saying they have no life.)
I looked at this, so now you have to. 30prufrock:
Surprisingly disturbing: “a child’s skull before losing baby teeth.”
Why are stealth games interesting? The core thing that makes stealth games different is the flow of their gameplay is all “pull,” where in nearly all other 1st/3rd person avatar-based games it’s all “push.” Nearly all action games are actually about reaction, at least on the encounter level. The games unfurl by pushing encounters onto the player, which the player must then deal with. Stealth games, however, have the player pulling an encounter to them, at their own pace. It almost has to be this way by necessity, as opposition is unaware of the player and thus it’s up to the player to begin perturbing the game world.
The consequence of this is stealth games tend to involve playing far more intentionally than other character-based games. Thinking through several steps of cause and effect before doing anything becomes an important skill. There’s an unfortunate dynamic that can emerge out of this, however. Because stealth games rely on intentionality, players must understand the game’s systems quite clearly (e.g. one must understand how guards react to noise before those reactions can be exploited). Often these systems are quite opaque and understanding something like an AI’s sensory perception model is not easy. It can end up being a black box you understand by groping at it blindly until you can start to make out its shape.
Another common characteristic of stealth games is the interplay between strength and weakness. If your character were strong enough to stand toe-to-toe with the enemies, the need to be stealthy wouldn’t exist. This combined with the above-mentioned need to understand opaque systems can make these games difficult to approach. Playing the game intentionally is necessary to feel competent and be successful. Doing so requires experimenting with the game’s opaque systems to understand them. But as consequences for failure are high because the player is generally quite weak if they’re exposed, the player is strongly discouraged from performing the experimentation necessary to really succeed. This is especially bad when there isn’t a good gradient of failure and you’re either invisible and alive or detected and dead (or worse, just instantly fail for being detected for no reason aside from the game saying so).
"