Niathi
𝕵𝖚𝖉𝖊   Florida, United States
 
 
Z̺̟̮̗̗̮̼̫̯̃ͯ͆͆͛̽̄ͭͬͩ̓ͮ̅â̦̗̮͈̥̬̜͉͙̫̰̖̏̈̓ͦ̋̿͑̚ͅs͓͕̪͖̳͙̤̹̼͎̳̣̼͂̀ͩ̔́̓̏ͧ̅́ͣ͗̽ͫt̰͖̞͎̦̥̯͔́ͫ̑́̾̎͂̏o͈͖̼̰̦̦̰̓͋͋̊ͤ̋͗̈́̾̊ͥ̾͒̈́̾̎ͩc̫͚͉̪̜̖̬̦̈́̽̿̊̃k̮̩̗̳̞̟̮͙͈̦͙̲̱̱̰͎͕͗͆ͫ͒̀̓ͤ




https://www.youtube.com/channel/UCAjzNCS_pHHbNSax095wy-A?view_as=subscriber


It's the little things in life that matter. The points in life that you can remember and laugh at for no reason. Cherish every moment with the intensity of that in your distant future, because every day brings something beautiful to your life; even the bad things. You'll always end up missing something.
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Yes....I did just spend 30 minutes organizing my games by genre and difficulty...

Yes.... I did just buy another....

Why? I have no friggin clue.
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I can enjoy and appreciate every art, because I appreciate the little details and time it takes to make it. I don't think graphics are necessary to make a good game if you bring something new or timeless to the table, but good graphics can immerse the player, further drawing them into the story being told. The perfect mixture however, ohohoh! Now that's a different story altogether! This led me to believe games should be measured on a 6 point chart between: Visuals, Sound, Originality, Innovation, Control, and Replayability. (I call this the SORVIC system).

Sound being voice acting, soundtrack, and general ability of the game to immerse audibly, most observers.

Originality means that the game/series isnt a copy of something else entirely, and can be easily distinguished from other games by something that stands out as an iconic trait. This could be anything from amazing story to a new artistic style unique to the game. This also carries onto the ability of the game to keep things fresh and goes hand in hand with innovation and replayability.

Replayability entitles that the game is fun to play for some or any reason, enough that the observer is inclined to continue to play. (Sense of reward, comradery, competition, communal support, or nostalgia. This category, like most, can be havily influenced by the others, but still remains unique in its representation of the harmony between the aspects.)

Visuals being graphical presentation and general ability to visually immerse the player. This doesnt have to mean realistic graphics, as this is subject to perspective and time period, but is hindrant on the ability to captivate and draw in the observer. Was the game considered by most at the time to be aesthetically pleasing through art style or attention detail? (Think invisible walls and lack of depth to a model or area.)

Innovation : Was anything brought to the table that made this game different from most, created and invented for the purpose of this game? What affect will this game have on others in the future?

Control is designated by the ability of the player to jump into it and understand what to do. This doesn't include puzzles or challenges specifically designed to make the game more difficult, but is based more on how generally comfortable an average player can be starting off and playing with little experience, or for more technical games, further experience. Do the controls make sense for this game?

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Comments
Rustoria.co | _Aqua 10 hours ago 
+rep nice profile😉
Rustoria.co | Yes, Im so 17 Feb, 2023 @ 7:26am 
+rep nice profile 😉