Just an ordinary artist. I've been on DA before, but I felt my works weren't good enough. Now I'm trying something new. I hope this time I'll be satisfied with myself
[APH] NON FINIS POLONIAE Chapter 2: Prussia [+18]Prussia[APH] NON FINIS POLONIAE Chapter 2: Prussia [+18] by Cainmak
Gilbert suddenly opened his eyes. He thought the last thunder sounded like a scream.
He got out of bed, rubbing his eyes. When he looked around, fully awake, his eyes were focused like a falcon’s. He was surrounded by impenetrable darkness, illuminated once and a while by the raging lightning outside. The roar of thunder rolled over the plains, bringing back memories of gunfire during battles. The sound was loud and clear, as if emitted indoors, not behind the walls. Suddenly, Prussia realized that the room was terribly cold.
Once again, his eyes scanned everything around him. His bedroom was maintained in typically Spartan conditions, just as he was taught by Old Fritz’s Papa. There was only a simple bed, a wardrobe, a cabinet with a chair, a red carpet and a Hungarian saber hung on the wall. And although the amount of furniture was not really impressive, the room itself was pretty spacious.
Gilbert discovered that, because of the storm, the window
[APH]NON FINIS POLONIAE Chapter 1: Austria [+18]Austria[APH]NON FINIS POLONIAE Chapter 1: Austria [+18] by Cainmak
The thunderclap, rolling outside the window, was louder than a cannonball.
Roderich rose from his seat. His fingers froze above the keys. In one moment, the dark room was filled with horrible bone-piercing cold. What was more, the heavy stormy wind brought inside some kind of weird smell from the garden. This sour, nauseating odor reminded Roderich of putrid soil. The room became horribly suffocating and cruelly cold at the same time.
Another thunderclap roared with greater might.
Roderich lost his desire to play altogether. The elusive tones of Moonlight Sonata couldn’t overcome the storm raging outside. He adjusted his glasses and raised his collar higher. The cold started bothering him. He stood up, walked towards the window. The gale caused it to open, what had flustered Roderich in the first place.
He looked outside, feeling nostalgic. The beautiful garden of Vienna was now being torn apart by the powers of nature. The row of trees swung like a rough
[APH]NON FINIS POLONIAE Prologue (*DESCRIPTION*)[APH]NON FINIS POLONIAE Prologue (*DESCRIPTION*) by Cainmak
NON FINIS POLONIAE
A HETALIA HORROR FANFIC
Author and Cover: Cainmak
Axis Powers Hetalia © Hidekazu Himaruya
Three heavy stones will keep it from floating,
weigh it down to the bottom, food for the fis
Since a new season of Telltale’s The Walking Dead has arrived, I’ve been thinking about the way choice-based games work. To create any kind of suspense, very often the mechanic extends to:
a) making a time limit, so the gamer has to think fast (e.g. almost all important choices in TWD, TWAU, UD etc.);
b) making the right choice unknown (e.g. who caused Kate to jump in Life is Strange);
c) making all available choices hard (e.g. killing Chloe or letting Arcadia Bay die in Life is Strange).
But very often the choice is blatantly obvious, because we as gamers know which option is the correct one, thus making our character a saint among mortals. But does this really work in real life? Shouldn’t we all be saints as we often know which choice is the morally ethical one?
No, because we tend to pull towards a more comfortable choice.
Making a decision isn’t about having two really heart-wrenching options that will make you cry either way. It’s about leaving your comfort zone in order to improve the well-being of someone other than you.
So I believe choice making should be more of a button masher.
Yeah, I know everybody hate button mashing. But I believe that, for now, there is no real alternative for something like this (I can only think of Quick Time Events, and NOBODY likes Quick Time Events.)
Visual representation of the idea (made by me)
Whenever a character has to face a decision involving things they might not enjoy or easily comprehend, a bar appears on the screen. It starts near the easiest or less demanding option, but in order to do the right thing, the player must move to the other side of the bar by clicking a button furiously before the time runs out. Words might appear on the screen, presenting how the character justifies their action – the closer you are to the other option, the more thoughts concerning it appear. When the player makes a decision, their stats (hidden or not, depending on the game) will change. Choosing the more demanding option helps in future choices, by either making button mashing easier or giving more time for decision – just like working out your decision-making skills enhance your assertiveness. The game can include distractions such as a fierce argument taking place during the button mashing, which will demand focus from the player.
Of course not all choices must be this way – only those that normally be considered uncomfortable for the character. When it comes to the previously mentioned “gut-wrenching options,” the player may have the right to think in peace, as none of the choices can be considered comfortable. Or not – it all up to the developer.
As I said, this is my idea of improving choice-based games and making them more realistic and demanding. If you like them the way they are, good for you. If you’re searching for something more innovative, why not give it a try?