Mwo Dev Vlog #11
#21
Posted 28 May 2015 - 11:05 AM
#22
Posted 28 May 2015 - 11:06 AM
#23
Posted 28 May 2015 - 11:07 AM
IraqiWalker, on 28 May 2015 - 11:05 AM, said:
Hahaha!
Well... A true mechwarrior is always alone in the cockpit. What else do we have to do aside printing some poststamps of a random girl in the cockpit.
#24
Posted 28 May 2015 - 11:08 AM
#25
Posted 28 May 2015 - 11:09 AM
But hearing that you want to do the Bushwacker eventually? Darn it, Alex, I would pay good money just to see that happen! Do not make me find David White and get him to do it first! XD
And... I cannot get over how adorable Tina is. I had some other things I wanted to say, but your voice has kind of made me forget myself.
#26
Posted 28 May 2015 - 11:10 AM
#27
Posted 28 May 2015 - 11:11 AM
I really like (as far i can hear) the new scene. More personality is great, less business-insert-face-here. We get to know the artists and how they stand behind their work.
I am really digging Alex work. One of my all time favourites. Lisa is a great addition too.
Please keep this up. This vlog is way more fun then all the others vlogs i have seen.
Edited by Sarlic, 28 May 2015 - 11:15 AM.
#28
Posted 28 May 2015 - 11:12 AM
More rehearsing of some sort would help... the most important part is honestly to get people talking... and it's much more interesting if it were somewhat informal. It's actually good to hear some of the answers from Alex when talking about the artwork and how it translates into the game (the Crab not being able to see its arms unlike the King Crab is kinda cool to know). It's important for people to know some personal tidbits on what they liked and disliked working on... at least for context. It makes for a better show/interview.
#29
Posted 28 May 2015 - 11:15 AM
#30
Posted 28 May 2015 - 11:16 AM
#31
Posted 28 May 2015 - 11:22 AM
Deathlike, on 28 May 2015 - 11:12 AM, said:
More rehearsing of some sort would help... the most important part is honestly to get people talking... and it's much more interesting if it were somewhat informal. It's actually good to hear some of the answers from Alex when talking about the artwork and how it translates into the game (the Crab not being able to see its arms unlike the King Crab is kinda cool to know). It's important for people to know some personal tidbits on what they liked and disliked working on... at least for context. It makes for a better show/interview.
Analog Botanist, on 28 May 2015 - 11:20 AM, said:
However, as Deathlike points out, it feels as though more preparation would have made the 'interviews' less awkward.
I agree with you both, but at the same time. Prepared interviews can feel more robotic, also, how were we going to get "The claws ... they speak to me" from a prepared interview? Gems like these make it worth it in my book.
(For the record, I am neither for, nor against more prepared interviews)
#32
Posted 28 May 2015 - 11:29 AM
#33
Posted 28 May 2015 - 11:33 AM
Edited by Bashfulsalamander, 28 May 2015 - 11:53 AM.
#35
Posted 28 May 2015 - 11:44 AM
#36
Posted 28 May 2015 - 11:45 AM
IraqiWalker, on 28 May 2015 - 11:22 AM, said:
(For the record, I am neither for, nor against more prepared interviews)
I don't want it "totally prepared" like it was in previous vlogs (watching Paul look like he was being interrogated is not what anyone would like to see)... but in the sense the conversation would be something that would happen over lunch or when people are reminiscing or brainstorming. It's an interview, but not of the totally serious sort. You want to find out info, but you also want what they thing is cool or bad or something we can relate to in some way.
I mean, it could be just being Tina being camera shy or something, but it shouldn't feel like "work"... it should feel like something any group of people can have over this game and find out something new in the process.
It's funny to watch Alex say he's bad at the game.
Edited by Deathlike, 28 May 2015 - 11:45 AM.
#37
Posted 28 May 2015 - 11:47 AM
#38
Posted 28 May 2015 - 11:49 AM
turn into this?
btw i know they are not same varients above, but imagine the bottom as a 0X
#40
Posted 28 May 2015 - 11:53 AM
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