thechineseroom is the name of a development research project I run at the University of Portsmouth, UK. We're interested in first person gaming - particularly, using mods to explore questions about gaming that you can't answer by just analysing commercial releases or theorising about them.

Comment History  (120 - 150 of 272)
chineseroom
chineseroom Oct 29 2009, 9:07am replied:

Ah, but there is no definitive explanation, that's kind of the point. There are a couple of 'most likely' readings as far as I'm concerned, but I think any explanation is OK...

+4 votes   mod: Dear Esther
chineseroom
chineseroom Oct 21 2009, 2:22am replied:

I can confirm that there is someone looking at rebuilding this quite significantly, taking on problems raised with the first release, but also overhauling the mod visually. Can't say more than that apart from it's already looking really good...

+3 votes   mod: Korsakovia
chineseroom
chineseroom Oct 15 2009, 6:15am says:

Great job - really top stuff. So it's all your fault that the old obsession is now fired up all over again...

+2 votes   mod: STALKER Complete 2009 (2012)
chineseroom
chineseroom Oct 9 2009, 5:45am replied:

This is a question for Rob really - hopefully he'll be able to answer next time he updates

0 votes   mod: Dear Esther
chineseroom
chineseroom Oct 7 2009, 8:54am replied:

You might think so. I couldn't possibly comment.

+1 vote   mod: Korsakovia
chineseroom
chineseroom Oct 6 2009, 7:27am replied:

Thanks, just listened to Podcast17, and they said they wanted us to quote them as saying that Rob's work is "truly ******* mindblowing". That sounds good... and also in response to that, yes, the sound triggers are being reworked to avoid that double trigger clash. We're also looking into completely re-recording the music and adding in live musicians to the digital sound work, which would really enhance the mod too. Just a question of finding the money for that, but we'll keep y'all updated (and cheers for the shout out from Podcast17 - thanks, guys!)

0 votes   mod: Dear Esther
chineseroom
chineseroom Oct 6 2009, 4:41am replied:

I think it's probably best to say that Korsakovia was something of an exercise in seeing just how far you can push things. Which means, without doubt, that in some cases and places, the answer to that is going to be 'too far'. But we've got a good idea where that line is now... Also, the core idea was to really push out as far as we could into this idea of trying to do a creative intepretation of a really messed up mental illness, and that *had* to be extreme and uncomfortable. But it's done now, rest assured :)

It's also been very useful for us to play around with more game-design issues and experiments, so we're now in a position to regroup the skills and knowledge we've got from both Dear Esther and Korsakovia and look to optimise the experience of both. But, I take yr points, but also need to say that the 'pain' of playing Korsakovia is somewhere in the region on 70% deliberate and I don't know if it would work at all if it were 'easier' on the eye, ear, mind or expectation. That's what makes it interesting to me as a designer, I guess...

+2 votes   article: Korsakovia released
chineseroom
chineseroom Oct 6 2009, 4:35am replied:

Got it, thanks for that - for everyone else, it's a review of Korsakovia: Fall-damage.com

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 29 2009, 3:12am replied:

If you want to PM me, I'll drop you a hint

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 28 2009, 6:28am replied:

On the list to re-signpost for 1.1....

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 28 2009, 6:27am replied:

No, not us... sorry

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 28 2009, 5:50am replied:

No, that's it. More of a question of how the hell do you end it? Credits, titles? Nothing else seemed to fit... just seemed kind of apt, really.. :)

+2 votes   mod: Dear Esther
chineseroom
chineseroom Sep 27 2009, 5:07am replied:

Three electricity fields/spinning TVs, three TVs hidden in the environment... hope that helps

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 27 2009, 5:06am replied:

You're not alone in struggling with the foyer jump, even though it didn't come up as a problem in QT - I'll sor that out with the ladder in warehouse and those cocking corkboards during October for a 1.1 release - but yeah, that's the right way to go...

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 26 2009, 5:35pm says:

Hi Rob

Just watched the latest vid and it's looking absolutely amazing - yr wringing stuff out of the Source engine I had no idea were possible - great stuff...

dan

+1 vote   article: Land, Sea and Air
chineseroom
chineseroom Sep 26 2009, 5:25pm replied:

Yeah, I am looking into that. Once I get back from IndieCade it goes to the top of my agenda - in the meantime, the script is now uploaded...

+2 votes   mod: Korsakovia
chineseroom
chineseroom Sep 25 2009, 4:25am replied:

No - but The Descent screams out for a build really...

+1 vote   download: Dear Esther v1.1 (fixed)
chineseroom
chineseroom Sep 25 2009, 2:52am replied:

Will PM you that

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 24 2009, 8:38am says:

All you Jessica Curry / Nigel Carrington fans out there might want to check this out:

www.jessicacurry.co.uk/fields.html - and click on the play button for the Fields (full track). It's a 29 minute soundscape with beautiful music, great voice acting (and a script by yours truly)...

+1 vote   mod: Dear Esther
chineseroom
chineseroom Sep 24 2009, 8:37am replied:

Yeah, bug... another one for the list for the remake!

0 votes   mod: Dear Esther
chineseroom
chineseroom Sep 24 2009, 5:04am replied:

Head over to www.littlelostpoly.co.uk/devblog and see what Rob is doing with the remake. I had to double-take it being Source...

Thanks for the comments!

+1 vote   download: Dear Esther v1.1 (fixed)
chineseroom
chineseroom Sep 23 2009, 8:43am replied:

PS - hopefully DE gets them in the remake too - it's certainly on the agenda

+2 votes   download: Korsakovia
chineseroom
chineseroom Sep 23 2009, 8:42am replied:

Yeah, they are. Part of the idea was to screw with expectations, so you couldn't assume something from one level would carry to another. How much that contributes to the atmosphere by making everything really messed-up was one of the questions I had in my head. It was always going to be risky as it basically breaks a golden rule of game design. So does that mean that you can't do that without wrecking gameplay / player exeperience, or is it just that we did it badly (it's a first attempt at something like this, I'm happy to accept we might not have got it spot-on first time!) - in which case, is it a valid and interesting way of spinning new types of gameplay experience that's worth exploring further...

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 23 2009, 8:39am replied:

It's a tough one to call this - as there are places where we were deliberately obtuse and screwed around with normal level flow. And yes, I'll put my hands up, sometimes we just got it a little wrong. We'll gradually patch up the make (it's a time thing really, we just ran out and had to priorities other parts of the build)... what's important is seeing where we basically went too far for most people in terms of playing with expectations... (looks like that 'too far' was nearer than I thought... oops)

+2 votes   mod: Korsakovia
chineseroom
chineseroom Sep 23 2009, 8:36am replied:

Senethro comments deleted as they contain spoilers - but thanks for that - can you keep 'em coming via PM please, as not everyone is having these issues with navigation etc. thanks, dan

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 23 2009, 2:48am replied:

hiya

see my comment on the main page - will get onto it as soon as work schedule allows me too... dan

+1 vote   download: Korsakovia
chineseroom
chineseroom Sep 22 2009, 4:18am says:

Can I ask a favour from people please? There have been a few comments along the lines of 'poor mapping' or 'poor level design' or 'poor signposting'. Can I ask you to be really specific here and PM us with details of where you are talking about. That way, I can look to fix them in a new version (which I'll also try and get subtitles into). I've already got a list of a few things to look at. It will also help me sort out where it's basically us screwing up, and where it's one of the places where we tried to push the boat out and do something kind of left-field with the design. In the latter case, if it didn't work, it's a very different situation to where we could just improve things (which we will try and do)! - thanks, dan

+3 votes   mod: Korsakovia
chineseroom
chineseroom Sep 22 2009, 2:49am replied:

Climb the stack towards the lightning at the top - it's obviously not as visible as we thought when you exit the vent! Will look to adjusting the light levels here

+1 vote   mod: Korsakovia
chineseroom
chineseroom Sep 22 2009, 2:48am replied:

I've deleted the last couple of comments on the basis that I don't want a big flame war kicking off on this page. It's a fair point about subtitles - I'll look into it and see what I can do. Not including them was a time issue - I work at a University and am about to get deluged with new students, so there is an absolute deadline for getting these things out (explains a few things actually, but more on that later).

+2 votes   mod: Korsakovia
chineseroom
chineseroom Sep 17 2009, 9:58am says:

There's a pre-release feature about Korsakovia up at Resolution magazine:

Resolution-magazine.co.uk

Enjoy - 3 days to go...

+1 vote   mod: Korsakovia
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