Screenshot / Dragon Quest

14 Comments

  • Comment System%s's Photo
    comment below
  • MK98%s's Photo

    The screen looks cool, but it didn't really fit in the exterior in-game. Love the scene with the dancing peeps and the sculpture was nice too.

  • Xeccah%s's Photo

    i think this screen shows everything that is wrong about this h2h... it's become a contest to see how many wacky and catchy details one can fit in a map rather than purely being about the aesthetic quality of the parks

     

    "but zaaaack, this park lost!"

     

    i know it did, but it's been a continual trope throughout this contest. you can argue that these little details are "a part of the narrative" and whatever, but i've never felt that minute details that one can glance over ever helped the clarity of a narrative. Metropolis is a good example of a park that isn't rife with uber small details but instead relies on an artistic vision and ride design to carry the narrative, and in my humble opinion that formula works better. 

  • MrTycoonCoaster%s's Photo
    Hoooo nice.
    Anxious to see this park :)
  • GammaZero%s's Photo

    i think this screen shows everything that is wrong about this h2h... it's become a contest to see how many wacky and catchy details one can fit in a map rather than purely being about the aesthetic quality of the parks
     
    "but zaaaack, this park lost!"
     
    i know it did, but it's been a continual trope throughout this contest. you can argue that these little details are "a part of the narrative" and whatever, but i've never felt that minute details that one can glance over ever helped the clarity of a narrative. Metropolis is a good example of a park that isn't rife with uber small details but instead relies on an artistic vision and ride design to carry the narrative, and in my humble opinion that formula works better.


    Yes
  • saxman1089%s's Photo


     you can argue that these little details are "a part of the narrative" and whatever, but i've never felt that minute details that one can glance over ever helped the clarity of a narrative.

     

     

    While I agree a lot with what you said, I disagree with this part. The "little details" can be great enhancers of a narrative and can definitely make it more clear. That doesn't mean you can skip out on the overall aesthetic quality of the parks. I believe this is why Zerura and Dig Site fared as well as they did; they combined an overall artistic vision and aesthetic with "little things" to create an immersive experience. Metropolis did great on that first point, but not as great on the second. 

    Now, commenting on the screen itself: a wonderful use of cutaway view and the new custom dark ride. I think you posted this because people missed it, but I saw this on my initial viewing of the park, you just had so many details in this park that its hard to remember or note all of them in a review. I still owe you guys a review, which I will do at some point soon.

  • MK98%s's Photo

    Shotguns you made Wits End :p

  • GammaZero%s's Photo


    Shotguns you made Wits End :p

     

    I get the feeling you totally misunderstood the theme and point of that park, along with many more people. 

  • MK98%s's Photo


     

     

    I get the feeling you totally misunderstood the theme and point of that park, along with many more people. 

     

     

    No, where do you get that from? I think I was pretty close to that park with making objects and seeing it develop. What I said was more of a joke.

  • Six Frags%s's Photo

    @shotguns, I don't agree. It's more that that's your opinion, H2H parks always have been about details and putting as much content as possible at the limited grid you have, for the simple fact that more elaborate parks usually get the vote. And it's generally more fun to explore all the details that a park contains, rather than just an initial viewing and then never open the park again because you've seen it all..

  • Xeccah%s's Photo

    @shotguns, I don't agree. It's more that that's your opinion, H2H parks always have been about details and putting as much content as possible at the limited grid you have, for the simple fact that more elaborate parks usually get the vote. And it's generally more fun to explore all the details that a park contains, rather than just an initial viewing and then never open the park again because you've seen it all..

     
    i dont hate the parks themselves as much as i do what they stand for. people are suckers for details for some reason, and this whole parkmaking process feels like some quasi capitalist bullshit where pandering to people's thirsts for an overload of content on maps is the driving force for parkmaking. 
     
    i know that i am a minority who is totally apathetic of those little things; most of those "little things" parks this h2h i've only opened once and deleted from my hard drive post-review. seeing this screenshot does not affect the enjoyment of the park as a whole, at least for me, so i have to question why take the unnecessary time to hide this underneath the ground? clearly it wasnt too important to the theme that the viewer needed to see it upon first view.\
     

    While I agree a lot with what you said, I disagree with this part. The "little details" can be great enhancers of a narrative and can definitely make it more clear. That doesn't mean you can skip out on the overall aesthetic quality of the parks. I believe this is why Zerura and Dig Site fared as well as they did; they combined an overall artistic vision and aesthetic with "little things" to create an immersive experience. Metropolis did great on that first point, but not as great on the second.


    small details are fine in a vaccum, and can of course solidify what already is a clear theme, but when the theme itself lacks that clarity they accomplish nothing. details themselves are really a neutral thing; they dont really add as much to good parks as what peoples' tastes have them to believe.
  • Julow%s's Photo

    I love that. This park had so much hidden beauty. 

  • Six Frags%s's Photo

    This was just a nice little extra. Funny fact is it wasn't planned at all, but like 3 days before the deadline some of the criticism Liampie had was that the park needed more rides and especially the castle needed purpose. I didn't want a large coaster going through it, as that would make it even more cluttered and I already did that with Eftelrama, so I thought a dark-ride inside the castle using the cutaway feature (which was new for me to use) was a good fit. Dark-rides tend to rely on little things/scenes to interest the people riding the thing (I'm sure you've been on a dark-ride before), so it used quite a lot of micro detailed parkmaking.

     

    Besides, if people enjoy doing little things and other people enjoy seeing those little things, just let them have fun with it. I find it rather elitist and egocentric to say "a park must look like this and it's not good parkmaking if it has too many little things". Just try to enjoy what people created and be thankful they put their free time in for you to enjoy for free!

  • Faas%s's Photo
    I agree SF, no need to justify your choice for this. I like it
  • Xeccah%s's Photo

    I find it rather elitist and egocentric to say "a park must look like this and it's not good parkmaking if it has too many little things".


    good, because I hadn't said that, and I never meant this as a personal attack of your own work which I'm afraid is the way you're taking it. its just something going along a general trend; the problem isn't with the supply (the parks), but the demand of them.

    (I'm sure you've been on a dark-ride before


    i've never been to a theme park.

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