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Unveiling the Shadows: Balancing Darkness in "Among Us"
[[Category:Mapping_Exercises]]


Introduction:
Examples of how goated original dod was
In the vast expanse of the gaming universe, "Among Us" stands out as a beacon of social deception and strategic gameplay. It's a virtual playground where friendships are tested, alliances forged, and suspicions run rampant. Yet, amidst the chaos of lies and betrayal, there exists a delicate balance between darkness and light. In this essay, we delve into the intricate interplay between the game's thematic elements of deceit and camaraderie, and the notion of balancing darkness within the virtual world of "Among Us".


The Nature of Darkness:
muzzle flash is gameplay feature
Darkness in "Among Us" transcends the mere absence of light; it embodies the deceit, manipulation, and betrayal that lurk within the game's core mechanics. Players navigate a treacherous landscape where impostors masquerade as crewmates, sowing seeds of doubt and discord. This darkness manifests in the form of clandestine killings, sabotages, and the relentless pursuit of victory at any cost.


Balancing Act:
Despite the pervasive darkness, "Among Us" offers players the opportunity to balance these nefarious tendencies with acts of trust, teamwork, and camaraderie. The game's success hinges on maintaining this delicate equilibrium, where suspicion must be tempered with cooperation, and paranoia with rationality. It's a high-stakes juggling act where players must navigate the shadows without succumbing to their alluring embrace.


The Psychology of Deception:
Mention how having darkness in a High Key game is pretty moot. [[Low Key Lighting]]
At the heart of "Among Us" lies the psychology of deception, a realm where players explore the intricacies of human behavior and social interaction. Whether assuming the role of impostor or crewmate, individuals must grapple with the moral implications of their actions, weighing the benefits of deceit against the bonds of trust. This psychological tightrope walk underscores the game's central theme of balancing darkness, as players navigate the murky waters of morality and ethics.


The Power of Unity:
In the face of adversity, unity emerges as a powerful force for good within the world of "Among Us". Crewmates band together in solidarity, pooling their resources and knowledge to unmask impostors and safeguard their collective survival. This sense of unity serves as a beacon of hope amidst the darkness, reminding players of the transformative power of cooperation in the face of deception.


Conclusion:
Games like Natural-Selection fell victim to lighting theory, they didn't understand. They eventually added highlighting to the characters so people could see. Little did they know that the more they stepped into the High Key direction, the lesser information the eye has to discern a threat.
"Among Us" serves as a captivating exploration of the human psyche, where darkness and light collide in a perpetual struggle for dominance. Through its intricate gameplay mechanics and thematic depth, the game invites players to confront their inner demons, while embracing the transformative power of unity and cooperation. In this virtual realm of deceit and camaraderie, the delicate balance between darkness and light serves as a testament to the complexities of human nature, reminding us that even in the darkest of times, there is always a glimmer of hope.
 
 
 
The Original Day of Defeat was Low Key, and next installment was High Key. This game experienced a mass exodus and became culturally dead because of communism. [[Sapped Ecosystems]] The end result was tons of orange maps. [[Orange-Maps-Are-Emo-Philosophy]]
 
What the original Day of Defeat did to balance darkness was [[Supernormal Embellishment]] of the weapon muzzle flash. Another game to utilize Supernormal Embellishment was Battlefield in their sniper rifle glint. The glint is always present regardless of Sun direction, and is a balancing factor for the Sniper Class.
 
This was a very advanced game for it was made from very advanced limitations. It also contained within it [[Supernormal Framing]], because its level structure was a pronounced hallway with returning offshoots. This enables the players mind and body to relax, because they are fully aware of where the [[Positions of Anticipation]] are in the map. Their eyes are able to hone in on where enemies may be, they naturally slow their speed as they progress. Due to the games weapon mechanics, a missed shot means you're dead, because your position is revealed and the speed at which you experience recourse in the game is tantamount to a rail shooter. This all culminates into derivative that enables players on both sides to participate equally. Players with perfect positioning and cover require perfect precision. Players with no positioning and no awareness are given clear to read warning signs the exact moment danger appears (Sound, and muzzle flash). In many ways Day of Defeat demonstrated that it fully understood Counter-Strike, and it played with all the right strings to create a beautiful permutation.
 
The threat that we're up against is [[Deception Based Obsolescence]], and the way it will work is if there is ever a new Day of Defeat in the works, the development team will model their new game after the complete failure of Day of Defeat: Source. This version of the game contains within it only hopes and dreams, and it paved literally no new ground at all. The inaccuracies of Source Networking Code became the reason to give up on the original working model and to try and invent a new one based on total and complete randomness.
 
For Day of Defeat to ever have a balance of light and darkness again, it must address why Day of Defeat: Source removed it. Why was the game made High Key? Because it became a tech demo for High Dynamic Range lighting, and it wasn't even a real technology at the time. It did not improve colour gamut range, and it looked objectively bogus. It was like Valve became proud of their usage of the (000 000 000) colour space. 
 
A balance of light and dark is a definitely accurate abstraction of what WW2 was. You could actually be jailed for producing light at night, even a lit cigarette. ARP Wardens could issue fines up to 2 pounds, need citation.
 
Valve's ecosystem has been sapped [[Sapped Ecosystems]], and so has much of the community. Cultural amnesia is done on purpose, it's no different than people tearing down statues in the physical world. A great many things will be ignored because it is easier, and the motivation behind the simplification will be as simple as to say, 'accessibility'.

Latest revision as of 14:06, 8 February 2024


Examples of how goated original dod was

muzzle flash is gameplay feature


Mention how having darkness in a High Key game is pretty moot. Low Key Lighting


Games like Natural-Selection fell victim to lighting theory, they didn't understand. They eventually added highlighting to the characters so people could see. Little did they know that the more they stepped into the High Key direction, the lesser information the eye has to discern a threat.


The Original Day of Defeat was Low Key, and next installment was High Key. This game experienced a mass exodus and became culturally dead because of communism. Sapped Ecosystems The end result was tons of orange maps. Orange-Maps-Are-Emo-Philosophy

What the original Day of Defeat did to balance darkness was Supernormal Embellishment of the weapon muzzle flash. Another game to utilize Supernormal Embellishment was Battlefield in their sniper rifle glint. The glint is always present regardless of Sun direction, and is a balancing factor for the Sniper Class.

This was a very advanced game for it was made from very advanced limitations. It also contained within it Supernormal Framing, because its level structure was a pronounced hallway with returning offshoots. This enables the players mind and body to relax, because they are fully aware of where the Positions of Anticipation are in the map. Their eyes are able to hone in on where enemies may be, they naturally slow their speed as they progress. Due to the games weapon mechanics, a missed shot means you're dead, because your position is revealed and the speed at which you experience recourse in the game is tantamount to a rail shooter. This all culminates into derivative that enables players on both sides to participate equally. Players with perfect positioning and cover require perfect precision. Players with no positioning and no awareness are given clear to read warning signs the exact moment danger appears (Sound, and muzzle flash). In many ways Day of Defeat demonstrated that it fully understood Counter-Strike, and it played with all the right strings to create a beautiful permutation.

The threat that we're up against is Deception Based Obsolescence, and the way it will work is if there is ever a new Day of Defeat in the works, the development team will model their new game after the complete failure of Day of Defeat: Source. This version of the game contains within it only hopes and dreams, and it paved literally no new ground at all. The inaccuracies of Source Networking Code became the reason to give up on the original working model and to try and invent a new one based on total and complete randomness.

For Day of Defeat to ever have a balance of light and darkness again, it must address why Day of Defeat: Source removed it. Why was the game made High Key? Because it became a tech demo for High Dynamic Range lighting, and it wasn't even a real technology at the time. It did not improve colour gamut range, and it looked objectively bogus. It was like Valve became proud of their usage of the (000 000 000) colour space.

A balance of light and dark is a definitely accurate abstraction of what WW2 was. You could actually be jailed for producing light at night, even a lit cigarette. ARP Wardens could issue fines up to 2 pounds, need citation.

Valve's ecosystem has been sapped Sapped Ecosystems, and so has much of the community. Cultural amnesia is done on purpose, it's no different than people tearing down statues in the physical world. A great many things will be ignored because it is easier, and the motivation behind the simplification will be as simple as to say, 'accessibility'.