QuoteI want to be placed into seemingly impossible situations and feel the spirit of the dev cheekily suggesting "what, you can't do this?"
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Show posts MenuQuoteI want to be placed into seemingly impossible situations and feel the spirit of the dev cheekily suggesting "what, you can't do this?"
Quote1. Meta is off-topic.
2. Meta breeds meta.
• You can't contradict a meta statement without making another meta statement.
3. Meta engages emotions.
• Popper wants our ideas to die in our place. Meta wants to substitute us for our ideas, and less[sic] us die instead of them.
• Meta changes the focus from the substance of what's being argued to attributes of the speaker or the nature of the discussion.
Quote1. Meta is off-topic.
Quote2. Meta breeds meta.
• You can't contradict a meta statement without making another meta statement.
Quote3. Meta engages emotions.
• Popper wants our ideas to die in our place. Meta wants to substitute us for our ideas, and less[sic] us die instead of them.
• Meta changes the focus from the substance of what's being argued to attributes of the speaker or the nature of the discussion.
Quote from: The Monstre King1) RPS - you make a choice, opponent makes another choice. To make a good game, you have to give different weighs to the choices (and usually have multiple choices at the same time). this only takes into account other players
2) Puzzle - every interaction with an AI is either a puzzle or the next one - figure out what works here, what you have to do, what's the pattern etc. a simulation of 1) in many cases
3) Random - unpredictable by any player. while my quote is very cruel to randomness, i'm generally fine with random-but-balanced SITUATIONS for pvp (a symmetrical procgen level), a bit less difficult with the "-but-balanced" part for PVE
Quote from: droqenso these are the rules of all the ways that someone's relationship to winning/losing exists?
1) RPS - predicting another human to win
2) Puzzle - solving for a systemic solution to win
3) Random - hoping the numbers give you the win
QuoteThis is the main screen. So, you can see I'm just going into speedrun mode: there's no point paying attention to the text because no-one can read videogame text anyway; it's not actually text, it's like a texture. You have to read every sentence in a videogame three times before you're able to parse it as human language.
[A massive block of text appears on-screen.]
Case in point. You see this, and the first thing you say is, "Do I need to read this? Is it just like flavour text or a tooltip or something?"
And then you're like "*sigh* Uh, okay, I guess I gotta read, so I gotta just scan it and see like, Uh, Hotel, Test card, World, Hotels, Hotels, Hotels, Hotels,"
And then, if you can't figure out what it's meant to be saying from that, you have to set your mind down to reconstruct it as actual language.
But that's a worst-case scenario [which] generally, videogame 'best practices' try and avoid.
QuoteA game is "Dead" when it has no human designers. What I mean by this is that the game is, largely, 'designed' by non-human forces of desire for profit, and desire for scale. In a Deadgame, the human game designer a proxy for capitalism's demons to accumulate money.link
QuoteAll art forms involve mastery and knowledge.
All artists become blind to issues new appreciators will face.
The issue is with the context in which games audiences appreciate games, not inherent to the form of games.
QuoteAn Alivegame is a game whose purpose is something to enrich the lives and humanity of those who play it. It can be as simple as a 1-hour game made for a friend's birthday. It is a game that respects the complex layered history of humanity and refuses to create characters or narratives that boil them down into easily-digestable (and figurine/merch-izable) build-your-own-trauma-chipotle-bowls where a character's complexity neatly and mathematically maps from whatever unfortunate events happened to them.link