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Messages - droqen

#2611
Close reading / Re: MrBehemo's "What is a game?"
September 25, 2021, 01:18:51 PM
QuoteA game is a machine the designer crafts and tweaks to respond to play.
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#2612
Primordial soup / Re: Does replayability matter?
September 25, 2021, 07:34:01 AM
I want to relate to a game by its play.

I've never thought about replayability this way... it's not about replay value for me as a player, but replay value for me as an archaeologist. To play a game is to study its play, to relate to its players, to see what they love about it.

The longer the game, the more play there is to dig into.
#2613
Primordial soup / Does replayability matter?
September 25, 2021, 07:31:31 AM
Regarding "Empathy as play, and vice versa", in particular "I seek out a game designed by its player - by someone who is enthusiastic about the idea of playing the game"... I want to relate to a game by its players, and in the case of an indie game, I want to relate to a game by its designer-as-player. If a game isn't replayable, it means the designer has long since ceased being its player...
#2614
Close reading / Re: Small long games
September 24, 2021, 11:47:19 PM
QuoteEssentially, you can think of games as either big or small, and either short or long:

Big vs. small refers to how long the project would take to complete and/or how many people. Short vs. long refers to how long the game lasts to the player. A game that lasts a few minutes or a couple of hours would be short, a game that lasts tens or hundreds of hours would be long.

The space of big games, either short or long is explored by lots of people. The space of small short games is also explored by lots of people, generally indiedevs. But the space of small long games is largely ignored.

Perhaps ignored it too strong a word, but for some reason people assume that projects that last people a long time should also take a long time to make, but to me it seems like this isn't true. So I've set my sights on exploring this space, largely because it aligns well with what I'm interested in making.

The above is pretty much the entire piece that I'm responding to. Seeing Empathy as play, and vice versa, I find myself wanting to make a 'small long game' again because of how 'replayability' lends itself to this form of play for other people, and for myself: I'm going to have to spend a long time working on a game in order to make it complete. It needs to remain playable to me throughout development. For that to be the case... it needs to tend towards small longness.
#2615
Close reading / Small long games
September 24, 2021, 11:44:56 PM
Regarding a327ex's
"Small long games"
#2616
Tenets / Re: Empathy as play, and vice versa.
September 24, 2021, 11:03:11 PM
In a way a game is a time capsule... it's an artifact to be unearthed, to be studied through play.

"How was this used?"
#2617
Tenets / Re: Empathy as play, and vice versa.
September 24, 2021, 11:00:26 PM
I think it's critical that I repair my relationship to playing games. I need to let go of old forms of play that I don't enjoy anymore...

What do I like now?
#2618
Tenets / Re: Empathy as play, and vice versa.
September 24, 2021, 10:43:01 PM
Quote from: Ian Bogostrefusing to ask what could be different, and instead allowing what is present to guide us

Quote from: Zeigfried Cashhow does this game want to be played?

These direct me to a place of empathy... the first allows me to free myself from the idea that I can, or should, change the thing. The second points me forward at the work itself, so that I can adopt a responsive, seeking attitude.

The question I arrive at:

"How did the designer play with this game?"

which is really very similar to "How does this game want to be played?" except with a slightly more human bent. And in some cases it's not "How did the designer..?" but "How did my friend..?"
#2619
Tenets / Re: Empathy as play, and vice versa.
September 24, 2021, 10:25:37 PM
Quote from: Discussion: The Forbidden - Electron Dance (comments)JOEL GOODWIN:
I'm actually pretty happy with giving up the term "game" myself because it has so much historical baggage associated with it. I grew up with Space Invaders and the Atari console and Star Raiders: these came to define the popular meaning of the word "game" and trying to fight the will of people is like trying to stop a flood with your bare hands (cf. roguelike).

DROQEN:
I miss the historical baggage. I've tried to put into words my heartache many times: there is no word that means what game used to mean.
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I wrote here that "there is no word that means what game used to mean."

There is some concept that exists, even if it has lost its name. What do I mean when I say, "what game used to mean?"

I seek out a game designed by its player - by someone who is enthusiastic about the idea of playing the game. There is this strange idea that a game might be able to present an idea that could only have been expressed through play... I think the most self-evident idea that can only be expressed through play is empathy with another player. To play a game and feel something is to connect with anyone, and everyone, else who has played the game and felt something. There is no content that only a game can deliver; the thing that is unique about games is that they are games.

I want to design games that I want to play, and replay.

What does that look like?

Have I forgotten?
#2620
Tenets / Empathy as play, and vice versa.
September 24, 2021, 10:11:13 PM
QuoteI act on impulse most of the time, and otherwise do what I can to design a life that rewards my impulses with beautiful outcomes. I think designing games is like that: designing little spaces that reward my avatar's impulses with beautiful outcomes. Only, when I make a game I can share the experience with you; you can inhabit the same space, embody the same avatar, perhaps act on the same impulses, and – if serendipity allows – behold the same beautiful outcomes.

Through making and playing with games and other art, I hope to come to some deeper understanding of not the science of my brain, but the experience and meaning of being some specific person.
link

I want to design games that I like to play, because that's the way I like to connect with games -- for the most part I like to imagine "how was this meant to be played?" like an archaeologist unearthing a mysterious artifact and pondering its purpose.

Why make games? Make games because you love to play them, first and foremost.

To play is to empathize with other players. This is what I like about the art form, and about indies, and perhaps what I once loved about roguelikes and roguelites: they felt like mysterious "entertainment engines for one". And sometimes, I could make that two.
#2621
Quote[..] all our overlapping definitions of a game – a challenging or competitive passtime, a voluntary system of rules, win states, fail states, edge cases, learning curves, agon, ludus, product [..]

[The videogame is] not always ludic; it's not always narrative; it's often neither. It means something close to "digital entertainment product for one or more people that may or may not contain some interative systems".
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#2622
Quote from: Electron Dance newsletter, 2021 Sep 24I'm genuinely interested in how Electron Dance readers personally understand the word "game" and how they classify what they consider "non-game". So let's agree to a short amnesty. Nobody gets to call out anybody for spilling their private definitions of game in the comments. Let there be no shame in the comments today, provided no one uses the word "roguelike".
#2623
* Cooking report: I left out a lot of ingredients and it still turned out quite good. Added beer instead of water (for my beef boullion), left out the tomato (i don't want to destroy my cast iron lol), uh, probably left out some other stuff. Oh, I forgot the corn starch too, sadly.

* Quite greasy. Maybe drain a little fat, but the corn starch would help solidify things up a bit next time tooo...
#2624
QuoteI want to be placed into seemingly impossible situations and feel the spirit of the dev cheekily suggesting "what, you can't do this?"
#2625
QuoteI think a lot of the things that I think I do to avoid writer's block is I write through songs that I don't like. I get an idea for a song, I just go ahead and do it, even though I don't think I'm going to like it.

And I feel like that frees me up to go to the next song.

I normally give up on things that I don't think I'm going to like, and free myself up and go to the next thing.

What if I finished them instead though? It's okay to finish things I don't think I'll like, right?