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Messages - droqen

#1096
Active Projects / Re: still life games, haiku games
June 18, 2024, 02:49:51 AM
Structure breakdown.

Roadwarden. Play through the game once. Many plot threads overlap, separated by distance. Some events happen very late in the game, unavoidably. They all occupy the same space in my memory. I played Roadwarden once and quite enjoyed myself across multiple sessions. I could not play it again. I regard this as a negative, to some degree; I cannot say whether I would enjoy it upon replay. (Similar issue with Fallout 3, and Disco Elysium.)

Slay the Princess. I can open this game up and play it again and still enjoy it, even experiencing nothing new. This is an unambiguous positive, I love it. The structure is a highly branching narrative. There is another deeper aspect that comes out after multiple replays; I think it is 'inaccessible' to me in the way late-game Roadwarden is inaccessible to me. Mixed feelings but I have experienced it more than once as a result of enjoying the replaying of the core branching game so very much and wanting to see more branches. Love. Games with similar structure: Save the Date (Paperdino); interestingly, Cobalt Core and other roguelites; however I will make a separate point (below); I do not generally play many games of this sort... ah, Detroit: Become Human. I enjoyed exploring the branches of that game as well but I would not play it again. Slay the Princess is quite unique in this respect. It is well-crafted and inexpensive, portable. Powerful, high emotions. It would wear on me still if I were to review the same branch a few times. Roguelites do not afford me the ability to  . . . I digress. See next point. Oh, The Stanley Parable fits here too! I loved that game.

BREAKOUT TOPIC: Roguelites - say: Spelunky, Cobalt Core, Noita, Into the Breach. Similar in structure to a branching story game-- however, as a player my ability to control which branch I end up on is significantly diminished. There are three factors to this diminishment;

1. The branches are less distinct. Rather than specific story branches, the 'branch' I end up on is in fact a collection of many different variables, such that control over 'which branch' as well as the difference between branches (these are related topics) are more complex and therefore I have, in practice, less agency. (There is an argument to be made that 'more variables' means I may have reduced agency but more 'power' in some sense as a result of being able to affect more things, however, I do not see it that way; this is the same argument made by proponents of AI, who suggest that democratizing creativity involves granting a person more 'power' rather than more specific personal expression. I could speak more on this at some point, I'll call it creative precision versus creative excellence.)

2. Switching branches requires replay to overcome randomness. Randomness is a defining feature of roguelites and roguelikes. Although I may always be able to choose certain branches or variables according to good play (see 3) or even from a menu (e.g. selecting a starting character, which I do so love), some branches/variables will always be subject to random results. In practice, randomness amounts to coming back for another pull at the slot machine, assuming that I have some particular desired result.

3. Switching branches requires me to perform a task well. I don't think I mind this. Actually, upon further inspection, this is no different a category than one finds in Slay the Princess or other branching narratives, it is only that in a branching narrative game the 'task' is usually 'knowing what leads to what' (a puzzle of sorts), while in a roguelite the 'task' generally involves more systemic gameplay; perhaps mastery over platformer combat, or manipulation of items, or understanding of problem-solving techniques.
#1097
Active Projects / Re: still life games, haiku games
June 18, 2024, 02:33:42 AM
See the list of games from A NEW SET OF VERBS:

Quote- Roadwarden
- Slay the Princess
- La-Mulana
- Uurnog Uurnlimited
- Starseed Pilgrim
- Databug (droqever.com)
- GEOMOTH: Boot Sequence (unreleased)
- Crossing Flowers (droqen.itch.io)
- tabletop roleplaying games, esp. Grandline (one-off year-long campaign, unreleased)
- The Quiet Sleep
- Kingdom of Loathing
- Etrian Odyssey (series)
- Fire Emblem (series)
- Disgaea (series)
- Secrets of Asherah (decades old. defunct.)
#1098
Active Projects / Re: still life games, haiku games
June 18, 2024, 02:33:09 AM
STRUCTURE AND FORMAT.

I have a moment of focus. Let's use it. What structures have I found good? What structures have individual games used, what has caused them to tire me or to not tire me?
#1099
". . . thinker Adrienne Maree Brown calls for a shift in our collective imagination of how power can be held." [-44:35]
#1100
". . . the relationship of the people to the people who are in power." [-45:21]

This is a very interesting theme
#1102
"Linda Tirado was shot in the eye with "nonlethal ammunition" while working as a journalist during the Floyd protests. The resulting traumatic brain injury to her left frontal lobe has caused her body to forget how to operate her organs. She's dying, and that cop killed her."

I have been doomscrolling, I guess. Twitter swaddles me in the darkness of the world, but with like-and-retweet friendly lenses on. The objects are genuine: a man quoting hitler for inspiration on the news; a screenshot of a soldier's weird, tasteless Instagram post, with commentary; the information that someone is dying. Dying, a real person.

Linda is dying, and dying is expensive. The logistics of death.
#1103
Close reading / Re: Chronicles of the Black Company
June 16, 2024, 09:55:41 AM
Quote from: Soldiers Live, beginning of ch11Old Baladitya has abandoned all hope of establishing an exact truth and, instead, seeks the deeper range of meaning underpinning what the golem does reveal. Baladitya understands that in addition to being foreign territory the past is, as history, a hall of mirrors . . .
#1104
1. Catch a single real feeling whole, in a medium of your choosing.

2. Organize multiple parts into a greater whole. Ask: what comes first, the idea for the greater whole or the smaller more immediately pure ones?
#1105
Close reading / Re: Chronicles of the Black Company
June 15, 2024, 04:40:28 PM
Quote from: Soldiers Live, end of ch8It was all a game to the Protector. Or possibly several games. Maybe making a game of it was how you survived spiritually in a world where everyone else was ephemeral.
#1106
It's loose and distant. But in Wanderhome, the player character sheets all have a sentence in large font that goes "Your care is..."

There is something nice about that positive acknowledgment of individuality. Every character cares, but you all do it in your own way.

neurodivergence...
#1107
Close reading / Re: Chronicles of the Black Company
June 13, 2024, 03:18:10 AM
Quote from: Water Sleeps, end of chapter 97. . . nobody wants the absolute truth because time has forged great symbols from raw materials supplied by ancient events. Prosaic distortions of fact metamorphose into perceived truths of the soul.
#1108
Weird combination of ideas. Bridgerton gives me this weird feeling that there is only one man, just played by many different individuals, but I know that there are older ones... John Malkovich, Doctor Who? A world composed of only the same character at different times in their life...
#1109
Primordial soup / vibes
June 12, 2024, 11:04:48 PM
regarding starseed pilgrim:

"its like a weird platformer where u plant seeds that grow into platforms and run from encroaching darkness but also there's a lot going on???? it's like. an amazing mix of analytical and intuitive contemplation, and of chill vibes, excitement, and dread"

i read this the other day. recently. and it made me feel something, like, especially the latter half, about form and content.

i have thought about starseed pilgrim for a long time mainly in terms of form. it's a weird platformer where you plant seeds that grow into platforms and run from encroaching darkness and also there is poetry.

but then the second half of this tweet wiggled me out of a certain mind-crevice.

  • analytical and intuitive contemplation.

yes, these are good. what else though.

  • chill vibes,
  • excitement,
  • and dread.

it made me want to think about games like this more... hmm. it's funny how you can take this tweet and map it perfectly to the MDA framework. in order, even! it's wild.
#1110
Completed Projects / mantra.
June 11, 2024, 09:29:29 AM
(in progress.)