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#461
Primordial soup / thecatamites' text as texture
September 20, 2021, 04:58:07 PM
"Nobody reads the text in videogames!" said thecatamites (find talk/timestamp) link

text as texture.

I want plausible deniability, accidental reading, nonlinear exposure to writing, permission to miss and ignore details. text that goes by too quickly to be caught (enter the void credits sequence).
#462
- garden/tiger
- garden/tiger/mountain
- just garden/mountain?

From the thinky games discord.. risk is important and interesting to me. QoL changes often serve to reduce or eliminate risk wherever possible, but instead I like when the risk is pleasant.

The garden is a nice grind. You grind, and then test your (something) by paying to climb the mountain. You test your theory, your mettle, your skill...
#463
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

Strangely, the idea that I have of Deadplay is most strongly connected to something I wrote not even in response to the Deadgames/Alivegames piece, but this one in response to Daniel Cook's tweet thread (click the 'Quote from' link for context):

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.

If a game is 'dead' when it has no human designers -- when it was created as a result of no human desires -- then perhaps any activity is 'dead' when it does not refer to other human actors, or their humanity. To call something a Deadgame is a judgement of the drives of its creators and players as inhuman; to accuse something of being a Deadgame is to be a Deadplayer yourself in the game of life.

I think it's an interesting point, but what is a human force? The Deadgames and Alivegames article doesn't really cover the topic of what someone might want to make a game about. I recognize that this covers a great deal of territory, but I want more talk about techniques in context of how to make games about humans. This is the closest it gets, and all it's saying is "don't make these 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

Daniel Cook's Game design patterns for building friendships is interesting.

Is it what I'm looking for?
#464
Though I cannot put forth a logical argument as to why it is helpful for me to have a place to organize my thoughts (especially publicly), I do have a track record of needing such an outlet.

- twitter
- i started some private discord servers (2 active, 1 semi-active)
- letterclub.games📨
- physical notebooks (i've thrown away so many physical notebooks)
- physical zine: 'droqen was here' (for friends and patrons (link removed))
- digital notebook on tablet (Noteshelf 2)
- devlogs on discord servers
- devlogs on forums
- mailing list
- nice long conversational walks with friends and acquaintances
- many blog posts across many blogs over the years

Some of these have been more successful for my brain than others. I think a forum might be an extremely helpful outlet. Why? I answer that question here.
#465
Why a forum-shaped notebook? / Because I just love forums.
September 19, 2021, 07:21:54 PM
Look, straight up, I just love forums. I grew up on the TIGSource Forums and also there was a secret forum that had a very special place in my heart (though it is now ded). Other forums exist, but a lot of them have tags and a weird new feed-like look. I am not here for that. I just want an old-fashioned forum like I'm used to, with posts and boards and things like that. I'm old.

Some features that forums have that I love

- Adding things after the fact is simple/intuitive/part of the medium

- Hyperlinking, images, other post customization (compare to most social media, where many things are out of your control)

- I can host it on my own server and access it from any device

- Access can be shared with others easily (with powerful controls for customizing the level and detail of control)
#466
Regarding Daniel Cook's
"Why are game designers wrong 80% of the time?"


* linked from Alivegames and Deadgames
#467
Close reading / re: Deadgames and Alivegames
September 19, 2021, 06:30:27 PM
Regarding Melos Han-Tani's
"Deadgames and Alivegames"