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#481
Ego and Emotion / Forum mafia
September 30, 2021, 09:02:42 PM
I've been playing forum mafia and every game I find myself rubbing uncomfortably up against my ego, as well as some paranoid tendencies.

It's fascinating and I love playing this game for this reason: it lets me go hard and examine myself in a safe space.

In the most recent game a player was going at me hard for "acting suspicious" and I reacted by suspecting them back - I theorize because I didn't want to accept that I was being suspicious / playing a bad town game. Much easier to believe that this other player was mafia, trying to cast undeserved suspicion on me!

I resolved this feeling and got back to being reasonable, but it was too late... I'd lost impartiality and ended up making the wrong decision. We lost that game. RIP.
#482
Tenets / Settings, System, Skin, Story
September 30, 2021, 08:44:33 PM
Settings (or Metagame)
The player's agency to choose what part of the game they want to play, and how they want it to work.
Covers things like controls, difficulty settings, and accessibility... but also equipment, level selection, and hub worlds.

System
The interesting decisionspace's material. Minmaxing, optimization, economy.
One half of gamefeel.

Skin
Juice, control, feeling. Presentation. Sensation.
One half of gamefeel.
One half of narrative.

Story
Words and memories. The stories you remember and transmit? Not the story of the game (though that may reside here). The themes, but not the emotions.
One half of narrative.
#483
Primordial soup / (Story) Coming-of-age Gatekeeper
September 30, 2021, 05:21:08 PM
Watching Sable, I see a coming-of-age story. Sable is going to do the gliding. Seems like you get a mask? Okay. You need to get permission from the grown-ups. They see you as adult, you get to do the coming-of-age.

Makes me think: What if they never do? What does a story arc look like for a character who's denied their coming-of-age because the adults don't see them as adult?
#484
Recipes & Ingredients / Stir Fried Lotus Root with Pepper
September 30, 2021, 08:54:38 AM
Stir Fried Lotus Root with Pepper
5 from 5 votes
Prep Time:
10 mins
Cook Time:
5 mins
Course: Side DishCuisine: Chinese Servings: 2 -4 Author: Maggie Zhu

INGREDIENTS
1 segment 350 grams / 12 ounces lotus root
1 cup cubed chili pepper or bell pepper
3 tablespoons chopped scallion or green onion
1 tablespoon vegetable oil
1 teaspoon sugar
1/4 teaspoon salt
1 tablespoon black vinegar

INSTRUCTIONS
Rinse and peel lotus root. To cube lotus root, cut the segment in half lengthwise, slice along the tube, then cut into 1- to 1.5-centimeter (about 0.5-inch) cubes. Prepare and cut the other vegetables.
Bring a small pot of water to a boil. Add lotus root and boil for 1 minute. Drain and set aside.
Heat oil in a wok over medium high heat (high heat on an electric stove) until hot. Add scallion and stir until fragrant. Add lotus root and pepper, and stir until half cooked, about 3 minutes (longer if you use a skillet instead of wok). Add sugar and swirl in vinegar. Immediately stir to mix the seasoning well, about 30 seconds. Sprinkle in salt and stir until mixed well, about 20 seconds. Stop heat and transfer everything to a plate.
Serve warm as side or appetizer.
#485
Primordial soup / what is a game?
September 27, 2021, 03:52:58 PM
a game is an invitation to play.

in some cases, a game includes the definition - in part or in whole - of the material with which you are invited to play.

#486
I make a lot of platformers, but I do very little character-work. I think it's very important to me to acknowledge the player on the outside of the screen; you're a real person playing this game. So who are you? I want to give you the tools to be yourself in here. Do you embody the character better when you can see the character or when you can't?

I have trouble designing UI because there's nothing for you to embody. You're a person at a computer, doing computer things.
#487
Primordial soup / replayability discourse
September 25, 2021, 09:25:10 PM
@radiossauro's tweets about "games like they're places"

Quotethe games that I like to replay are usually spaces I like to inhabit, be it because of a sense of nostalgia or just because they feel nice.

I and my brother played a lot of tfc, every once in a while I log in to hang out in those places and hear those noises.

Quoteits very much about virtual places I like to inhabit to me, or some feeling like that that brings me calmness, in puzzle games like tetris etc

Quotethere's a couple of servers where people still play, there are ones with bots too, but when the ones with people are kinda full I go in, lots of old maps get revived and the community is small and chill, people voice chatting and stuff, its very much about virtual places I like to inhabit to me, or some feeling like that that brings me calmness, in puzzle games like tetris etc
#488
Primordial soup / forgettable, memorable
September 25, 2021, 04:21:55 PM
see tweet from beetlenaut (luis hernandez)
#489
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...
#490
Close reading / Small long games
September 24, 2021, 11:44:56 PM
Regarding a327ex's
"Small long games"
#491
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.
#492
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".
link
#493
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".
#494
QuoteI want to be placed into seemingly impossible situations and feel the spirit of the dev cheekily suggesting "what, you can't do this?"
#497
Close reading / How To Argue (How To Play)
September 22, 2021, 07:32:31 AM
Lulie's How To Argue claims that "meta drives arguments into black holes":

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.

What if we looked at this through the lens of "Play requires acceptance"? If we think about "arguing" as a form of play and synecdochally apply Lulie's advice on avoiding meta to the entire realm of playing?

Quote1. Meta is off-topic.

When engaged in play, going 'meta', that is, asking how the playing could be different, we are no longer playing. (I need to dedicate more time to this argument.)

Quote2. Meta breeds meta.
You can't contradict a meta statement without making another meta statement.

Once engaged in a question beyond the play, the value of the play itself is damaged. Why play anymore, now that the rules are questioned? (Magic circle.)

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.

'Meta engages emotions' is a weird downside: what about arguments about emotion? Arguments about how you feel when doing something, when thinking about something, and what that means. Of course these arguments must necessarily engage emotions! The other points are clearer and easier to discuss, without the loaded implication that engaging emotions is bad.

"Popper wants our ideas to die in our place." (Need to read more about Popper.)

Meta allows us to discredit the limitations which Ian Bogost proposes are necessary for play (need link).

Meta changes the focus from the substance of what's being played (limitations).

This barely hangs together in writing. Anyway, I'm not trying to break things down point-by-point to present an argument yet, this is just initial thoughtbreeding. Where to from here?
#498
Tenets / Play requires acceptance.
September 22, 2021, 07:20:33 AM

References
- Recognizing Play (jack, letterclub.games)
- "How does this want to be played?" (zeigfried, quote)
- Play Anything (bogost)
#499
Primordial soup / "How does this want to be played?"
September 22, 2021, 06:45:34 AM
Zeigfried proposed this lens. I like it. It makes me think of art as something which intentionally challenges you to enjoy it.

Rather than ask how it could be different, the question "How does this want to be played?" provides an inroad to play.

The nature of play is acceptance.
#500
Close reading / PLAY ANYTHING, Ian Bogost
September 22, 2021, 06:39:12 AM
Regarding Ian Bogost's
Play Anything