• Welcome to droqen's forum-shaped notebook. Please log in.

still life games, haiku games

Started by droqen, May 14, 2024, 07:15:16 PM

Previous topic - Next topic

droqen

Q! DO I LIKE INFINITE ONGOING MEDIA? Webtoons, etc.

droqen

I keep up with Shonen Jump manga that I like, I kept up with Shimeji Simulation, and there are others to be certain. I do not speak of a "replayable game" in this case but a game which keeps coming, a game unspooling...

There are games that keep coming out with content, e.g. Candy Crush; these are not quite right... an unspooling game still must have a structure, a webcomic still has a structure.

Then, considering I have nearly settled on a structure, the question is : does such infinite unspooling suit that structure? Can it be made to do so?

droqen

I suppose the answer is clearly "no, not so much."

droqen

A webcomic is like a train. You wait at the station for it to arrive, on schedule. This is a wonderful experience, when the train arrives. Everyone cheers and celebrates... it is good. There are downsides. But anyway, this is its nature.

In the case of a branching game, say, Tamagotchi, where would you even wait? There would necessarily be many many unarrived trains, too many places to potentially wait. It would be a truly horrid experience, because of a serious misunderstanding of the design space.

So, regular updates and branching...

Ah, I am so tempted to make it work somehow anyway. Ahh. I have to think on it. What does a dead end look like, in an unspooling branching game? How can a secret branch end well, when it is unfinished, unrevealed, un-unspooled?

droqen

the zelda map idea . . . release conditions . . .

droqen

14 Minesweeper Variants 2 Demo

I stopped enjoying this because it got hard! But I also... you know, I still want to try the new variant, man! I don't like the feeling of having to play a game good in order to get my next interesting bit of game. I don't like that at all. I think I will continue to return to the droqever form, the Rooftop Cop form. It's... inevitable... and I'll have to figure out what to do with that.

droqen

What do I buy? What do I pay money for?

Here is the big one. I have been advised that I should try to be a personality or something like that. That seems like it's just asking for trouble. I ran a Patreon, and I think it was just not really... for me... that said I like when people praise my work, and I like when people connect with me. I suppose that the Patreon was part of that, it reflected back on that; I wanted people to support my work not me, the person, and I felt if I was not putting things out then I was not able to receive the kind of feedback that I wanted. I don't want to be rewarded for existing, I exist to create and I want to be rewarded for creating...

Hmm.

I so rarely support others on Patreon, I think because generally of this dynamic. In both directions, I want to give for things that affected me. How can I best do that? I'd like to hold on to that feeling. I want to give for things that affected me.

On top of that, I think that often the thing I want to give is a sensation, a feeling, a connection. I want an opportunity to not only be affected but to express just how I was affected... The [as yet undescribed] sticker sheet system makes a lot of sense through this lens. I wrote this post intending to let go of it, but it truly makes sense.

droqen

The primary problem with my line of thinking is that i am trying to solve the problem or question of structure before hand, as though it is a separate concern. However. There is no automatic or automated system which will produce structure as beautiful as a human artist's intentional performance. That is just the way it is.

Consider the three wide grid of Instagram. There are very good reasons for it to automate the organizational scheme and people do work within it to accomplish certain feats but if i am the one designing the structure then devising a system up front will always always produce a result lesser than the pinnacle of wh a t is possible.


droqen

#39
gallery game composition manifesto.

- DIVIDE THE PLAYER'S WHOLE EXPERIENCE INTO SMALLER EXPERIENCES

- THESE SMALLER EXPERIENCES ARE DISTINCT BEINGS, THEY DO NOT RUN TOGETHER INTO A GRADIENT OR A SMEAR; UNLESS THE GRADIENT IS ITSELF THE BEING, UNLESS THE SMEAR ITSELF IS THE BEING

- AN EXPERIENCE MUST HAVE A BEGINNING AND AN END

- THE OBJECT OF EACH EXPERIENCE IS AUTHORED BY ONE PERSON, CAPTURING ONE PERSONAL EXPERIENCE

- THE PRIMARY TERRAIN THAT LIES BETWEEN EACH SUBJECT AND EACH SUCH EXPERIENCE IS PRIMARILY EXPERIENTIAL AND SUBJECTIVE IN NATURE; THAT IS, THE PLAYER TRAVERSES AN INTERNAL TERRAIN: THE OBJECT OF EXTERNAL TERRAIN IS SECONDARY AND ULTIMATELY SERVES SUCH PERSONAL SELF-TRAVERSAL.

~ linked from Abstract scavenger game needs an ending

droqen

designs' specific accomplishments and failures? i wanted to fix something about big a little a, but im too sleep to remember what i thought even 1 minute ago apparently...

droqen

ah i remember. bala (big a little a) was created as an exercise in reproduction.... there was not a specific longing at its core and i think it was not as successful as 235 as a result. i just tried to make something with mosa lina vaguely in mind. but what did i WANT? what did i want? what did i want?


i did not want enough. with 235 i wanted something specific, something cutting. i wanted to be playing "make ten," but playing it was frustrating, i really wanted a tiny part of the experience of making ten.

what did i want from bala? nothing, and in so doing broke one of my haiku games manifesto rules:

droqen

Quote the development of a haiku game does not involve moments of discovery, except self-discovery; no prototypes or design decisions are to be made or even considered

droqen

#43
gallery game manifesto addendum

- THE ONE WHO DIVIDES THE WHOLE IS THE ONE WHO COLLECTS THE PARTS; THIS IS THE DIRECTOR, THE INDEXER, THE CURATOR

- THE GALLERY-GAME-OBJECT IS A WORK LIKE ANY OTHER, ITS DIVISION AND COLLECTION EXECUTED BY ONE PERSON, CAPTURING ONE PERSONAL EXPERIENCE

- THE GALLERY IS NOT A MACHINE, THE GALLERY IS NOT A SYSTEM, THE GALLERY IS NOT REGULAR. ART IS FOR HUMANS.