• he/him

one more cute disaster… it’s hard here in paradise

last.fm listening



zaratustra
@zaratustra
  • you're arbitrarily barred from opening doors and leaving certain areas even though you totally should be able to go there come on
  • very basic tasks are given to you which the task-giver should be able to perform on their own
  • super long tutorial
  • faulty parser means commands need to be phrased in several different ways even when the interpretation should be obvious
  • you have a lot of freedom but not in a way that would permanently affect the plot

fool
@fool
  • the world is built to a larger scale than your body
  • boring unskippable cutscenes
  • keeping a bunch of random crap in your inventory in case you need it later
  • Sonic the Hedgehog is there


highimpactsex
@highimpactsex

i recently watched this fantastic documentary on text adventure games by jason scott and they mentioned the problem of “how do we get more people to play these games”. you see these veterans and amateurs burn out trying to make these games profitable while a select few is still hustling out there and saying, “There’s an audience that is clamoring for this. We just need more visibility.”

as the enlightened redditor i am (i don’t use reddit), the answer is clearly somewhere in the middle: there’s definitely people out there who would love these text adventure games and more broadly, niche titles in general. i’m defining “niche title” broadly here: the stuff that’s not on storefront pages like Steam or consoles. there’s people who would love to immerse themselves in these text only worlds if they knew (i count myself as a recent convert) or people who would go “holy shit, this indie game is kinda cool”. and there’s definitely this David and the Goliath appeal: the underdog communities can beat goliath with more support from the outside.

i get that, but i wonder how many people will actually play these titles even when good visibility is there.

i think about this a lot when it comes to indie japanese games. games are getting translated, people like me write about ‘em, and many blood has been spilled over polemics going “We need more diversity of discourses in games!” and i sorta wonder if much has changed.

sure, more people have picked up titles like Astlibra, but there’s a reason they’re niche, right? even with all the mass marketing these titles could’ve gotten, they weren’t going to find a lot of players. i’ve read that Zork and Myst were bestselling titles people bought as toys that did cool things, not as how we understand video games. i would agree that people probably bought Myst to show off their epic graphic cards and Zork because a computer speaking to them is very funny. those are interesting exceptions that did spawn entire genres… but their successes have not been replicated due to this toy factor.

so the passionate subcultures and communities that stuck around and talked about these niche games aren’t getting bigger. but they aren’t getting smaller either. in an interview with ZUN of Touhou that i am slowly translating, he mentions how his sales never changed throughout the years, even when Touhou as a "genre" has gotten bigger. the audience demographic clearly changed, but he thinks there’ll always be the same percentage of people in the entire world who would play these shmups. people may dip in or out, but the number of people should be the same. it can’t grow or diminish.

after years of writing about subculture, i somewhat feel similarly: perhaps, not as deterministic as ZUN does but rather even if we somehow mitigate the material restrictions, made niche games more accessible through articles and better engines, and expand visibility (all important things that we should be doing regardless), i still expect we won’t get that many people.

this is perhaps the fate for a lot of niche titles. they are niche because they are aimed at a specific audience. while i am also sure there are people who would enjoy interactive fiction but haven’t heard of it yet, it still requires literacy and people who love to imagine and think through what they’re reading. shmups and rhythm games are notoriously inaccessible, despite attempts to make them more friendly to newcomers. and so on.

there will be success stories where a title breaks out of the cage and hits the mainstream. thinking of titles like Fata Morgana for example: it seems like some folks know that visual novel, even if they’ve never tried it. but amidst all that success, people don’t really branch out and explore.

part of that is the current material conditions we are in: we are stuck using Steam and other spaces. then, there’s the more ideological/cultural conditions like orientalism and the looking down on smaller games. but i also think, in the end, the people who do go beyond these conditions and try another visual novel may still find issues with these titles and can’t gel with them for whatever reason.

Baba is You is another interesting title to think in this light: it’s a largely successful puzzle game thanks to its intuitive logic rules, its low cost is inviting, and the game itself lets you play many puzzles in most states of the game. lots of people explored and applied these principles in greater detail — and few people have explored further than a few titles that directly contributed to this game.

i think my role as a writer documenting these subculture works is not to make people play these games. i mean, it’d be nice to see folks play more visual novels. it’s where i’ve invested money and time into developing and theorizing about. but honestly, i just expect not that many people will play these games for a number of reason.

and i think we should respect that. even if The Post-Scarcity Indigenous-Respecting States of America ever come into existence, there’ll always be something limiting people picking up some game: it could be motion sickness, the game is impossible to play without sight, so many reasons that may still make us drop the game and do something else more palatable. the most niche games can’t be played by everybody.

instead of simply seeing ourselves as pseudo-marketers of the niche games, i think the role of writers and theorists like me is unraveling commodity fetishism. one of the most interesting videos i’ve watched recently that expounds on this is OneShortEye’s video on Owl Quest. at first, you think you’re watching some kusoge (and you are), but in order to get the joke, you have to understand Sierra Online and the people who worked in this company that inspired the creator of Owl Quest to make whatever the hell that is. each step of the video is the OneShortEye interviewing people whose titles made this kusoge possible. and the stories they have in this history are important and humanizes the production. in other words, we don’t simply see a kusoge as a commodity but as an array of humans and their social relations that culminated into this product.

i don’t think everyone can do this kind of documentary. i certainly can’t simply due to geography reasons. but i feel that subculture media writers are best at stripping commodity fetishism away and showing their viewers the kind of effort and labor had been put into these games. not everyone is going to play the King’s Quest series, but hearing the stories that made them possible is more than enough.

that’s what i think when i read someone on twitter going “I can’t play Zork but I admire the game from afar.” that admiration is valid and we can certainly supplement it by providing analysis, criticism, interviews, and other forms of evidence to validate the existence of the labor-power expended on these niche games.

the issue isn’t simply that niche games are invisible but rather we haven’t gotten the right lens to see them as labor-power. unfamiliar eyes can only see these titles as commodities and they can only shrug and say “not for me.” that’s valid if we simply leave these titles as commodities. but anyone who sees people working on this craft, expending a lot of effort and sweat into them, and more is going to end up reappraising this “product”. we may not get it, but the expenditure of labor-power is real and we wanna validate it.

and the role of criticism on spaces like here then is helping that validation. we shouldn’t be simply trying to get people to play these games (again, that’s more of a bonus) but to help the non-players to understand why people have put their labor-power into this. my analysis of games and other media i write about, i hope, should come across as me trying to assess and explain to people what kind of effort these creators are doing to an audience that may not know how to appreciate it. in a way, i view my own articles as teaching people how to appreciate them as much as they can, even if they don’t plan to try them.

i really think we should be less married to the “get these niche titles out there” mindset and think more about the labor and craft behind these games. thinking about that section in the documentary on text adventure titles, i respect these creators and also empathize wanting to make these titles into a full-time career. but even if that was possible and “the titles did get out there”, they may not be compensated well for their efforts. people may not view their games as products of their labor-power but as commodities. and that just means playing into the capitalist game.

so yeah, i don’t believe everybody will start running to play interactive fiction titles if they’re slapped on billboards at Times Square. even if they did, it won’t solve the recognition problem: everyone wants to see their efforts recognized in some form or another. instead, criticism should help murder the commodity fetishism and let people see the games as true craftsmanship. much like how people need to be trained to understand how to view paintings, what folks need really is criticism that teaches them how to understand these games as labor-power regardless of whether they play it or not. analysis that helps people look at labor clearly is good analysis in my opinion.

anyway, i’m going to watch Ordinary Sausage videos. bye.

p.s. i mirrored this post on dreamwidth because it would be easier to find anything long-form for me than cohost lmao. this should've been a dw post.


Mightfo
@Mightfo

I really like what kastelpls said here about not seeing games etc as commodity/product/etc.

Interest should be more diffused away from The Big Things That Soak Up Attention, but we should keep in mind that not everything is going to get the attention it deserves. Everything can get some, but here's the thing:

There are more things that you would absolutely love in life than you have time to engage with. We make more art that we appreciate than we have time to engage with.

Even if you were aware of every game/subgenre/book/whatever, its an intersection of knowing what you want + knowing what the actual experience/quality will be + picking between 100,000 other exploratory options in this same vein.

Once you find out you like a subgenre you ignored before, you may go into more! Or maybe the itch is scratched. Or now youre wondering about other subgenres you didnt explore.

Theres more art that youd enjoy a lot than there is time to engage it, even with perfect info.

And popular products give arbitrary unrealistic expectations. There was an experiment ran with a music site where there were two versions: One where you can see views, and once where you cant. For the ones where you could see views, random songs would accidentally snowball more and more views because other people would notice they got a lot of views.

Related: https://cohost.org/hecker/tagged/creator%20economy Hecker has some nice posts on this sort of thing, with data.

Ultimately, those sorts of lopsided things may make you feel like "Well if X mediocre-to-me Big Popular Thing gets 1 million sales, then this Absolutely Wonderful thing that I love to death should get that much attention too!" But that's just not realistic and not everything can get that, especially since we are going to keep accruing wonderful creations.

I suspect that even if you evenly divide everyone's attention, the resulting number that an individual piece of art would get would not be very high. But that's ok.

Of course, this doesnt mean that you should give up on finding things that youll really love because theres always going to be stuff that you miss. You should listen to why your friends deeply adore something and consider engaging with it with their reasons in mind. But ultimately things arent just a matter of awareness->fairness.


hecker
@hecker

This to me is the key sentence: "in other words, we don’t simply see a kusoge as a commodity but as an array of humans and their social relations that culminated into this product." The folks at 65DaysofStatic have said similar things. This to me leads to at least two conclusions.

First, non-mass-appeal art is important to you to the extent that you know the people making it and feel part of a community with them, or at least a kinship with them. I don't do games, but I do listen to music. I may purchase music by a person X I follow on cohost (or who's rechosted by people I follow), knowing full well that there may be dozens if not hundred of pieces similar in style and quality available on Bandcamp or wherever. But I don't know the people who made those, and I do know X and the other people who know X.

Second, we don't need to de-commodify the entire economy to allow non-mass-appeal art to flourish (bread is still a commodity, as are iPhones), or even the economy of mass-appeal art. But we do need to provide people a way to survive and make a living, at least of sorts, when they're not making art.

I think of my favorite go-to example here, the people who created American modernist poetry in the early 20th century. They weren't MFAs or state-sponsored writers, they were bank clerks and insurance executives and physicians and librarians and people who had some money from family or inheritances. But they were also, and more importantly poets, and part of a community of poets, a community whose works ultimately became important to people other than themselves. But their poetry was first and foremost important to them, and if that had not been the case it would not have been important to anyone else.

What then is the role of the critic? I leave that as an exercise for the reader, but I think kastelpls has provided a large part of the answer.



ireneista
@ireneista

in contrast to some themes we reshare, this one could very easily have been created by Apple and released officially

the reason it wasn't is almost certainly that Apple from the Jaguar days saw the cyan buttons as part of its brand; letting users pick their own colors would dilute that brand

(you can tell it's Jaguar or something not long before or after Jaguar by the pinstripes, btw)

many people, including us, hailed the visual design of early OS X as stunning. we still think it's really very good indeed. even for a very good visual design though, the corporate incentives tug towards conformity and away from creative expression

it's just

worth noticing that, we think