MoxieCat

ฅ^•ﻌ•^ฅ

Queer cat from Canada, writing songs and telling stories.

❤️@BirchCat🦨❤️


My Website!
moxiecat.dev/

posts from @MoxieCat tagged #big thoughts

also:

Something I'm realizing I struggle with is that I try to keep my projects "special."

There's a couple things I'm working on at the moment, but I haven't posted much about them - I've got 4 things in progress and I've only posted about two of them.
And that's uh... that's pretty bad marketing.
Not that I want to do much blatant "marketing," of course, but like... if I'm not sharing my stuff, how is anyone supposed to get excited for it?

The problem is that I always want my projects to be "special." Whenever I come up with something, there's a particular feeling or moment that I'm usually building up to.
I really want my audience to get to experience that moment wholly and completely, in context, and without any spoilers.
I want my audience to have that moment be special, the same way it is to me.

But that only results in me never posting anything, because then I would be sharing an incomplete product without the necessary context. :V

I don't think there's any way to get around this besides Just Posting And Dealing With It.
But I'm going to have to, because it's the only way people are going to see my art! And sharing my art is really important to me!
So hopefully I will be Just Posting sometime soon!



mammonmachine
@mammonmachine

I don't want to shoot the dog, but I do want to shoot the idea of having a dog in the game to pet.

I know, I know, it's pretty mean of me to pull out a gun and unload a full clip into a completely adorable and wonderfully intentioned little trend even if it IS a little bit annoying, and it's certainly kind of an overreaction, but while I've got this gun out and you're listening would you mind if I made a particular hyperspecific point? I take issue with the idea of putting a dog in the game to pet because I think that's missing the point: if you have a dog in a game, you should be able to pet it.

Do you understand the distinction? The only reason for asking "Can You Pet The Dog?" is because the dog, when present, doesn't give the player any way to interact other than what the player normally has, usually gun. Gun is not the ideal way to interact with dog, and developers tend to forget pet but remember gun because petting a dog doesn't do anything. For player's that's exactly the whole point, that there is no point, and that's kind of mindblowing to me. Like, I spend all day every day trying to make a big digital stage and trick people into believing it's real, and they laugh at your antialiasing and say you need to upgrade your version of the Unreal Engine, and then they'll go on to ask why they can't pet a dog. Isn't that funny? They think they see all the fakeness and seams but at the end of the day the human brain is not immune to seeing a picture of a dog and going " doggie :)"

My best friend and streaming partner Fern loves Bloodborne and Souls games more than anything, and one of her favorite things about these games is the ability to wave and gesture at people. They put emotes in those games because of multiplayer, but you can do them whenever you want. Wave to the Silver Knight shooting arrows at the pillar right in front of you. Wave to the boss through the fog door. Wave to the fire keeper—wait she waved back!

You can't "pet the dog" in Bloodborne (dogs in these games are made of knives, unsafe to pet) but you can "pet the dog" (the doll giggles when you act goofy, like a teenager trying to get a girl to notice her). This fake, inanimate world responds back to the player's attempt to communicate with it, even when there is absolutely no mechanical reason to do, an act of communication between player and world that is delighting in and of itself.

This is the spirit, rather than letter, of petting the dog. It's not about a literal dog that you literally pet. You can find a way to put a dog in the game and you can figure out a way to pet it, but it's not very impressive. What I would like to see is identifying what in the game the player wishes they could interact with, simply for its own sake, just because they believe in the game, believe in it more than you who made it does, and want the game to speak back in a way that validates that belief. That is a much harder dog to pet. But isn't the whole point a lot of work for no real point?

Speaking of, while I've got this gun, I feel the exact same way about fishing minigames. A calming and idle pastime in the middle of a very different kind of game is a great idea, but I think you should pick one that suits what your game is about. Yes, Cruelty Squad does have fishing in it, but the real fishing in Cruelty Squad is the stock market. Think about that while I lower my gun and give you a chance to flee.


MoxieCat
@MoxieCat

Thank you for putting this into words better than I ever could!

This has been a major part of my own design philosophy for a while, but I've only been able to describe it as "content for no one" - it's not for the player* because it's unrelated to progression, and it's not for the story because it adds nothing to the stakes or character development.

*But in a way, it IS for the player - not the character, but the human behind the screen. It's part of the World, or part of the Art. It's a moment for the Artist to interface directly with the Audience, without adhering to the pretense of "I am making Entertainment Software efficiently." It's a more genuine "thank you for playing" than just putting those words in the credits.

Fuck all that efficiency nonsense - efficiency is for workflows, not products. You're making Characters who live in a World, and you should be building that world in a way that allows it to react when poked.

You should let your Worlds breathe.