irina

trans, gay, poly, bun

 
mid 20s nerd, in lesbians with my 🧑fox❀️ and πŸ’œcatπŸ’™
 
fan of the video games and the board games and the computers and the architecture
 
pfp by @taffywabbit


JuniperTheory
@JuniperTheory

The best gag you can do in a video game is to early on give the player one highly specific way of interacting with the world that makes sense for the current situation; i.e. a dedicated Kiss button in your romantic scene, a dedicated "tear this up" button for a game that starts with you finding an eviction notice

and then as the game continues on, force them to keep using that same input in all sorts of baffling situations. No changes. All people must be kissed, all documents must be torn up


JuniperTheory
@JuniperTheory

chibi robo has been endlessly delightful for how you keep getting the YES or No response even when the situation really would ask for a better answer

It's so funny to me, giggling every time


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in reply to @JuniperTheory's post:

Jacob Andrews of Drawfee fame designed a zero prep one shot RPG system that leverages this absurdity very effectively. If I'm remembering correctly, players (who, again, have not prepared in advance) announce that their characters are Great At one skill, Terrible At another, and Just OK at some third skill. The collective pool of skills that the players come up with during this process are then the only skills that exist for the rest of the game.

In the video linked on the above itch.io page, you wouldn't believe how the "moving furniture" skill gets deployed to solve problems.

in reply to @JuniperTheory's post:

the opposite is pretty good too, in portal 2 it tells you to use space to speak and then you end up jumping (not appropriate for the situation) and you use jumping later in the game and it makes sense