quakefultales

doctor computational theater snek

indie game dev, AI and narrative design researcher, playwright


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The first is pretty easy. It's an extremely thoughtful show that cares about a lot of parts of humanity and culture that not many others do and it's ambitious while getting it right more often than not. It understands fascism and eugenics and why and how they rot us in a very fundamental way. It's just a great show even with its unevenness and age. I find those flaws charming.

Anyways the second reason grows from that last part. It's flawed, all its characters are flawed, it's deeply imperfect. It's a very human show about the way we see and treat each other and what makes people turn against each other. It's proof you can make something great without it needing to be perfect. It's a reminder that making something with other people, even if you make mistakes or don't hit the ideal vision, is beautiful and worth it. And I love it for that.



soleilraine
@soleilraine

I’ve been reading the 86 novel because I loved the anime so much. While there’s a lot of differences to talk about, (the novel is so fucking blunt where the anime is subtle and it’s a very fascinating difference,) I think the most interesting thing is the treatment of the ParaRAID. In the anime, it’s just their sort of bullshit communication tech, but the novel makes it way clearer that it’s sort of 86’s equivalent to Newtype empathic powers? And I think this actually is a brilliant story beat and it’s insane the anime cut it. Being empathically connected to the oppressed but willingly ignoring their emotions and their humanity adds another strong layer of hypocrisy to Milena that makes the story have a little bit more of a Bite. (While also proving what I’ve been thinking for a while, that 86 is very definitely the author’s response to Gundam)


quakefultales
@quakefultales

Not only does it run on empathy, it is technology based on the traits of the people the Republic is trying to exterminate. I generally find the writing (at least in the English translation) to be very heavy handed in the novels, but it's not a bad thing at all, given the subject matter. Especially because the novels Go Hard.

The northern war arc (~volumes 5-7) provide a great counterpoint to the Republic and Federacy. It really highlights both that the series is deeply concerned with what happens to everyone who survives a genocide and also examining the way war accelerates fascism and dehumanization from as many angles as it can. I love the series a ton and am only about halfway through the books but Asato is a wonderful writer and really cares about what she's doing



margot
@margot

the thing to keep in mind is that basically every industry in america is currently reaping the effects of over four decades of focusing exclusively on the short-term, which worked for them in the same sense as how clear-cutting forests work out. its going to take quite a while for many of them to recover and rebuild those audiences and customers, and given how the economy still has no incentive for anything but those short-terms, most of these industries are more likely to collapse and have to be rebuilt from the ground up instead.


nex3
@nex3

per Marx, the reason companies have been able to continue focusing on the short-term for so long (I'd say well more than four decades) is because they've continued to find or create new markets they can expand into and exploit. but we're reaching the tail end of amount of profit that can be extracted from the most recent frontiers (neocolonialism and the internet), and the increasingly desperate attempts of capitalists to invent new markets out of whole cloth are predictably failing. but they aren't going to be able to just rebuild in a sustainable way; the whole logic of profit extraction only works when infinite growth is possible. once capital can't reliably be turned into more money, the escalating crises become impossible to keep sweeping under the rug and something new has to emerge



mammonmachine
@mammonmachine

In the first wave of capital-I Indie, the developer as star auteur emerged, and with it there was a strong undercurrent of game design traditionalism; that AAA had lost its way, and in bloated capitalist money-grabbing had alienated the true gamers. Many of these developers promised to deliver games that made you feel like a kid again, as good as you remembered and better. They understood Game Design as applied science and they were cutting out the corporate middleman, and also could analyze and discard the awkward, naive, and janky parts to extract that core crystal of Good Game Design. Philosophically you still see this sort of undercurrent: Early games were good by accident and coincidence, but now that we understand game design, we can craft simple, elegant experiences, iterated on lovingly and blended into a pure perfect gamer's juice we all sup upon like delectable ambrosia.

In the late 00s and early 10s, simplicity and elegance in code, art, and design felt like a sharp contrast to AAA at the time. Thinking very concretely and specifically about the nuts and bolts of game design was and is an important step in understanding how games work and what they do, but then as now there is a tendency to think that this is all games are--there is the Game, and there is the window dressing. There is platonic code and elegance in the heart of the universe, and there is bullshit. The frame data is the Real game, the math that drives creation, and the animation is pretty but deceptive flesh that will ultimately betray, in a kind of gamer's Manichaen heresy.

But Heresy is not native to the world. It is but a contrivance. All things can be conjoined. And recently I've watched as simple, elegant, mechanics-focused puzzle game have given way for games that are stranger and weirder, that don't feel the same need to make sure the mechanics are as simple and elegant and polished as possible, that being so might not be the only way to be a good game, or only way to do Good Game Design, or the only way to demonstrate you know what you're doing. If there was a tendency to think of old games as diamonds in the rough that just needed to be polished and understood to be perfected, now there is much more of a movement to go back to older games and look at everything that seemed broken and unnecessary and treating those parts as valid artistic goals and intentional design choices. Is that jank, cruft, or friction actually an unnecessary hindrance, or is it a part of the experience?

Embracing the complexity and the cruft also means appreciating the Whole Game as if every part was equally important, not just the design and code. At GDC I gave a talk about how I wanted much weirder games because I wanted games made from the heart, about ugly and unwanted feelings; this is the other half of the conversation, about ugly and wanted mechanics and art that should be studied and celebrated and used creatively.

Being abrasive or 'wrong' can be a goal. Cruely Squad embraces how much it can look and feel like a huge, cacophonous mess, and is filled with systems that build on that same bizarre mess. It's not a stripped down Deus Ex; it's an "immersive sim" that rather than take on the burden of trying to simulate a whole world, it simulates only the most abrasive and insane parts of murder capitalism, with fishing and a stock market that make the hell worse and more complicated. Why do you reload by flicking the mouse instead of anything reasonable? Because you can do anything in a video game, and abrasion is just another color of paint on your canvas.

I also really enjoy Sylvie's games for similar reasons; she's often taking absurd premises or mechanics that feel 'incorrect' very seriously and designing games around a totally different set of assumptions than a puzzle platformer following what is commonly assumed to be 'correct' design. A platformer should have jumps that behave in this particular way and there should be coyote time to smooth out their experience invisibly so the game behaves in a way that the player would expect to be physically if cartoonishly accurate. Instead, many of Sylvie's games have jumps that feel like a naive programmer's first attempt at making a jump with none of that knowledge of how a jump is 'supposed' to work in a platformer, and then building a whole game whose mechanics explore the possibilities of what it would be like to play with this 'wrong' type of jumping. In doing so, she's exploring very interesting spaces that designers typically are taught to not find worth exploring, while asking the player to play with and take seriously a way of playing they've been taught to feel is wrong.

And there are some games only exist inside of complexity, and cannot be simplified without losing something essential, like fighting games or card games or psx jrpgs. Without the complex interactions of systems, there often isn't actually a pure and naked core of game design that is inherently fun and better. Many of these game genres tend to buckle when you simplify them too much, because the systems are too deterministic and brittle and when there isn't enough room you don't get the experience of mastery and exploration that are so important. These games NEED bullshit, and the bullshit is the best part. You can reduce these games if you want, and often the result is not a perfect gamer's crystal that Solves the genre. Sometimes even from the perspective of entirely mechanics-focused design, there's just nothing that can be gained and much to lose from trying to get too simple.

As an artist, I do believe there's as much craft and skill involved in making a game that feels strange, janky, abrasive, or 'wrong' and that like any feeling and every artistic tool, it is valid and human. Every part of the game is the Real Game, even the failed and wrong parts. And are they truly failed or wrong? Can even a failed and wrong tool be useful? Maybe history didn't end in late aughts and maybe game design isn't solved.