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vectorpoem
@vectorpoem

this is why we need the equivalent of 19th-20th century art movements in games, so that we can have a coherent faction of designers who say: "it is imperative that we confuse the player" and then the rest of the field reacts to how that feels like it alters the fabric of the medium.


bravemule
@bravemule

its imperative that the motivations of the player and the player-character are in conflict


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in reply to @mogwai-poet's post:

Rain World - if you’re unfamiliar it’s a survival-platformer with a fairly intricate ecosystem, and the game is willing to explain some of the platforming mechanics and none of the motivations, capabilities, or weaknesses of the many other critters you encounter

So it’s a lot of meeting a new thing and going “which of us is food? how can you help me? how can I get past you?” And every time I’ve caved and looked up info about a creature the possibility space is always much, much bigger than I would have imagined.

Glittermitten Grove was a surprise and delight because it was basically sold as "Frog Fractions 2's camouflage dust jacket" and it turned out to be a DAMN SOLID GAME on its own merits

...GODDAMMIT, I NEED TO FINISH FROG FRACTIONS 2 SOMETIME

in reply to @vectorpoem's post:

in reply to @bravemule's post:

I think that there are plenty of proponents for this throughout indie games, and even sometimes in triple-A! I feel more than ever emboldened to expresses this idea, and request for games to be designed with it in mind, because I feel like it may actually be received and understood by a great few. It's cool!

curious, could you expand on what you mean by reactionary taxonomy? any examples? (i've explored player/player-character conflict/alienation a lot in my own work but dont think im familiar with what you're describing)

I think having the motivations of the player and their character conflict creates an interesting game dynamic. I used to think/write a lot about player-character motivations back when I was studying games, as that was something I found interesting.