CW: Discussions of Transmisogyny

The common response to vulnerable niche play experiences like Video Game Feminization Hypnosis (2019), Cave Story Sex RPG 2007 (2021), and He Fucked The Girl Out of Me (2022), is mockery both for the boldness of name and of content. Video Game Feminization Hypnosis is a psychic-design-manifesto with lines like "i dont care about the "puzzles" i just wanna explore weird islands & mess with the machines" and "ive half-joked about my games being laced with estrogen but i wonder how powerful they could be. what if we could use video games to forcefem ppl all over the world" nested as hyperlinks throughout her vent towards a better girly gameworld. Written in lowercase text and using internet acronyms like 'ppl', she speaks with a casual concern for unfettered femme exploration games as a way to potentially rewrite the social code.

It has not been product tested for review, nor has either of the other 2 games mentioned. The problem here is that the culture of 'gaming' itself is unable to step beyond the bounds of product review. Franz inquires into this problem around Cave Story Sex RPG 2007

"Why do we seek to quantify something clearly very personal based on how much it resonates with us?

I think my problem is that I think people are looking at this game as they would a product. Like it needs to have some value to me, otherwise it's not "worth playing".

Nadia, Fewprime, Blood Machine, npckc, communistsister, bagenzo, and [pourpetine] (https://xrafstar.monster/games/). These are in my mind the most notable transfemme gamedevs and their relevant store pages for their work¹. It's obviously not a comprehensive list, but this is my notation for who is the most publicly notable and prolific within the scene. Notice that all of the games on these pages are free as are the 3 games I opened with at the start. That's because transfemme gamedevs more often have to make their corpus free just to get eyes. So what are gaming spaces assessing the 'worth' of a completely no strings attached free simulated experiences? I think its the fact we dare to make people uncomfortable and borrowing a modicum of their time (across all the devs I've mentioned I cant think of 1 that takes more than 3 hours to finish, usually only being around 20 minutes in length at most). My sisters have to cheapen themselves to 0 just to get your ear and its still just met with mockery, harassment, and belittlement².

Even when a transfemme game dev gets the chance of any success at all she is thrown down again. In pourpetine's Hot Allostatic Load (2015) she notes among a litany of pained observations that

"One of my abusers was sent a list of the nominees for the upcoming games festival Indiecade. Unfortunately, I was on the list. I ended up winning an award, ostensibly to recognize my feminine labor in the areas of marginalized game design—years of creating access for other people, publicizing their games, giving technical support, not to mention the games I had designed myself. Instead of solidarity from other marginalized people in my field, I was attacked."

Video Game Feminization Hypnosis beats to a much more Utopian drum. A belief that we can mesmerize people into a more pure goo out of this vindictive rut, create a games made out of love, show people feminine Exits.

I believe in all that. I also believe that my words and those of my sisters are constantly being cast a sidelong jeer of disposability. That I and my sisters are then to blame for when a mobbing happens and not the world's own biases and outrage. This world has made this all quite non-negotiable, no more playing along with the democratic cesspits and hateful comedy routines. Here's to reflecting on the play experience others treat as compost as if its the most meaningful urtexts in the world because to quote pourpetine again "Build the shittiest thing possible. Build out of trash because all i have is trash. Trash materials, trash bodies, trash brain syndrome. Build in the gaps between storms of chronic pain." trash art is my queendom.

I hope it suffocates society before it can flee to their patriarch Arks. As princess put it here 'flood the world and dilute the sludge'.

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1. 2 notable exceptions I know of with pay to play games by transfemme is princess/Girl Software's other games, and the cowriting of Aevee Bee on Worst Girl Games. Also key in on the fact here I'm making no judgements on individual pricing of games as a moral decision.

2. Does not remotely just happen On Backloggd³ if you think this is just a grievance I have with this site you're gravely misreading me and I urge you to slow down your social media outrage use for a bit qt~

3. Although I should not lie, social media sites are remarkably more unreliable habitats for trans people than they initially appear, this place has been a great learning experience of that in my case

Played this on a nod from a friend I got back in touch with. It's a neat lesbian disaster apocalypse visual narrative where the main character, a ciswoman named Pandora is an abusive jerk. You're welcomed to all her begrudging thoughts as she smacks around and disciplines the trans cowgirl Addie. With some intense atmosphere on the part of dark visually fragmented backgrounds and rumbling lofi noise music. Aesthetically quite similar to We Know The Devil (2016) there, with a similar dozen or so marked emotional portrait changes which is appreciably more than average for games of this scale.

A lot of the game cycles through constant put downs and sexual experiences at the end of the world. My usual complaints about Visual Novel objectification is wavered here on account of it being a kinetic novel and therefore not giving the player and option to input their level of sleeziness. Along with the fact the games depiction of Addie is very aware that this relationship is not healthy or good, if anything it feels like an intervention. The story opens with her smacking Addie across the cheek, there's no 'victory' in whats going on here. I do have a relevant lead for this Objectification aspect to actually. A narrator with no face is a significant aspect here. I would have loved to know what Pandora looked like but the most we have of her is her hand print from smacking Addie. This aspect of a narrating character who you can't see may be a huge part of why these visual novels feel voyeuristic in a way I don't quite enjoy. Even if the main character is cruel, sexist, etc. I still feel like knowing what they look like and having that brought around a few times would subsume the feeling of voyeuristic disembodiment. Key here is rather than feminist critique, I think knowing what the protagonist looks like physically is core to good characterization. Here for example, knowing Pandora's face would have gone a long way to understanding the metaphor, is Pandora a human 'domesticating' her cattle or she a wolfgirl? etc. The fact a lot of Visual Novels do without this process of depicting their protagonist is my more formalistic issue, considering they are an active agent in these stories.

It's a socially exhausting experience, where it feels like the story should have ended several times, but its supposed to be. Think of the work of Beckett plays like Endgame (1957) or more popularly Waiting for Godot (1952) and you'll get what I mean. I think that this could be understood in terms of a light and probably accidental erotic adaptation of Endgame actually, with the similar themes of uncomfortable symbiosis and disciplinary threat mired in hazy apocalyptia.

The themes of disciplinary looping and sadomasochism upholding a bad relationship are ones that I'm all too familiar with and dealt with all my life. I'm not victim blaming relationships like the one Addie is in for crumbling to this fate, but similar to what I said in my Curtain write up, I think this is relatable in the sense that you can love and enjoy being around people who start to act this cruel, and its preventable. It becomes a learned behavioral loop. Where the perpetrator is not really sure what else to do so resorts back to punishments and rerouting that to whatever most base enjoyment you share (in their case, cuddling and sex). Which eventually crumbles away at the spirit of the person on the receiving end. One really crucial note here though is that most people who do this is are usually miserable with themselves for doing it as well, and often just try to justify out of that mood. That's for a simple reason: such a social wardening ultimately means their behavior is entrapped in a role locked 'flow state' from which they cant break out of. The roles create a state of play for them but the 'game' is too easy so eventually they have to up the ante and get rise out somehow. Do more, yell louder, pull some hair, whatever.¹ Admitting to feeling a little bad in moments is allowed, but it still has to be on their terms, try to call them out and you're gonna get slugged. I've been in at least 4 relationships like this in my life, maybe even more than that.

All said, totally up to you to opt out of trying this one since its quite plotless, whereas her other works I've played can you say my name again (2017) and One Small Favor (2016) have a more direct narrative thrust. I still liked it quite a bit, but you'd have to really prod me into replaying it :<

1. This is not functionally dissimilar from what I noted in my 'nerf dart russian roulette' analogy in the Vampire Survivors insight, where I stated: " There's obviously the stakes themselves which are awful, but even if it was being done with a nerf dart the game itself is so static and unrewarding if played many times that the only way to have fun with it and produce more pleasure is by either getting in a tantric zone, or by raising the stakes." I think the longer things go on the more I start to believe that this aspect of 'gaming' might be something one should be weary of. Let it be noted that my opinion on the concerns of Vampire Survivors has also shifted dramatically since that initial insight, but I will write about that sometime soon.

CN: Anti-gamer sentiments, intellectual discussions of 'games', lots of reference quotations, Feminist sentiment

Stated Potential Conflicts of Interest: Kye is one of my closest friends at the moment, however, it's a non-monetary relationship. However, I do post all of my write up on games in her invitation only discord server as its one of only 3 places I have to share my write ups off site with people who might be users here (the other 2 being another invitation only discord, and twitter).

Policy

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Reflects my favourite type of videoplay jank, you have a PNG image for a title screen with the minimum number of options to choose, and then you're dropped into a floating environment box in the middle of the sky unable to know how to interact with things, no exposition either. If you move the camera the trees will switch position and hang off the side. It takes a second to figure out what the controls are here for interacting bizarre objects. None of these are complaints against the experience though, it enhances the strangeness of the environment that much more. The Catamites' writes on the "computer memories" in play environments stating

"playing a computer game can be a strangely unmemorable activity - move here, move there, eat the cherries, etc. we keep track of a kind of vague gestalt impression of what's going on but it's hard to remember exactly what we've just been doing or why, in part because the game keeps track of that for us. in many of lilith's games this perpetual present is placed against a frozen and inscrutable memory world, and part of their power comes from playing with the back and forth between the two forces."

I think this videoplay intervenes on that usual fetchquest style of play by dropping you into a world without the grace of some expository explanation, and by the fetch quest itself being truncated. Most of play is in figuring out the nuance of controls, how to 'express' Kye.

After you get a hang of the controls, the endearing quality of this usually generic 3D RPGMaker asset type visual style sinks. Everything about these assets is bright, soothing, and melancholy. The camera panning to a fixed position on the other end of the environment box amuses you when you realize that 2/4 of them are obscured by trees.

princess/GirlSoftware argues in terms of channeling girliness that:

"if u can reimagine a game but make it girlier ur already contributing more to the medium than any guy as far as im concerned."

In this case, Kye has reimagined a feminine melancholy in what is often referred to as the 'joke game' or 'gag game'. Videoplay like You Have To Burn The Rope and Space Funeral are both games that amuse me, but quantify a more belligerent aura around their appeals of videoplay winstate hollowness.

I think this piece is snubbing false binaries of choice in games and leads to its punchline in a mellow enough way that its stings when it happens. It's a joke, but one that sees an anxious cruelty in losing a loved one and trying to find them again.

I recognize the perception as just paying lip service here, but I don't think that's the case. I think instead it's because I enjoy systems that enhance 'aliveness' and quell 'deadness'. This is a concept I've picked up from Alt Designer and professor Melos who defines these aspects as follows "An Alivegame is a game whose purpose is something to enrich the lives and humanity of those who play it. It can be as simple as a 1-hour game made for a friend's birthday." in contrast to a deadgame which is "On the other path of history, we have the endless, dead, self-consuming Deadgame Industry, exhausting the creative lives of millions on producing these empty games that might be ‘fun’ but are, mostly, just there for us to whittle away the time and leave ourselves unchanged." While I've abandoned all use of the term 'game' for the moment, as I believe its very usage advocates deadness¹ , advocating instead for something like 'play environment', 'piece', 'videoplay', etc. I believe the general idea of aliveness being found in experiences small in scale is spot on, though I disagree slightly with his humanitarian agenda. While the aspect of 'deadness' in a play experience can speak to aspects of monetization, crunch, minority hatred, etc. which are all hideous. The appreciation for aliveness has nothing for me to do with a 'human' connection. Instead, its a connection to a 'thrust' in the articulation of a play experience as doing something distinct and beautiful is usually felt here in the same way that it is for poetry in the written word. Regardless of if experience is ambiguous in function, or clear, the compactness of the form allows for all of the dangly bits to read out much more clearly. Simply put, I just think their formal quality of engagement is superior in every way, and the only reason people play 'dead' games is because of pleasure trickery and to be a 'part of the discussion'.

The play environments I engage with at this point are mainly from a site brimming of aliveness, Itchio. The aura in general there is in a more open trading of communal resources and function, with few if any of the financialized aspects that can create hierarchies that build towards deadness and gamification². I believe deadness in games can be valuable, but mainly as a reflection of current capitalist conditions in the arts rather than any innate appreciation in the 'hollowness' of the corpse. Functionally deadness can also depict to me a specific kind of lost melancholy but it has to be done very particularly. Regardless deadness is not a significant value in what I tend to pursue.

That said, aliveness doesn't completely explain my preferences either. People may wonder why I tend to like stuff like this, supposed bottom of the barrel videoplay jank because its 'obviously rushed'. Well, it's ultimately because these small PC throwaway experiences are consistently transformative and new, and allow for a large amount of comparative data to draw on in relation. I truly am getting something out of experiences like this, it's not just for show.

The only main issue I ever tend to take with small scale alive play experiences is aspects of writing, stuff like typos or weak word choice, excessive alliteration, etc. Those have been avoided here and that's good enough for me. I think its better to not see yourself as being 'tricked' or 'disappointed' by such small experiences. Nor should be any shame in conveying a world in 30 minutes or less. On the contrary, the thrust of that shame should go to audience mob vindictiveness over the grievance of 'expectations'. Anyway, I hope Kye makes more of these soon I thought it was really cute and has exactly the visual sensitivity I crave for these days.

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1. I recognize it's an extremely bizarre take on my part to throw out the term 'game' as if its a dirty word, but I think it might be useful to know I'm not alone. Iconoclast dev Chris Crawford says something similar when laying out the syllogistic logical network between 'game', 'play', and 'fun' before ultimately lampooning them, saying that

"The problem with this reasoning lies in the fact that the words "game," "play," and "fun" are in flux. They have historically been associated with the behavior of children, yet in the last century, with the creation of significant amounts of leisure time, adults have taken up play as well. This new, adult kind of play is still play by any definition, but the word "fun" doesn't quite fit the adult's experience."

He uses this analysis of the rampant fluctuation in the terminology to prod at the term 'fun' as destabilized, which I think is correct to do. This was mainly for the attempt to lampoon the 'Fun Factor' theory of design, but where does that leave 'game'. Well in my view this term is also a form of strict infantilization, if you frame such experience as a 'game' then you risk de-emphasizing their maturity into some isolated experience with no 'bioreality' (that you don't spend time sitting with it, or use your eyes to actually view it, etc). Furthermore that its also not something to be taken seriously or considered outside tabletop game functions like a win state or as if an experience is supposed to 'give' you something in particular, like you would a child. It also deemphasizes risk, traffic lights are a 'game' within the field of game theory but playing it as if its zero sum (valuing your own time at the expense of everyone else) will cause you to risk suffering and death. If everyone framed and treated traffic lights as a 'game' then people would try to 'game' the system and endanger themselves and others more in the process. In my view this 'gamification' of everyday life is a bad thing. By compelling myself to speak of exeriences as if they are games is to pull a highway robbery on what they are expressing to me. I take no judgement for people who continue to use it but I want to rid myself of it, at least for a while.

On the other hand, what about the word 'play'? Surely it's culpable of one in the same? For me, concepts of 'leisure' and 'play' at least only speak to the specific behaviors the audience has to engage in, a form of enhanced input. Flipping through channels is 'playing with the TV' you can 'play with' a movie by rewinding it, etc but neither is a 'game'. Just in the same way that I've come to a violent opinion within myself that there is no such function as 'the arts' the same is said for 'games'. They both reek of me of industry, trying to justify its habituation. That all said, in order to anchor down what we are specifically doing here is to call it a computer 'play environment' so that we can segregate it as an isolated function of experience. We can be even more word anal some other time.

2. If you would excuse the tangent, there's one exception: The GameJam. GameJam's are not in themselves a bad concept, but I take issue with the time constraints on many of them, often being only a week or two. Along with often the designation of a 'winner'. Meaning that what becomes rewarded from this structure is a small scale version of the 'crunch' hierarchy which praises the most 'polished' work of the bunch. Other parasitic process of play design, voting out all the aspects of a games work on a public pool for the 'best game'. All this crap ends up creating a lot of works on the platform with a profound amount of 'deadness' within them, while also causing an unfathomable amount of harm. At this point I find those jams utterly deplorable in function. I've explored this 'abandonment' of creative labor in my Yo! Noid 2 write up here if you're interested, despite my love of it I think it's deeply engaged with 'deadness' as they had to go back and make a more 'finalized' version of the game on its own later due to bugs etc. With that said, there are good GameJams, but they are far and few between as of now. It should also be mentioned that most games included into these more deplorable jams do end up being good games but they usually are not the 'winners' of those jams which tend inhabit the most 'deadness'.

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References:

Betsy Hospital Game FAQ by the Catamites http://harmonyzone.org/text/betsyhospital.html

video game feminization hypnosis by GirlSoftware
https://girlsoftware.itch.io/vgfh

Deadgames and Alivegames by Melos https://melodicambient.neocities.org/posts/2021-01-10%20Deadgames%20and%20Alivegames

Excerpt from Chris Crawford on Game Design
https://flylib.com/books/en/2.178.1.21/1/

1993

DOOM is phenomenal. ID software team really created the Fast FPS genre with this one. This is not worth understating. The only other game that came close to what this game was doing was Wolfenstien-3D. It only takes a few minutes of play to recognize just how sluggish it is. No title had this degree of 1st person haptic feedback by this point in history¹.

I love this one and I could gush about why in an endless multitude of ways. I could go for the comparative approach by looking at how this game does Fast FPS combat better than any game after it. How effective it is in creating atmosphere without relying on thick shadows and darkness (DOOM 2 really drops the ball here). I want to keep things simple though, so I'll just focus on this: DOOM solved the Door Problem of combat design before the genre was even the cashcow we know it as today. If you're unfamiliar with the Door Problem its quite simple: You as the player instead of entering an aggressive and dynamic room back off using the door as a shield with which to leash enemies, simplifying the dynamic within you control often in ways that rob the fiction of its bite.

Andrew Yoder has a great article that covers this phenomenon here . It's a fantastic read just in general if you have a chance but I want to pull 2 main excerpts. For one he notes that the Door Problem is not actually about the door, as he puts it "the door itself isn’t the problem. The problem is the relationship between these two spaces, a problem that the player experiences when crossing the threshold, which is often a door."

He also makes a much bolder claim which is that FPS combat has almost nothing to do with the gratification of violence from ballistic combat but instead is a complex game of territory control as he states

"Building a level for a classic shooter is not about killing scary monsters with cool guns, though this is part of their appeal. A classic shooter level also isn’t about its sequence of locks and keys. These are both means to an end, and that end is map control. As the player moves through a level, they are taking territory from their enemy and locking the level into a solved state."

So then how does DOOM solve this problem you might be wondering? It does this I believe in a couple ways. For one the weakest enemies, the Zombiemen and Shotgun Guy's have hitscan. What that means is there is no ballistic firing, these dude take a second to see if your in view, do their gun animation and instantly hit. So standing in place near a doorway means that these guys will hurt you, its not 'safe'.

On top of this you have the fact that if you try to escape to dispatch from a corner the 'Pinkies' which only do melee damage can cornor you and pummel you to death. This means that running around like a rabbit in an occupied zone is often actually safer than hiding. In part because of the fact enemies can hurt each other with projectiles causing infighting. You are rewarded for getting into the action rather than avoiding it.

The one other factor that raises the combat stakes is how bizarre enemy movement patterns are. In most contemporary shooter the enemies will walk in a straight line towards the player but in DOOM they do a zigzag and functionally wander in the players direction. This may seem bizarre at first glance but is justified by the demonic possession aspect in the narrative. This is crucial because if they were actually humans this pathing would be nonsensical. Regardless of their impressive symbolic justification for the unique movement patterns, when you actually play it it means you're always having to adjust your aim and be on your toes. Moving while shooting allows you not to have to move your retical as much. Precision is often best while moving as strange as it seems. This is yet another way in which the Door Problem is rebuffed, having to constantly adjust your aim when standing in one place is more ironically taxing than running around.

A lot of why this works is because there are no actual corridor levels in DOOM, every map has a reasonable open space for the combat encounters with the exception of some hallway sections in Map E2M6, "HALLS OF THE DAMNED". This is because the enemy pathing doesnt actually deal with hallways well, often getting stuck or confused. Thus the levels in DOOM are open and inviting allowing for players to dash around and get their bearings. Swapping weapons and planning their approach. It can not be understated enough that I think almost all the Maps in DOOM are fun to play on simply for the reason alone. I'm actually quite partial towards the later 2 episodes because of their wideness in comparison to some of the romero maps in episode 1 which feel claustrophobic and often require you to fetch keys.

In my mind this is what makes doom work and worth actually playing through and thinking about. This is not to say that there are no moments where hiding behind a door is the right call, but it no longer becomes the dominant strategy. It becomes another strategic tool in your wide arsenal.

With all that said I agree entirely with HPE's post on DOOM in both what it focuses on as its strength and the idea that 'Pistol Start' is the way to go. Pistol Start is where you die at the beginning of the level to only set you with 50 pistol bullets and none of the other guns or ammo. What this does is cause you to risk further into the map for resources and 'feel' out the level. On that point I played this game around the 2nd Episode in a very extreme 'purist' fashion: Ultra Violence difficulty, almost no saves, and pistol start. I played it like this my first ever play through of it and it greatly enhanced my play through of the game and appreciation of the artistic and novel qualities each map had for me. See, by this point Save Scumming would have been a relatively novel concept to the point that people may not have used it much beyond saving their point so they could come back later. Save Scumming started happening with point and click games which by this point had not been so profoundly popular yet. SCUMM only had the first 2 Monkey Island game by this point which didn't have a death mechanic anyway. Meanwhile the most applicable example of the King's Quest games were made up to Kings Quest 4 by this point, but the demographic for those games was not particularly the demographic for DOOM. My mom played King's Quest, she did not play DOOM. Point is most people were still playing No Save games so the prospect that you could leverage the save functions to create a new Door Problem via temporal trickery hadn't been established yet.

I mention this not to get into a rancid difficulty argument but instead to say that yes, in a contemporary context after the boom of save state emulation and anti death set back nueroticism a biased interface to save every 3 minutes and reload if you die is obviously going to trivialize DOOM. We all know how to play FPS games by this point, we don't need to make a game like this even more easier for ourselves. You will take out what you put in with this one. Play on at least the Pain difficulty and dont save often. Let yourself die sometimes and restart the map! Sometimes friction is good for you, it forces you to be more engaged with the system. DOOM taught me that and did it in the best way possible.

There is a lot of other factors I particularly enjoy about DOOM, I love the fact you can see your character portrait in the HUD, an alienation that later FPS games would introduce. I love how 'strafing' become this unique movement function that feels so satisfying. The horizontal mouse movement and QWE propulsion feels SO much nicer than the normal WASD layout I've become too accustomed to, it also means I can hit the number buttons easily. There are about 100 small little details like this I find deeply satisfying, but I wanted to hone on that 1 reason you should want to try and respect DOOM: It literally solved the Door Problem this early on.

I feel like I should just tell you I wrote this entire thought in a fevered and smiling state. DOOM really did it so well. I wont lie, this game really does bring out my happy Boomer side :D

Sidenote: I reccomend playing a sourceport of DOOM, im particular Chocolate DOOM. Steam DOOM is fine but has some really irritating visual additions. Do not play any version of DOOM with vertical aim, it cant be trusted.

As for the rest, Surf on!

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1. I would understand if you don't believe me here. Surely there was an action shooter by this point that did what DOOM did? No there wasnt. Watch Errant Signal's Children of DOOM series if you dont believe me. This is by all accounts one of the first First Person Action games but absolutely the first shooter of its kind. Nothing else was doing this. It's a technological marvel. The fact the backgrounds and enemies look stunning as you run around is absolutely astonishing.

CN: Discussions of Capitalist Exploitation, Health Concerns

Est. Reading time: 17 Minutes

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So, coming back around to this conundrum and recognizing it's churning out more and more updates and DLCs, I've realized I can only speak about this issue at its most abstracted, through analyzing the production of 'progression systems' in these games and then go from there. I know for some this will seem obnoxious but bear with me for a bit, I'm hoping this will get interesting.

Assuming you're at least somewhat interested in game design, which is hopefully the case if you're reading this, then I'd like to take this opportunity to encourage you to play a, what for the moment is called a 'survivor-like' like Vampire Survivors here for at least an hour or two (You can play Vampire Survivors or Magical Survival on your phone for free if you'd like, or use Bluestacks). Don't worry, I'm not going to sit here and tell you they're hidden gems or anything but they do illustrate a point about game design in general.

If one were to ask me these bear the most resemblance to the rpg genre, play something like final fantasy or diablo, and a large part of the appeal is finally reaching that next level you've been anticipating. Things tend to be measured in experience points with little bars displaying progress you can grind towards somewhere along the way these elements which used to be exclusive to rpgs began to migrate outwards slowly permeating everything. At this point that assimilation seems more or less complete. Now, many games have something similar: level up to increase your damage or get a new loot box or just so your icon will look a little more fancy.

In some cases these leveling systems don't even affect the gameplay at all, which leads to the question of why they exist in the first place? The answer is pretty obvious: people used to play quake 3 all the time just because they enjoyed it; it didn't need anything else to keep them hooked. Now if we imagine two identical versions of quake happen to release on the same Day, one with a progress system and one without, it's easy to guess which one would win a larger player base. Even if both audiences were still small, while some players won't care about the difference, others will be drawn to the progression system, in which case that version has a greater chance of surviving while the more minimalist one fades into a relevancy.

Economics fuel much of this problem with the progression system comes unlockables, and with unlockables comes micro transactions to acquire them immediately that income can be used to extend development updating the game with more content providing a feedback loop of success. This probably doesn't come as a surprise to you, but there's a more sinister way of thinking about it which you may not have struck upon yet: In a sense, games are evolving to exploit us.

Even if no individual person agrees that progression systems are a good thing, they tap into a simple desire we all have to one degree or another. If you're a fan of the metal gear series then i don't have to explain the true meaning of the word 'meme' to you but for everyone else a quick rundown the basic premise is that ideas are a little like genes successful ones get passed down to future generations while unsuccessful ones disappear. Keep in mind, this doesn't mean the idea is beneficial or detrimental to humanity, just that it perpetuates itself somehow. Progression systems could be seen as a successful 'meme' which will be difficult to eradicate. Ironically, even the metal gear series itself fell prey to this particular trend. Now that most games have something like this, it's hard to envision how another game can compete without it even if you create something enjoyable enough to survive without this meme someone else can come along, create a clone of your game, slap a progression system on it and steal your audience much like click bait. It's a selection pressure that will seemingly never go away anymore. If one were to ask me, that doesn't excuse developers or critics who rely on such tactics, but it's a reality we need to confront sooner or later. On paper wouldn't we all agree that getting better at a game yourself is much more rewarding than pretending you've gotten better by unlocking more upgrades?

It's worth examining whether your behavior aligns with your answer to that question this is why playing an idler can be beneficial, because there's few better ways to break the spell than to confront the absurdity of it all. After you've killed a thousand baddies per minute, killing a skeleton for 25 xp doesn't hold quite as much significance. Despite how it might seem at times games aren't the shit you pick up while you play them the actual game is what happens in between those moments.

When you recognize that just walking in circles and watching the number increment can be enjoyable, you recognize that there's something exploitable about the way many of us are wired. As a species we have these collective weaknesses and now more than ever games are tapping into them so either you make a conscious effort to push back or get rolled over like so much squashed dough.


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As some of you have no doubt recognized, I didn't write any of that. With the exception of the first paragraph and switching some words so that its about these 'survivor-likes' instead of about idlers, this is actually just the Full Excerpt of 'Clickerbait' by Matthewmatosis. Perhaps you realized that because you scrolled down here to see what the you were getting into ahead of time, or perhaps you know because you're already a fan of Matthewmatosis and so the disguise didn't work in the first place (I'm hoping that group will be compelled to know 'why' I was deceptive about that in the first place, hopefully you'll be rewarded to).

Regardless, let's assume that I've effectively fooled a reasonable minority of the readership that would come in contact this this piece. I'm sorry for the masquerade, but it was for an important purpose: I really wanted you to confront this. You could call this an intervention, not just for people who like this genre or title in particular, but for every videoplay enthusiast, including myself. Now that you've made it this far you might as well see what else I have to say. There is only an Est. Reading time of 10 minutes left, I believe in you!

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Since the writing of this excerpt, 2 years ago. I would argue the only thing that has changed is that no longer do we all agree that 'on paper' that getting better at a system yourself is much more rewarding than the illusion that we have. Our collective sensitivity to that awareness has shifted into an embrace of these systems. So what? Illusions are fun, all videogames are illusions if you think about it! A classic comeback, I abhorrently disagree. Let's take the phenomenon of 'digital eye strain' (that is to say the pain incurred on your eyes by prolonged digital media use) into account. Games can hurt your eyes:

"The outcome measures were mostly self-reported symptoms and not objectively measured findings. The issues that were reported were related either to with prolonged near-term adaptation (i.e., blurred vision at close range, difficulty in focusing, and copious headache after screen use) and those related to dry eye syndrome (irritation/burning sensation, ocular fatigue, discomfort, photosensitivity), while symptoms due to poor posture and prolonged physical immobilization in front of the screen (such as neck pain, tension headache, and other atypical musculoskeletal pain) are also very common. Pre-existing vision problems (hyperopia / myopia, astigmatism, and adaptive disorders) can contribute to the appearance of the syndrome if they are not adequately addressed or have not yet been diagnosed" - The Impact of Internet and Videogaming Addiction on Adolescent Vision: A Review of the Literature

Or, they can help your eyes:

"Players have presented better results than non-players in a variety of tasks that involve vision but are ultimately controlled by cortical structures in the brain, especially those involved in prediction. These include enhanced contrast sensitivity, shorter saccadic reaction times with better error rates, higher spatial resolution of vision, and a variety of specific improvements on memory function and focused attention. Playing action videogames can alter fundamental characteristics of the visual system, seen as a whole, that is, including the cortical structures that are responsible for image processing, pre-emptive movements of the ophthalmic muscles." - (sic)


"Cognitive gains have been demonstrated in all test designs with relatively few hours of playing videogames, and as with all aspects of brain plasticity, gains are to be expected with frequent execution of a well-designed task that lasts for relatively little time. Hence, playing random videogames to the degree that it may cause temporary harm to the receptor organ does not correlate positively with gains in the vision process as a whole. The increased propensity of eSports during the past decade, i.e., videogaming as a form of sport competition could be a useful source of research data; playing competitively does not equate with playing excessively, yet those competitive players need to regularly exercise their skills, even spending 6 h daily of deliberate practice and various forms of non-deliberate practice that revolves around viewing others play through a digital screen. Unfortunately, published research on this niche population so far is poor." - Digital eye strain: prevalence, measurement and amelioration

Label me as histrionic if you wish, but I'm sick of appeasing that 'Videogames' are a net neutral medium, they are always either assisting or harming to some degree whether intentionally or not. Seems almost impossible to me to argue that this 1 joycon movement system isnt doing more harm than good to your eyes. Especially since play ends up pathing most of it in cyclical loops with your character always centered. This is exactly what I was trying to say when I stated that 'Although one could argue that the destruction of enemies is also a 'jackpot' reward system, I feel it's actually comparable more to just visual encouragement data like the bright candy explosions in Candy Crush, or the neon bright machines and loud sound effects of slot machines, rather those smaller moments are not the real 'jackpot' you are in pursuit of.' It's not about how randomness works, its about sensory overload.

"Although ergonomics and noise exposure are commonly documented in occupational safety research in other industries, no U.S. studies were found that assessed these hazards among U.S, casino workers. Evidence from international research suggests that these hazards are problematic for worker health in the casino environment. Furthermore, gaming workers from other countries have cited exposure to poor ergonomics; chemical hazards (e.g., cleaning products and coin dust); and biological hazards through constant interaction with clients, temperature extremes, noisy environments, flashing lights, and poor air quality. Also, casino workers in other countries have complained of pain in the lower back, shoulder, joint, neck and head, hearing loss; eye strain; respiratory and reproductive issues; and ill-health and injuries" -Occupational exposures and associated risk factors among U.S. casino workers: a narrative review


That 'tradeoff' is a literal one of sensory deterioration to your eyes and ears, that's what you were exchanging as a worth function, it was never merely your leisure time. Of course, right upon my realizing this, a close confidante I told this to stated and I quote 'I don't think that's a bad claim to make but good luck convincing gamers to care about health issues'. That led me to realize one of the most damning passages I've ever come across in my time alive on this earth:

"But, you will say, it gives rise to power and domination, to exploitation and even extermination. Quite true; but also to masochism; but the strange bodily arrangement of the skilled worker with his job and his machine, which is so often reminiscent of the dispositif of hysteria, can also produce the extermination of a population: look at the English proletariat, at what capital, that is to say their labour has done to their body. You will tell me, however, that it was that or die. But it is always that or die, this is the law of libidinal economy, no, not the law: this is its provisional, very provisional, definition in the form of the cry, of intensities of desire; 'that or die', i.e. that and dying from it, death always in it, as its internal bark, its thin nut's skin, not yet as its price, on the contrary as that which renders it unpayable. And perhaps you believe that 'that or die' is an altenative?! And that if they choose that, if they become the slave of the machine, the machine of the machine, fucker fucked by it, eight hours, twelve hours, a day, year after year, it is because they are forced into it, constrained, because they cling to life? Death is not an alternative to it, it is a part of it, it attests to the fact that there is jouissance in it, the English unemployed did not become workers to survive, they - hang on tight and spit on me ­enjoyed [ifs ont joui de] the hysterical, masochistic, whatever exhaustion it was of hanging on in the mines, in the foundries, in the factories, in hell, they enjoyed it, enjoyed the mad destruction of their organic body which was indeed imposed upon them, they enjoyed the decomposition of their personal identity, the identity that the peasant tradition had constructed for them , enjoyed the dissolution of their families and villages, and enjoyed the new monstrous anonymity of the suburbs and the pubs in the morning and evening." - Libidinal Economy, Lyotard, p. 111

I'm serious if you're playing this and enjoying it, you are a pervert, and thats cool! But sweetheart, this is not sustainable for you. So: Join a BDSM community or go do some E-RP to help, at the very least do some research into sadomachocism, or find more reasonable action based systems (for example I recommend Devil Daggers). Because, in this mother's opinion, Vampire Survivors is an overly cruel virtual Dom for you, and it's possible a lot of other visually excessive progression loop systems like it are to. After all, we were never meant to stare at the sun either which im sure we all remember being 'dared' to do as a kid. At least some of us anyway, all the binoclards at least. It's vital here to make it clear this is not a moral critique, exploitation simply 'is', you're free to be exploited and until the world massively changes these systems are free to exploit you. This is a health critique, if you are viewing a health critique as moral than I'm afraid that's on you to unwind.

I've left the comments open to the public on this one. For those with a bone to pick, Bon Appetit. Throw as many tomatoes at me as you wish. If you insist on still doing this, at least try this eye fitness trick while playing:

Follow the 20-20-20 rule: every 20 minutes, look at an object at least 20 feet away for at least 20 seconds.

Take care of yourself dear reader! Remember to blink!

Above all, I just want a story, not a barrel of jokes of varying quality. The rest written below is just a heartfelt polemic of me saying more of the same however it applies as much to this one as any other 'joke metagame' you could pull to. The only reason I'm speaking on this one in particular is in fact because it's so short and universal that such a fact in itself may be a great meditation point for which to consider these aspects.

There is plenty of interesting observations throughout its 10 minute runtime on the labor exploitation riddled in profit driven AAA design and how it can create a system of control and suffering. Its cushioned by taking its own world lightly and picking fun at its own existence. This mixture of comedy and labor concerns may on the surface seem like a great form of messaging especially considering the natural aversion people are going to have to 'serious' or 'dark' depictions of the world of Pokemon after the PETA satires Pokémon Black and White (2012) and Pokémon Red, White, and Blue (2013). Not to mention the manufacturing of Game Theory type videos that depict the world as more malicious for free clicks. Or even the no doubt multitude of poorly written ROM Hacks that often try and fail to convey 'dark' depictions. As a result, regardless of the authors own probable bias for prop jokes and dad humor, there is an argument to be made that treating the world of Pokemon and its production with any degree of desperation is in itself poor form.

I disagree with this. GameFreak often takes the franchise itself seriously in small bursts before quietly recapturing them for better sales latter. For example Pokémon XD: Gale of Darkness (2005) shows a world of open abuse and genetic mistreatment of pokemon in a much more drab way through 'shadow pokemon', which have had the doors to their heart shut out by messed up science experimentation (think Alphys True Lab experiments if you dont know). Or even earlier, Pokémon: The First Movie (1998), a real tear jerker for many fans for its more dark treatment of genetic sentience along with vengeful mistreatment for Pokemon as a legitimate class. There are at the very least very serious animal testing themes and animal to human bonding stories the world of Pokemon tries to keep serious about. These moments however have been recaptured, Pokemon Go uses the Shadow Pokemon feature but ripped from their initial narrative meaning it both justifies and creates amnesia over the initial reference point. The same goes for MewTwo who in the partial remake film Pokémon the Movie: Mewtwo Strikes Back Evolution (2020) had much of their musings truncated and turned more into a gruff biped antagonist to be punched.

So if GameFreak is allowed to be serious, I don't think we need to hold back either. In Another Pokemon Game you have a strained 'joke' from one of the workers belaboring why they cant make it in Bitsy and a few people boycotting outside. However the narrative arc does not allow the protagonist to partake in this boycott, nor does it really give room for the possibility that Bitsy should be used as a lot of the jokes in the game reveal an insecurity at its own Bitsy world like the inability to code in Bitsy, the recycling of content, and incorrect sprites. This is because the world is in a tension with its humor and its (meta)narrative design aspects often blurring how the one should or would be with the other.

In that way this 'metahumor' is probably fine for most people in the same way a Mel Brooks film would be. I can't help but this self disparaged referentiality and reliance on easy meme humor (ex. I've fallen and cant get up', She learned it on Mumsnet, etc.) is a disempowerment from the potential of critique. I've felt it as much in Mel Brooks as I have in Stanley Parable or here. Furthermore, I cant help but feel that works as such defang genuine analysis of cultural necrosis within the corporate capture of a franchise. For example when hotelbones discusses the capture of the Muppet franchise in her bitsyessay Man or Muppet (2022) she reflects how

"Then their creator died, their franchise was subsumed by the corporate need to gain capital and they have been swung around carelessly without any understanding for why they existed in the first place on sex joke television shows and life insurance ads"

This is a sincere attempt at grieving over the puppeteering of her favourite characters into corporate husks and how it relates to her life, that's rare. Reflections like Another Pokemon Game as often well crafted as they can be are far more common. Something is preventing us from going all in.

The question for me is ultimately not 'is Another Pokemon Game saying the right things' or 'why are we grieving over our own fictions in the form of jokes'. The issue is moreso why we seem unable to vault over our own sarcasm and laughter to say what's really bugging us. Why can't we ever bring ourselves to be angry and miserable about this stuff and reproduce it in our art and words? Why be so dodgy all the time? It's impossible for me to read Another Pokemon Game as anything other than an intensely repressed work that feeds into a system that there will always be another Pokemon Game and that in a way that should be soothing in itself because at least people are trying. What is there to make of a 'story' that has fatigued its audience over the course of decades? What are we supposed to make of this story via slow time that seems unchanging and unfazed? Maybe this quote from Fisher will aid us here:

"The struggle here is not only over the (historical) direction of time but over different uses of time. Capital demands that we always look busy, even if there’s no work to do. If neoliberalism’s magical voluntarism is to be believed, there are always opportunities to be chased or created; any time not spent hustling and hassling is time wasted. The whole city is forced into a gigantic simulation of activity, a fantacism of productivism in which nothing much is actually produced, an economy made out of hot air and bland delirium." (Ghosts of My Life p. 167)

In order to pull ourselves away from this time force, we should dare to be angry and ferocious in our lives and our memories, my favourite pokemon as a kid was Jigglypuff who was always angry and evasive from everyone trying to pin her down. I want to be a Jigglypuff in life. There should be more mindfulness in the present and I think that reall is found in boycotting the new Pokemon games and films, if for no other reason then escaping nostalgic delirium. It's a road to nowhere, paved in labor crunch and the penman's ash.

CN: Viral Pandemic, Queer Self Repression, Melodramatic

Recommended Listening (Loop it if you want)

“Life is just like a game, First you have to learn rules of the game, And then play it better then any one else.” -Albert Einstien

If I could go back and change how I elected my votes in the Sights, Sound, and Inputs list it would be very different. At the time I had elected simulations that I had considered to be doing what I specifically want 'videogames' to do. However, when looking at most other peoples lists I realized that there was a degree to which I was misunderstanding the assignment. The point was not which stories are most 'worth telling' but which 'videogames' had a notable impact. If any 'game' has had that impact on the medium, discourse, and understanding of 'videogames', it's League of Legends, because its not 'just a game' to anybody anymore, it's a social misery simulation.

To explain what I mean I feel compelled to share a quite painful personal tale here. I've already spoken about Eco before as a repressive design network of social ridicule, but not how it effected me. Let's do that real quick:

Eco is an MMO I wasted a year of my life (1000 hours) being a 'femboy' in after realizing and wanting to be a girl in my actual life 4 years prior to when I started to play, meaning that I was 'boymoding'. It marked a slow desecration of my own sense of identity and well being into roleplaying as a 'boy' version of myself. I would engage in frivolous in game lawsuits and get caught up in a fun corporate and political 'play' but in order to do so effectively I needed to be on discord. As such this self harming 'femboyification' of myself as a 'Mr. Erato' in various social geriatrics had to be done. Especially due to the fact that the way the instrumental power play effect of patriarchy worked with the game (meaning playing as a boy was nessecary in order to succeed more easily) and there was Voice Chat in the game which while not often used was used enough that being a non-passing girl would send a slew of marginalization at me. I would share my plights and roleplays as a boy, 'Lich', '(Mr.) Erato' etc. My only attempt at playing explicitly as a girl found me being payed pennies by the richest member of the server to suggest ways to raise his 'housing'

This would drift into an ongoing repressive relationship with that text, across many monthly cycles of it, as I became hooked to the socio-economic dope of the (role)play, as it chipped away at the immunity system of ego known as 'esteem'. This happened to such an extent it started to quite actually play a huge factor in compounding on my dysphoric alienation which a couple online lovers I had at the time that I would show my days long 'boymoding' pursuits to. Eventually this alienation played a buzzing dysphoric background element that sabotaged these relationships. The fact that a 'mere videogame' had such a startling impact on my sense of self worth and wellbeing in a mostly repressive sense has sort of compelled my more 'radical' perception recently that the term 'game' itself is dangerous deception in terms. I was 'roleplaying' in Eco. The community and impulse of Eco's inability to accept transwomen like me, or the liberty in different roleplayed beliefs played a serious effect on my long term happiness. While the moment to moment and sharing of stories with others about my experiences felt great, in the long term it made me deeply deeply miserable. The instrumental play that Eco incentivized from me made me deeply unwell.

This sense of deep unhappiness in relationship to a 'videogame' is something we all universally experience as a truth surrounding League. League and toxicity are so embed in the 'gaming community' that to state 'League is toxic' is to express a tautology, it's so inanely synonymous, there's not even a need to say it. This 'game' like a lot of viral infections feels fine at first, and then the ill effects kick in. It's anger inducing, information bloated, communication destroying, marginalizing, and a self esteem killer and the only way you find out is a few weeks later.

It's also 'addicting', people like the moment to moment experience, the haptic feedback of play. Sure, over half of an average game of League is waiting out a snowball of a win or a loss due to some rage inducing set of misplays from a team that compound on itself both in the emotions of unhappiness for everyone involved. Often people feel compelled to fight it out, but most people want it to be over. Yet damn does it feel good to kill somebody with a positional snipe or combo. Or to get a small chance of being the guy that carries the team to victory. These rare moments compel the continuation of play, in spite of it all!

With that said, people still will concede to League's addictiveness and its shittiness. Even the more reactionary and hateful people on the planet will concede this fact. It's compulsory, accepted without question.

"Junk yields a basic formula of ``evil'' virus: The Algebra of Need. The face of ``evil'' is always the face of total need. A dope fiend is a man in total need of dope. Beyond a certain frequency need knows absolutely no limit or control. In the words of total need: ``Wouldn't you?'' Yes you would." - Burroughs, DEPOSITION: Testimony Concerning A Sickness

This is phenomenally important to me. I think League is a vital misery simulation to keep people from thinking that all video games are basically value neutral and have no effect on the player. The impact this one game has on the landscape of gaming discourse as a whole can not be ignored, League of Legends is a discursive vaccination shot for the collective consciousness of 'gaming' with all of the baggage that analogy comes with. Some people thinking such a 'vaccine' should have never happened and others thinking that what its existence is protecting us from doesn't really matter, that its fine to get 'a little sick' from various other strains of long term misery. For these 'gaming anti-vaxxers' the idea is its completely ok to get caught with the viral infection because it causes 'herd immunity'. People will get sick with gaming en masse and that will fix the problem instead of making things worse. League keeps people from being able to accept this lie. If we forget how this felt, we will allow a new pandemic to overtake our minds.

"Subtle viruses are slow, synergic, flexible
and elusive. They execute sensitive behavioural control that prolongs the life of the biomachinic resources,
maximizes opportunities for propogation, infiltrates and
disables hostile security systems, and feeds-back positive -+-++-+-++ in in in innovation technoscience." - Nick Land, Hypervirus

This 1 misery simulator prevents people from being able from truly staying comatose on the issue of the gamification of the world and how it affects health. It could close its servers tomorrow and still be the most important and impactful 'game' ever made. 'Gamers' absolutely deserved this game to happen to them, it was necessary. What's important for all of us is to recognize the distinct number of ways this bred misery, so that we can try not to get trapped in it again and get so infected with a new viral strain. Thank the gods for League tho, it's for gaming discourse what Pasteur's Vaccine inventions are for Medicine!

So that's all that needs to be said! Hey wait, whats this?

"Man has used poisons for assassination purposes ever since the dawn of civilization, not only against individual enemies but also occasionally against armies. However, the foundation of microbiology by Louis Pasteur and Robert Koch offered new prospects for those interested in biological weapons because it allowed agents to be chosen and designed on a rational basis. " - Friedrich Frischknecht, The history of biological warfare

So the recognition of contemporary disease theory also came at a price, what, bioweapons? Ok, but surely the respect for mass vaccination in my analogy holds true, right?

"Let the bodies pile high" - Allegedly Boris Johnson

Whatever that's just some greedy asshole. That has nothing to do with gaming! After all... it's not like the World is a Game... A game. A game?

"Walton Simons: I've received reports of armed attacks on shipments. There's not enough vaccine to go around, and the underclasses are starting to get desperate.
Bob Page: Of course they're desperate. They can smell their death, and the sound they'll make rattling their cage will serve as a warning to the rest. " - Deus Ex

"Capitalism actually works perfectly for what its designed to do. There's a winner and a loser, and though you fancy yourself otherwise - you are a loser" - Purp, Paradigmfetish

I'm feeling light headed for some reason. No I'm fine don't worry I think I just I might have come down with something. I'm going to go lie down for a little while. We can play Some More Games after I wake up...

"Sweepstakes, you're a winner
Sweepstakes, you're a winner
Sweepstakes, you're a winner
Sweepstakes, you're a winner" - Gorillaz, Sweepstakes

CN: Discussions of Queerphobia, Popularity Investigations

Est. Reading Time 20 mins,

But Dont Worry, I Brought Some Tunes this Time :D
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This is very similar in tone and style to I Die A Lovely Life and that's not by accident. Apparently they are both 2 lesbian VN's that were submitted through an obscure preference competition called VN Cup. Shoutout to the wonderful Blood Machine for illuminating this, she's more lovely than an entire wife some days. I should state for those looking for a summary that this VN is absolutely worth giving a try as it's cute and tackles a lot of really messy ideas about the complexities of social functions in an honest and romantic way. It's not however immediately unique or nuanced and so, knowing me, I simply must get into this more specifically.

Getting Popular

This is a kinetic VN about the day in the life of a depressed 10th grader named Miya, going to an awful disciplinarily obscurantist high school and the constant navigation of the 'high school' social relations within. Miya starts by just wanting to cling to her friend Hina and make it through high school. There's a character conflict between her and her friend who, obsessed with the idea of seeing the fictions of her high school's popularity dynamics as a reflection of the real world, is constantly obsessed with trying to instill onto Miya the idea that she is breaking with community and that maybe it's not so good an idea to be an outsider.

Hina is wrong obviously, her perception of adulthood and fitting in is dramatically poser and desperate, but comes out of a genuine sense of alienation with the world. Popularity is an awful psychological power imposition, not just for those that are popular but for everyone. High school represents something that not even social media itself has resolved (and is often something that disparagingly gets both caught in reference to each other): That of the disparity between local popularity, and power. In order to understand the dysfunctional aspect of what makes this trope of 'fitting in' so actually thrilling I feel some aspect needs to be given to this funhouse mirror between popularity and power. This discursion will take a bit, so let's do something a little fun here! I will keep the theorists, academic citations and philosophers out of it this time. Sorry Foucault, you'd probably be useful here but I think there's something entertaining in trying to build all this on simple observational logics and massively appealing reference points.

Fool's Power

In particular there's a cognitive dissonance here, one that I think a lot of people do miss, popular people don't control you and the only arbiter of their popularity is how long they were able to maintain the conventions of a social script before slipping. I mentioned in my Backloggd Systems Analysis write up that

"The first thing cis people do to keep queer people in line is through fame resentment. They assess the amount of 'clout' somebody has and says 'thats too much clout' they use the instruments of success against us."

There's no question that popularity and charisma don upon somebody a certain level of power and control within smaller systems. However, it's not a hard power. To use the text for a moment the popular kid at school here, Sara, is sadly not going to have any agency in changing how, for example, stupid the dress code at her school is (nor did any of us when we went to school). In the same way the most 'popular' celebrity has some soft power but no stand up comedian is through comedy going to be able to affect the policies of their country. Such hard power is found not through popularity but through money and specific connections. Put this way it's actually a bit of a fool's power, especially if we think about it in terms of extremes. When rich people obsess with the idea of being just as famous as their hard power reflects they often end up looking like fools. Popularity is quite frankly a fools power because at a certain point it makes sense to take what you've gained from your public face and hide behind the curtain only to come out again at specific times.

In other words social capital, as it's often phrased, does not actually care about how much some conglomerate of people likes you, but how much people with access to wealth and/or control do. In that sense the power of popularity is actually an idiotic collective sensational power in how incredibly suboptimal that 'build' is. Wanting to be popular is in itself a markedly hilarious and absurd task in the same way playing an Action RPG game as a pugilist for example would be.

As it is right now, there's too many people in the world to sift through them all meaningfully in almost any community system schools have thousands of students, websites have hundreds of thousands of users, etc. It would make much more sense, rationally, to gain and maintain the favor of relatively well off actors and then ignore the opinions of the public afterwards. That said, they often disguise their wealth in a system by design. So there is an initial rationality to wanting to at least not be unpopular (especially for avoiding scorn), but not after a certain point, especially if that wealth and information access function has already been maintained. For me those metrics have been filled, but I still write almost in opposition to this fact more. We can't fully know why we do the things we do but I don't think this fact is out of some marked insecurity I have that others don't. When I call fame a 'fools power' I don't do it disparagingly. Fame fulfills a drive of knowing you are a satisfying person to interface with on a massive level. It's a foolish drive but in the same way a literal town fool, jester, clown, stand up comedian, 'youtuber' etc. is. There's something intensely satisfying for some people in knowing they are continuing to be massively appealing and socially useful to anonymous/random listeners. It's so satisfying that such a desire can actually fulfill out more private life in being able to display our public thoughts to those who love us with a marked and specific pride. There's a selflessness to it that can be deeply satisfying to perform.

Popularity Mechanics

In the same way popularity is not a cynically selfish act. Nor is it true that authentic popularity is something that is ordained by any cynically clear metric of charm. Instead, it's a disparity in attention that is simply thrust upon people based on 2 main factors of assessment:

1. Affability: How friendly or generally iconic someone is within a social system

2. Passivity: How long a person has gone without engaging in disruptive behavior

Here's the kicker: Passivity matters far more than Affability to Fame. After all, most people by the results of their own idiosyncrasies and ways of speaking are affable. Even if somebody is the most boring person in the world there's something about the deep uniqueness of human speech that pulls somebody to seem worthwhile. Put another way most of us aren't really that picky, for most people everyone is charming enough not to be bothered by I think especially if keeping company with supposedly 'boring' people means access to certain levels of observation or not. It doesn't take anything linear to maintain charm on an individual or mass level. Sometimes there's simply a mesmerization you build with the understanding of a speaker over time that stops the need for affability to be fulfilled.

Meanwhile passivity is a much easier thing to assess. Are there any examples of violent tendencies, has the person done anything emotionally disturbing recently, are there any abberently alienating character traits that have earned the speaker has some resentment. Often these questions have much more clear answers, for example anybody in high school who got caught up or had a friend caught up in an emotional outburst in class knows that this has probably decided your fate for popularity. If you get in a fight in school, as this text suggests, that pretty much dooms not just your ability to be popular but how much scorn you're going to catch in passing.

It's especially this perception of 'scorn' for the unpopular that causes feelings of resentment over the disparity in power. This is one reason I tend to believe it genuinely makes more sense to let queer people have this 'idiot power' because our entire history has been marked by scorn, meaning that we should be able to more easily assess when things have gone too far and try to do something about it. So far this has proven to be the case in my life. Queer people are much quicker to own up to indiscretions than most straight cis friends I've known who would rather hold onto grudges for years.

The Progression of Sitcoms

Okay, now with all the mechanics of the social constructs that make up popularity have been assessed. I have a question for you: How do popularity metrics deal now with the issue of both the actions of queerness and the actions of queerphobia as almost equally disruptive to popularity? It's easy to reduce this question to a simple holistic answer that probably needs more clarity, so to illustrate what I'm actually asking here, let's get out of the realm of thinking about social media and high school for a second. Let's think about sitcoms.

Sitcoms are unarguably the public metric for assessing popular thought as it combines humor and social norms for the purposes of a mass (TV) audience. TV sitcoms have dominated TV since its inception, with the only meaningful competitor being celebrity host entertainment shows for, I hope, much more obvious reasons. Popularity here is able to be assessed on actual terms, retention numbers and approval ratings. Well all that aside I want to make a sort of unusual point here: Since homosexuality has been tentatively accepted over time, you can see the desire not to be disruptive reflected in how sitcoms portray 'taboo' love. Lets take three separate reference clips from popular sitcoms to see what this looks like:

All in the Family Judging Books by Covers (1971) That Fairy! (Warning, F Slur dropped) is denial and suspicion of homosexuality, and instead of the family protesting on the grounds that queerness doesn't matter they instead protest that its unfair to clock that over stuff like glasses. Of course Archie gets commuppence for this from finding out his football friend is gay, but he's still given room to deny.

Seinfeld Season 4 "The Outing" (1992-93) 'Not That There Is Anything Wrong With That' is Cautious normalizing of homosexuality, but still making it the butt out of it for a joke.

Rick and Morty Season 2, Auto Erotic Assimilation (2015) Morty Dating Unity depicts a liberated Pansexuality on Rick's part and doesn't make the relationship dynamic the butt of a joke. In fact, the episode takes the relationship extremely seriously beyond their relationship dynamic as 'inherently problematic' on any terms for Rick.

For all the people ready to protest a lousy metanarrative when you see one let me do that bit for you. This is not a completely stable narrative of sexual acceptance in conventional audiences by any means, there's blatant homophobia in popular shows like Friends and Big Bang Theory, but those shows are generally treated with less critical acceptance over time in a way where reruns of most of these shows are treated with generally more Timelessness. If I told somebody that Seinfeld still has a somewhat regressive approach to homosexuality I would be catching flack from a critical audience receptive to a conversation. Not to say people who watch Big Bang Theory and enjoy it are bad people, but they don't approach their own entertainment with that same degree of indispensability. It's trash TV in the same way Disney Sitcom's like A Dog With a Blog and That's So Raven were for many of the people who are reading this. There's no sense that memories or iconic moments matter much with these sitcoms, its something thats just on. More importantly though, you can refer to [How Sitcoms Handled Homos in the 70s and 80s]
(https://www.youtube.com/watch?v=LpuJb9MnZDE) for a more in depth explanation of that argument of the slow 'voicing' of queer people (special thanks to John Harrelson for this).

So at least a little libertine sexual acceptance is now normalized as not deeply disruptive. In fact if we think about the popularity and success of Rick and Morty as a whole for a moment, the degree of acceptable disruptions for a population in the convention sense is now pretty high, most fans don't care much about positive role models in the way they used to. A lot of the issues around R&M are instead about a sense of dissatisfaction with the overall narrative, disrupting through cliffhangers and unresolved conflicts. So this is another point worth noting here what is disruptive depends on what audience you're talking to. Disruption depends at least in part on teasing at an edge with the benefits often being to keep out people who wouldn't care for the message in the 1st place. So how is queerness vs. queerphobia balanced? It decides ultimately on what audience you're writing towards. There's a lot of queers nowadays and they tend to care about indepensibility in their entertainment, so if you plan to write something indispensable you have to plan your statement in respect to us and the people that ally with us (to a certain extent). When I was young in my time and place, high school was hostile to LGBT people, the word gay (derogatory) was thrown around like it didn't matter. Now, people are realizing they can't become the top kid by being a queerphobe, its caused a 2nd round of considerations on this.

Back to Saying 'Good Morning'

So while we have some basic understanding now of that the plot of Good Morning and thereby its central conflict, how it does reflect a genuine concern in our everyday lives. The followup question is how does it resolve it? Well these social repressions of both queerness and queerphobia leave everyone in a really weird place of fundamentally not know if any action they take should be queerphobic or queer accepting, nor what people up the social chain think. This is again why having queer people up that social chain that are out matters, it sets social precedent. However this confusion on the ambiguity of a statement on sexuality as supportive or diminishing is the point that Good Morning I am interested in exploring. The protagonist is ruthlessly depressed and trapped in her own head with feeding thoughts of self loathing but none of them are about being a repressed lesbian, the person who teases this idea is her friend Hina but the idea she is a lesbian doesn't even enter her head. While there are a lot of stories of queerness that focus on the idea that people instinctively always knew even on a subconscious level, that's actually far from the norm. For example, I'm a trans woman, but in middle school the idea I might 'be a girl' or 'be gay, bi, etc.' were not even considered. Not because I hated or liked gay or trans people but because the matter just never came up. Nowadays everyone knows about gay pride, sexuality, trans identity, etc. at those ages, so there's a lot more ironic conversations where you have somebody teasing that you might be a certain way. The reality is that confusion on unexplored desire always starts out in at least a somewhat ironic fashion because you're considering something that your present consciousness never even considered. It's by design funny. In the same way it would be funny if I sat down with somebody before I started writing about 'videogames' and I fantasized with them about the idea I'd be good at it. I'd likely give it some thought before discarding it, there's an irony in considering the unexplored in that way.

That being said, the issue in queerphobic societies is that there's a deep uncertainty in what the purpose of the ironic questioning is. Hina actually does have a fujoshish supportive side, but she's also a clout chaser and poser that's interested in social climbing. There's a double meaning in her support and suspicious parties of any kind are always nervous of that double meaning. This is something that a lot of great high school fiction actually explores, is the ambiguity of intended actions. As you dwell in adulthood there's a sense that you're supposed to know your own intentions pretty well and act with 'good faith'. This expectation is often stifling and deeply reductive of the double meanings in life, but unfortunately when those double meanings of decisions are explored by adult characters in a fiction they are often seen as immature. Young Adult oriented fiction imagines a more fluid world of double meanings where there is not some clean easy ideology to satisfy a sensibility for desires and intent. Not only does Good Morning agree, but it also sees a case to be made that sometimes the best way forward is to sacrifice on the altar seemingly poor intentions and to forgive them after the fact.

What I mean by this is found in the genuinely romantic and loving ending in the text of Good Morning which I don't want to spoil to you. However it would be terribly unsatisfying to end this on such a blunt so allow me one further saccharine abstraction.

All Apologies

A lot of people make mistakes by letting the nastier part of their double meanings disrupt the communities they are in. I'm one of those people in this space. The fact of the matter is I don't think I'm some linearly good or bad person, that's not what really matters. What matters is that the only way I was able to bond and get closer to the people I was upsetting, was by first having upset them more. Not out of active malice of course in my case, it's the side effect of a double meaning I wasn't aware that my bitter impulses got in the way of. With that said apologies and caring for those you've hurt as a form of connection is important and often the only way to do that is to actually fuck up when trying to be vulnerable.

The failure to perform graceful vulnerability is a vital piece that keeps our humility in check. There is a salvation in everyone where recognizing the infliction of wounded emotions and spirits has to be found often through wounding them before things can settle and rebind. Miya had to pass out from Sara, who felt tricked, to freak out on her and cause her to faint. The good ending would never have happened if it wasn't for this failure to share vulnerabilities. This is not to justify poor behavior or imply that it should happen again, or that people should active upset those they care about through pushing their buttons, but buttons will be pushed and often they need to be in order for a closer understanding to happen. The question might be out for whether Hina gets salvation at the end of the story, it ultimately depends on how resistant she is. The reality though is that the text was smart to leave this upon a number of other concerns open ended. It begs the player to genuinely consider the ambiguity of Hina's actions and the complexities of queerphobia and discontent, of whether they would. I don't know how to deal with these double meanings and the reality is you probably don't know fully either. This is absolutely why we should not let this art shroud in the misery of being a shitty high school traumafiction. Behind every authentic action is a web of tormented self interests. How we decide to navigate that comes down in part to what fictions we consume and consider, I think that this is a really damn good one for doing that.

I want to thank you both, Detchibe and Appreciations seperately, for the hand of forgiveness here in allowing reconciliation through a series of disturbances. I want to make clear that this was 2 distinct apologies on 2 seperate matters that intertwined so I'm not bundling them in with each other. With that noted, I recognize we probably won't truly get along in the long term because I'm certainly an unpopular (or at least infamous) figure, it's also quite possible I alienate this shared audience in general to the point of unreadability, and if so no hard feelings there (I've gained enough popularity elsewhere in a different niche not to be too crushed). However, I do hope that this reflects a graceful vulnerability even in spite of the potential 'double meanings' that could cloud the intention of a post like this. As also if the day should come I hope to find a graceful way to leave both of your presences with respect as well. If it puts yall at ease, knowing that you've both accepted my apology has allowed me to not consciously dwell too heavily on this. This came out just through a close pontification of the narrative here in and I've certainly made my post 'disposable' by confronting this vector of it in this way. I feel a lot of guilt over my words, not just the deleted ones but all of them, I fear the double meaning in them all. There is an inherent guilt and insecurity in utterance itself for me, I'm always thinking of ways I can be misconstrued so when I inevitably am, it feels like a deep personal failure that can be hard to vault back out of, all of my sense of pride drops out from under me and I often go into either an 'overcorrection' or 'vindication' mode. I could have just looked past both of you in a frenzy for fame as I truly didn't know either of you well but it wasn't about that. I really do care how I consider and display the thoughts of others, to look past the cynical part of the double meaning, especially for other queers, should be a #1 consideration. This isn't really about me though I know that if I'm dealing with this stuff than by golly others damn sure are. The only way out is through but perhaps this functions as some guiding light for those worn down.

The fact is I'm an adult and I made these mistakes, it would be foolish to think that its an issue of personal immaturity. Seen the internet lately? No matter how much people disparage 'high school drama' a lot of us still get caught up in the functions of it. It really is drama, an illusion on the wall of how we view popularity vs. what we obtain from it. We get caught feuding over sandcastles, defending ourselves as emperors, as the waves slap up and erode the show back into the absurd squabble it is. With that said there is a lesson to be learned after everyone packs up the beach umbrellas and returns home. It would be a shame to miss it in passing by this VN.

Plus, the art style looks great :3

P.S. Me and Detchibe are unfortunately no longer in friendly contact due to the immense pressure of ongoing disagreements over Public Relations, but I still stand by what I said at the time as a historical moment of compassion. Me and Appreciations are closer than ever and has made it all worth it in the end c;

Accompaniment Song I Guess

The leading opinion on why PETA's digital satire projects are terrible focus primarily on both the intensity of the argument, and thereby the vindictiveness the satire has towards its target. The charge on the first claim primarily focuses on how ridiculous it is to put depictions of animal cruelty in a game franchise this cute, both for the digital representations and its real life animals. I find this preposterous and unfair. Most upset would probably find the premise funny if it was presented mainly as comedic in the same way plenty of newgrounds satires of mario in extreme violence against the koopas is seen as funny. Or the violent reinterpretation of Back to the Future in Rick & Morty is seen as funny. Hell people were playing that edgelord crap Cards Against Humanity openly at my old community college years ago, we are not nearly as sensitive as we make ourselves out to be.

You might be saying 'the digital blood, needles, and skinning doesn't bother me, it's the slaughterhouse videos!'. Well, even though their more brutal documentation videos are edited only to show you the worst parts, no doubt about it, that animal cruelty did happen somewhere and there is a point in raising awareness about how unregulated the meat market tends to be in the sense of warning people it can lead to this. Upton Sinclair's great socialist critique The Jungle got utilized as as a call for sanitation, ie regulation of that market for the interests of the common people. Recently I wrote about multiple meanings and how they are awful, but this is a very clear example to me of how double meanings can actually have a positive effect. In a post-covid world it would be nonsensical to care about the wellbeing and leisure of working class people but also believe that sanitation is a corruption. Anyway moving from a point of humor to a sudden sentimental moment happens all the time in art, hell its a volatility that Undertale is built entirely off of.

The 2nd claim is that it makes for mean spirited satire. I agree completely here. In this one, for example, they reinterpret Ash Ketchum as a vindictive asshole who only desires to keep pikachu in a poke ball despite the show itself speaking heavily to the opposite and all of the trainers as acting maliciously. In their previously outsourced title Mario Kills Tanooki (2011) they depict the world of mario as a world of hate. There's also an irony in there work that in order to change the minds of people you have to shock, upset, or even fight them first. There's no case where in the pokemon satires you solve a problem in advance purely through a non-violent discussion when even in Pokemon itself this does sometimes actually happen, you dont have to fight the shop keeper to buy items, and the pokemon center is free. However just because I agree that this is a mean spirited satire which misses the appeal doesn't mean that I think robs a narrative tale of its impact. A racing title I haven't discussed yet is The Zoo Race (2007). An utterly repugnant work of christian nationalism where every level ends with flags and humans have been warped against their wills in a hollow desert race. This 'satire' of racing games mainly exists for the purposes of appealing to the player to jesus and the story of Noah. Make no mistake its also very mean spirited, the very conceit of it is mean spirited. Yet in its ignorance and cruelty I found myself so distressed and nauseated I actually ended up enjoying the piece in an esoteric way. The ignorance and the fact it so effectively represented a message opposite from the one it was trying very clearly to convey made it endearing in a sort of fucked up way. I think people actually have a sense of appeal here to because of the love for 'so bad its good' films like The Room (2003) or the work of Niel Breen. Or hell even christian films themselves already bring this unique lust and love, and so to give a work a low appreciation only for the crime of ignorance is silly when you regard that.

No, what makes the PETA satires poor are much more specific. For one, all of their oeuvre is outsourced. The person behind the pokemon satires is not the same person who worked on Kitten Squad. PETA is just a publisher, and while the devs are probably sympathetic to the organizations' messaging that publisher relationship means their relationship is far more hands off in terms of talent. Implying that nobody within the organization proper has the ability to put something like this together or make development input, making them come off incredibly out of touch when you work through the works published under them, being ancillary to your own message is lame. Furthermore, there's a bite missing how agency is applied. Without jumping around from each too much, in the Pokemon satires, the pokemon do not have a voice of their own, there is still a prompt that asks the player what they think the names of the liberated characters should be. The player actually has too much autonomy and power across their entire work, they choose the names and the fights are always terribly easy. The conflicts are nonexistent, it's just a way to get from one moral message to the next.

What's my point here, why am I even talking about this? Well this is the endpoint of giving the player too much agency in their seamless experience and applying no friction beyond your moral 'arguments' that could have just been posted in a blog post like this. You died? It's ok we had a checkpoint autosaved for you because we really wanted you to see that message. These satires are completely lame and disposable, they are frictionless and don't test the player at all. However this is just the norm really, stories that preach at the player endlessly is the endpoint of 'gaming' if the friction of an experience is not centered in any way. If the only friction found is in a series of literally skippable cutscenes then whats the point? I shouldn't be able to skip your own message, literally take the skip cutscene button away from me, at least that some friction. I think less of your piece if you don't do this. There are so many AAA titles that are just Pokémon Black & Blue, to a tee but it's fine, and I guess you could say that that trickles down into how everyone else makes their titles frictionless. Anyway I'm not mad definitely c:

Song

When I had initially played Blasphemous (2019) I had thought it was incredible. Mainly the reason why I had thought this was due to what it most clearly mimicked from the Souls series. Most particularly a checkpoint system and echoing audio design during voiced dialogue. I still believe that Blasphemous is really good, and I don't particularly mind its lack of mechanical iteration in the way others do. What it seems to lack in tight level design for example is made up with from its other more artistic iterations. In particular its application of spanish folklore into the realm of the religious gothic with grace. This guy goes into that more if you're interesed but for me, the flamenco nuevo soundtrack makes it all worth it alone. I can excuse a lot of mechanical flubs if the art and sound is good, so for a long time I had hyped this up in my head as an ignored masterpiece.

Sadly though Blasphemous is not a masterpiece, it's just good. I have a couple really weird arguments for why this is the case. However before we really get into that, you will have to accept some terms and conditions first. Similar to my Tunic and Hollow Knight write ups, I will be taking this and blatantly drawing comparisons to FromSoft's souls design. I know that on first blush such a comparison may seem tedious and I agree that in many cases it is. I hate the term souls-like more than anybody because of how constraining it is. Simultaneously, though, Hollow Knight actually feels great to play in part because how derivative it is as a souls title in terms of its design space. At some point we have to admit to ourselves that one of the reasons why Dark Souls (2011) feels as refreshing as it is, is because of its smart mechanical design decisions that push against the player. Dark Souls and to a lesser extent Demons Souls (2009) introduced through experimentation design decisions that simply make sense. For example autosaving, checkpoint systems, stamina systems, currency on death, etc. These all introduce friction to a player probably used to save scumming and throwing lives away at a problem without risk. So that's why everyone is obsessed with it and why comparisons are drawn. These elements and how they play together function as 'mechanically rich' design that constantly tests the player.

Every action based title probably should be considering the design of the Souls titles at some stage of development because its sensible design. That being said, I don't think that these elements should lock a title that is deriving from them to a sensibility of being derivative because everything derives off of good design from before. It's why I prefer the term 'search action' over 'metroidvania', its good to find the common denominator in my view rather than constraining the future of design in a medium to its past.

With all that said blasphemous and Hollow Knight are actually more derivative of the souls titles in particular in a few nuanced ways that deserve that point of comparison. Most notably hidden 'good endings' through obscure actions the player has to follow. A point of discretion that many of the Souls games involve in and that Hollow Knight, Tunic, and blasphemous follow in stride. Along with weird ways of shrouding its content through esoteric access points. For example the DLC content of Wounds of Eventide for blasphemous and Godmaster for Hollow Knight are both performed through strange and easy to miss access points that are nested away. There's no beating around the bush with this, this esoteric design is something I'm not particularly fond of and I think these titles need to cut this shit out.

For what it's worth I like when it's done for characters having them move about and being able to miss their sidequests that's all fine. It's legitimately cool that I had thought for example Petrus from Dark Souls was a cool dude for literally years, because I didn't know about his sidequest and its implications that he's a terrible rapist. I think this can add an extra allure to a story that justifies its position in the medium of 'videogames' because it makes sense that being able to hide secrets and offpaths through discovery is something this medium naturally can take advantage of. So I understand the appeal there. I don't think the novelty of hiding special good endings through weird actions is great though. blaphemous has an ending accessible through breaking the healing statues but theres nothing to indicate that they were breakable. These design decisions don't need to be imitated or used because instead of making the player feel like they 'found' something they are instead just obscuring content which will be unimmersive because it's going to be found through a walk through. It's not actually testing the player its just a marketing gimmick. Yes it 'feels cool' but its genuinely unsatisfying in retrospect. By comparison anybody who knows Cruelty Squad (2021) probably knows how obscure some of the endings and content is. I wont spoil it but Cruelty Squad is justifiable for this because if you replay the levels and talk to the NPCs they actually do tip you off about it, the aspect resolution reveal is a great example of this. Even aside from that though none of Cruelty Squad's secrets feel tidy. They feel disturbing, which in my mind is how secrets typically should feel. Portal has the ratman secret, a secret so great and so disturbing that it has become an iconic point for appreciating it fully. There's something to be said about secrets as a form of disturbing the player rather than rewarding them, something that Cruelty Squad has so successfully realized that I genuinely hope people obsess over the design of that title soon before people just forget about it. Along with this, Cruelty Squad also suceeds through not making its endings typically triumphant, I won't say more than that because of spoilers but this sensibility of rewarding players with the groteque is an important element. By comparison the endings for Tunic, blasphemous, and Hollow Knight are binaries. Either 'you didnt do enough, play again' or 'you did it, you found everything'. Do I really need to explain why this sucks? Let's move on.

The other place blasphemous flails is when it ironically doesn't derive enough from the frictional design of Souls. Some of them are obvious I think. blasphemous doesn't have a currency on death system you lose no tears in it when you die, probably because of its tree progression system of leveling. In order for the tree progression system to work you'd need to not punish the player via that risk system. However that risk system is there to stop players from simply throwing bodies away. All you have here is a minor diminishment of the mana bar when can be fixed so easily as to trivialize them. Small aspects like this I imagine these developers don't want to borrow from because of that fear of being derivative but yeah I think that not only should designers shamelessly borrow from them they should realize why they are even there in the first place.

There are more nuanced examples of this to. For example in contrast to the esoteric access point system, which everyone seems to like but secretly sucks. There is an inverse: A system everyone claims to hate but is secretly pretty good. That system is the boss runback. Dark Souls does not present a bonfire right before its bosses where blasphemous does. Now on paper that should mean that blasphemous made the better design decision right? You allow the player to do the challenge they want to do, you don't mess with them with a tedious run through to the boss allowing them to focus. This misunderstands the point though, Dark Souls has these runbacks both for immersion and to keep the player on their feet. I'm legitimate when I say that one of the reason Orstien and Smough is an iconic fight is because you do have to navigate and run past those giant enemies on the way in. People forget this part obviously, but Orstien and Smough would feel like a different fight if the bonfire was right next to the fog door. Elden Ring on the other hand takes this 'straight to the boss' approach via the Miraka statues, and if you ask me I think it makes the experience a little more lame. Feeling a small thrill of being chased and distanced from the action reminds the player to prepare and creates just that extra bit of friction making the issue of 'losing' have a bit of impact. If you lose against the boss this run up is your punishment. To me as long as there's some enemies chasing you that you have to navigate in the run up this is a good design decision.

Boss run backs are one of those aspects that nobody wants to defend and I wont warp this whole post into a defense of boss run backs aside from what I already said. However the point of this illustration is that there are nuanced design decisions like this everywhere that due to consumer pressure is often removed. People only vocalize hating these aspects of design. Saying things like 'X old game would be better without a loading screen' or 'fuck live systems they just artificially make the game longer' but I think extrinsic frictions like this are actually a motivator and a title that extra character. In retrospect we always want these frictions to not exist in part because of how memory and replay actually function. Nobody is consciously thinking about the Loading screen or fetch quests, we 'fast forward' our minds to these cool moments and as we age and our time becomes more precious we want games themselves to 'fast forwards' as well. Part of the reason for this is quite depressing: Even without the Hedonic Treadmill involved, playing Megaman as a kid and as an adult are functionally different due to both the abundance of other titles and our relationship to leisure. If other games exist that have no loading screens, why the hell would I play one that does? Not to mention that even in terms of enjoyment, games that get too frictional actually can alienate because you simply aren't being dripfed the amount of joy you are used to. Developer wise, there are a couple work arounds here, two that come to mind are either just ignoring that alienation and slapping 'retro' or 'masocore' on the title, or making the frictions only very slight (I choose the O&S souls example on purpose here since it's the easiest run back in the game). However, its not so simple from a critical consumption side because we have to say stuff beyond just pure enjoyment. I am maybe one of the only people that defends a static load screen and want to see it, because to even promote this idea is patently absurd. However its not that functionally different from what the risk of a currency on death system does. They are both Systems that slow down the player.

To turn back finally to blasphemous I'm not saying that its actually bad. It's a great experience to 'feel' again for its best boss fights through listening to the soundtrack, and generally its a fantastic experience from the audiovisual direction. It's just that it doesn't 'stick'. To paraphrase friend Femboygenius said that Cruelty Squad, something that only came out 2 years ago, is one of the only 2 games worth playing. Obviously this is a take meant mainly to enrage but I do think its interesting. FemboyGenius' favourite games all are from the past 10 years, and really stick to frictional design which means it's not an issue of something needing to be a 'classic' or not, just need to obey the principle of frictional design. I agree entirely that Cruelty Squad is probably one of the best fast FPS shooters since DOOM (1993). The reason I think this is because I have a similar flavor for so called 'masochistic' design, design that is constantly testing me to make those standout experiences matter. blasphemous and Elden Ring are both great audio visual experiences and to a certain extent this is enough. However there is something to be said about the aspect of what makes something iconic and really stand out, and that's putting obstacles in the way of the player rather than servicing them, Winnie the Pooh's Home Run Derby for example is a browser meme classic because startled players with its difficulty, this is what everyone remembers when the dust settles.

The good will please us, the great will test us.

Song Accompaniment

I feel like I should come back to analysis on this one now that I'm in a relationship with the developer and this is probably the game I reviewed that perked her ears up about me. Before I get into it proper give me three paragraphs to notice something and I'll talk about the game.

As of the time of writing this, only 8 people have marked this game on the site as played. Despite the fact 3 prominent users have written large and thoughtful posts on this piece a year ago, and one, the developer wrote on it twice. It may seem sensible to shame people for not doing their due dilligence in trying out a work but we need to be fair here. A lot of this is a result of, writing that's inwards. People really took to Heather's other title Quantum Bummer Blues because all of the writers focused on what was distinct about the experience as something you play, and not just something you look at or how you personally felt.

This aspect of inwards writing, writing that focuses on the purely experiential, exists for a few logical reasons. One is that this is the expectation for social media. The other is that it feels too difficult to write constructively about a videogame because a game has several different elements its borrowing in design from other mediums and so writing outwards on those distinctions gets incredibly unwieldy and often shows ones ignorance on at least one subject. The last is the most interesting tho: Writing outwardly is cynical and carries with it a feeling of free lance marketing to people 'products'. Heather had to avoid avoid talking the game experience because if she assessed the formal elements of her own work it would come off as an advertisement, which means that writing outwardly can be thought of as proxy advertising or worse a 'consumption review'. To defend against these 'ugly' elements of writing its best to turn inwards and show the flourish and character of the writer themselves, its a buffer effect.

That said, I think if I've learned anything from writing on games, its that this understanding of outwards writing, which focuses on formal qualities and distinct comparison as crude obscures one important note: It's hard to get people to care about a game if you just ramble about your life or off topic observations first. I had to literally prime potential readers about these first 2 paragraphs because it makes it really hard to actually care about the relevance of it to the game. It's harder to get people to care about the game itself, if they stick around at all they end up instead caring about you. This creates a feedback loop where all criticism of a game is in relationship to you. My initial review isn't bad, but it branches off topic fast.

So here's what's distinct about No One Can Ever Know that you can't get almost anywhere else: It's a 1st person narrative that exposes internal thinking as an unhappy place. It's easy on the internet to forget this fundamental unhappiness because when it happens too much we see it as toxic (see: twitter). Besides, the idea of telling someone over text that something they did hurt your feelings doesn't really work that well. So instead positivity is centered and all the whinging thoughts are quarantined to a 'venting' channel or a private twitter, etc. The problem with this is its fundamentally unrealistic, unless you are a maniac (in literal terms) most of our thoughts are critical ones by design. No One Can Ever Know reflects this authenticity of the mind which is phenomenal, especially if you're a writer. No One Can Ever Know intervenes in reminding us that there's nothing spoiled in having bad thoughts. There's a lot to be unhappy about in the world and so for 1st person stories to ignore this fact misses a pretty great part of characterization and how to attach a player to that character.

That being said, Disco Elysium also notices this. See the difference here though is that No One Can Ever Know has no visual depiction element. Earlier I mentioned that its hard to express to people negative emotions over text, this is partially due to systemic patriarchal values which dont center emotional vulnerability almost at all. It's also just really hard to do tho because of how blunt text is as a format so it's fairly easy to go overboard. If somebody asks me how my day was in person they can get a read not just through my reply but through my face and my eyes. I usually say 'it was ok' and then let my face indicate what 'ok' means. In text I don't have access to that timing or the faces, all I can do is post this ---> ':/' which is also hilarious in how ineffectual it is. The complexity of negative thoughts, especially if they are slight, are hard to convey so we often just dont. Legitimately No One Can Ever Know is a game that reminds people that there are internal thoughts and feelings of the other user in a digital age without even relying on visual expressions at all. That minimalism is absolutely worth the price of admission. Which is nothing, by the way. This is free. Short to.

That's it. So writing outwardly is not hard at all (I wrote this in literally 20 minutes, its a shower thought), and contrary to perceptions it can be done more easily and more effectively than internal writing. It's possible it still feels like an advertiser's approach although I think this can oversimplify. At this point though I'd rather prefer people focus on the content of my assessment and on the game itself rather than focusing on me so if I have to be labeled a marketer to do it that way, so be it. I'm really happy that I've strayed away from those initial habits and I deeply appreciate all my other writer friends for helping me out here but I hope maybe you can find your own sense of comfort and solace knowing that there's dorks like me out there that prefer the outwards writing approach over the inwards one for displaying whats great about a game. Smiley face.

Accompaniment Song

Story written for the feminist murdergirls. Girls that were into fast paced shows like Invader Zim or Space Patrol Luluco but want a lesbian version peppered in pastel. People ate up the first one, became a cult classic. Murder as a zany comedy episode with a bit more characterization then you are used to. The first one isn't gorey, its very light on its violence and playful, the 2nd, taking place in high school gets a lot more graphic with 2 of the endings being about sexual fetishization of torture as sadism from male characters (only mentioned not depicted). In a violent world where murder is a barely concealed expression killing takes on a romantic meaning, the killing of or with people performs as a form of gift giving. Mainly protecting people via murder, sometimes killing them to Capture them. All the same Liar Liar treats this whimsical world with appropriate geriatrics preferring for jokes and over the top exchanges than anything serious or forlorn.

Liar Liar 2 does something that I've also noticed in the game Bad End Theater (2021) where a game is created out of having to sift through a bunch of bad endings for a good one. I recently complained in my blasphemous review that action titles shouldn't hide its best ending behind a bunch of obscure operations. However it makes sense for a Visual Novel to do that because typically the most 'challenging' a Visual Novel gets is having to choose a branching option, with Bad End Theater simply tweaking the optionality ahead of time. Since there's no action inputs and thus its incredibly easy to get all the endings Visual Novels are not burdened by this design limitation although it can still cause the player to focus less on the journey and more on a fixed destination. Thereby abstracting them from immersion in the story. To a large extent this is fine though as if you view it from a player agnostic lens it allows a rich story of potential motivations. Visual Novels with multiple endings are very similar to plays with actors and moving parts, 'set changes', etc. and so its really telling a story about those potential motives, Shakespeare move over because visual novels are stealing your job and making it better! This is also something that unlike a chose your own adventure novel visual novels can do with the grace of its visual design and expression, game books often have issues making its various endings feel fulfilling through how brief the depiction is.

Something else that this story does as a sequel to the original Liar Liar (2014) is change the perspective. The first story was first person, the sequel goes for a third person omniscient approach where an ensemble of motivations are displayed. Which feels like a surprise since you end up embodying the characters rather spontaneously. It's a pleasant surprise but this rather extreme shift decenters the protagonist Yukari which kills the 'episodic' feeling set up at the end of the first one. In fact it feels less like a sequel and more like a high concept fanfiction of the original story written by the same author. I pin this on the more intense tone that comes from disempowering the protagonist Yukari and the perspective shift but it's neat to do this, though it constrains a 'local' space of the fiction to work off of, people were probably disappointed when this came out due in part to those and how it ends, implying there wont be a Liar Liar 3.

Aside from all that the game and its prequel also have instant text appear and this works really well. Although its sudden this allows the player to get into the 'speed' of the murderplot and not feel constrained from the action via scroll text. We Know The Devil (2015) a much bleaker but also fantastic work also takes this approach and I really appreciate it as it allows my eyes not to feel distracted by movement (and even worse scroll text sound) when I'm trying to read. This effect only works if the music fades from track to track because otherwise it would be too abrupt, luckily tokimekiwaku recognized this. The music is also very fun, feels like a bouncy ball.

Particularly I like how killing is gendered, the men all tend to be really gross and slow moving about their killing, often obsessive. The girls on the other hand are distanced and straightforward they just focus on protection. Makes sense in a world where having to kill men to stop them from stalking women is a necessity. This gender binary is not put in flux all that much, and I think that does hurt the piece a bit for me. The original Liar Liar implies that only weird specific girls kill, so the application of social classes of murder on gendered lines does feel a bit awkward to the established chivalry of the first title, one that also gives the women empowerment. It's probably just that the dev wanted to present a complicated and ugly world of maturity, relationships not working out etc. to their young audience. I have no issues with this honestly, but I would have preferred more 'episodes' of liar liar before this 'finale' sequel. The world really felt fresh and easy to write in but it ended before it could even get off the ground. I suppose there's no issue in passing off the pen early but there's only and hour of story between both games so the next writer might not know what to write. It's a step down from the first but not by much. Oh I don't have much to say about the first one, its adorable and iconic play that one for sure. Yukari is also very cheeky and hides her hands and I love that for her.

Song Accompaniment

I consider my last three posts as meditations on the function of 'disposable' art in relationship to memory construction, and characterization. They have been partially about uplifting generally 'disposable' artistic experiences. Consider this the final raid boss post on this topic.

I'm going to be as blunt and straightforward about this before I move on. I think the Frog Detective series would have been much better if it adopted a full on episodic approach before popping its 'finale'. I said the exact same thing about Liar Liar 2, its good but a bit too soon for it to be a capstone.

This is a very bold and startling view of mine but I think if we look at the popularity of Sherlock Holmes in the 1920s, western cartoons, and radio shows we get a different picture. Two of my favorite western shows are My Little Pony and Home Movies. The Frog Detective series taps in to a similar pro social approach to solving problems that MLP presents, and the slow social awkwardness that Home Movies depicts. These examples are all popular and memorable, with MLP still having a strong aspect of memory within it's creation. All of these example build up their audience over years, presenting them with specific charming social dynamics that really flesh out their cast before finally after many episodes freeing them via an ending. Yes it makes sense to free them at some point, The Simpsons and Family Guy are great indications of the inevitable flanderization that happens if you never do, but if you have an enjoyable world you should be free to explore it for a while.

That said, we shouldn't pretend that this has never been done before in videogames. The defunct Telltale had a lot of examples with this with their successful Walking Dead series and, more endearing to me, their 3 season run of Sam and Max. With that said nobody has reference a scene from the Walking Dead episodes in years and I can tell you immediately three really amusing gags from the Frog Detective series and only like 2 across the 2 seasons I played which is like 10 (I didn't bother with the 3rd season it looks pretty bad) games to Frog's 3. This is probably in part because of how forumalaic and quip focused the Sam and Max style by design is. Regardless, low overhead 'episodic' games have been a process in hibernation ever since the liquidation of Telltale, but if anything the excitement people had around those titles should cause people to be more interested in taking up that mantle and running with it.

Any dev is free to abandon their own series or patterns for whatever reason. That said it should come as no surprise that the first 2 games in the Frog Detective series were development projects mainly with the goal of getting used to the engine. This is obvious once you take into account the size and number of internal spaces in each episode. Episode 1 has no buildings and is small. Episode 2 has buildings but no way to enter them. Episode 3 has several quite lush internal spaces. Frankly the introduction of internal spaces in this episode was incredible but I think effected the writing and puzzle design. Since this was the first game with an internal space I hadn't really thought to explore around and look for things to pick up, this is partially probably a result of Detective's highlighting aura for interactable objects remaining the same despite the slightly more complex poking and prodding for items. On top of that, what made some of the dialogue work was the fact the characters were so clearly isolated as clear outside actors so the humor didn't quite express properly (though I think there are less lines during the case overall to with a stretch towards environment ambitions and a lush finale which makes this feel like the least funny of the 3 episodes overall).

Yes, I thought Frog Detective was good, I thought Liar Liar was good to, but they both ended abruptly and early. My friends have made remarks before about how I seem to over consume games, the reality is that I'm often replacing the 'comfort' of a long running show with an interest in the authorial penmenship of a specific developer or how people mod around a game that came out (various interpretations of Undertale for example). While this for the most part works for me, this is in part because there's no long running episodic games at the moment. A lack of reiterating on your own characters in a followup piece is going to cause a chain reaction of people to go back to MMOs and other online multiplayer games instead of being able to see comfort in individual smaller episodic games. It's hard to make this point stick forward but people often take away comfort best from small individual experiences that build over time. This is one of the reasons why television has been so successful to begin with.

You could say that maybe I'm a little too frustrated with this but the other issue here is that this is part of why remakes have been churning. What we apply as nostalgia is instead just having a comfort memory where we want to grab that pattern again and explore a tale through it. Gamers have been mainly taught to care more about gameplay than narrative, meaning that they will just play the same old tune with better graphics (hence the commercial popularity of remakes). The only reason this is the case though is that games like Frog Detective haven't been done more and don't go on for long enough. I would like to have considered the Frog Detective series as a wake up call to devs that people will long for episodic cozy experiences, but unfortunately the fact that this is likely the last game in the series makes me believe it'll take a while until that's fully realized.

I was genuinely excited about Deltarune Episode 1 when it dropped because I was under the impression over the next couple years, that we be seeing an episode spontaneously ever year or so. Not the case, apparently its now closer to every 2 years which I imagine is in large part because of how the overhead on the development side has bloated.

I recently made a list following the Wholesome Direct releases that you can find here I realized after I was done that sure a majority of them look endearing. Even Frog Detective was on there. How wholesome can you be when you show me a small world and then don't take advantage of everything that can be done with it? When I remember A Short Hike a game I genuinely love I smile over how much I liked it, but then afterwards I get kinda sad. I don't have a lot to work with on the characters or the story. It gives me the incredible world and treats it as a 1 time resort I can come back to be never shows me anything beyond that. It creates this sense of futurelessness, everything that I experience with the characters is momentary and I wont know them well enough when its all over.

I didn't get that with MLP, while the show ends in a way I'm not fond of, MLP gave me a rich historied world with a dynamic cast that I got to know in depth over the course of 70 hours across 8 years of production. With comparatively little overhead for each episode. I remember and could tell you more about a character like Fluttershy than a lot of novels I've read. It's not all about me and what I want, but I think there's something to be said for the idea that there is something being squandered both financially and emotionally by not sticking to a great cast for at least a little while longer. No wonder Nintendo is so hyper dominant, they have the good sense not to mess with their cast too much but they have large overhead so they have to make concessions towards mechanical iteration. In my view the best way to attain indispensability for 'comedic' or 'lighthearted' art is to take this and just make the characterization a little more rich and develop something ongoing beyond just mechanical depth.


Give me Homestuck, give me Yakuza, free me of the crushing abruptness of videogame characterization. We don't need any more mechanical depth, good writing is lagging out hard under the weight of ambitions. When am I gonna feel like I've been around a character long enough that I feel I know them? I'd rather jump the shark than hop out of the pond early.

Accompaniment Song

Truthfully, in comparison to most of my write ups, I have to come clean about personal ignorance in my experience here. The speed at which I initially played this and when I did was either before when Detchibe wrote their piece highlighting more of the ZX Spectrum John George Jones titles it was deriving off of, or with such little attention to this fact I might as well not have noticed. I played this without context originally, so of course without the context I enjoyed it. After a replay with some context I still really like it though and since I'm in the minority on that I feel like I should unpack why.

Beloved trashart explorer Detchibe notes that the appeal of go to hell (1985) and soft & cuddly (1987) was not per se the edginess or the tedious game design, but how games of this booming 80s microchip technology allowed for more vibrant texture work for independent artists which was a huge step up. Stating that its was 'functioning as a showcase for the creative liberties allowed by the microcomputer boom of the early 80s' you can definitely see that in the intricate detail of the monster design setpieces from those titles. Those two titles were an inspiration point for the forwarding of independent digital game art primarily.

Cadensia in her grace follows up that historical note by agreeing to this appeal and then, in her own post highlighting an interview showing its a product of blatant boredom of the developers part.

"For John George Jones, the development of his games was a way of killing time: according to the strange interview he gave to Sinclair User, he was first and foremost a disillusioned musician who wanted to amuse himself with people's reactions to the violence of his games before returning to other activities that would interest him more. There was no big project behind it, no real desire to push the boundaries of video game design, just a feeling of boredom."

It makes sense that if you're going to make a game out of boredom as a way to illicit abstract sensations and practice animating doodles, you wouldnt make a tight narratively driven title, you'd make a labyrinth. So we need to turn our attention to game design philosophy of the labyrinth for a moment. Firstly we can see a level of similar maze abstractions in several iconic Atari 2600 titles that were the rage only a few years before. Adventure (1979) has no explicit story or map keeping the player in a state of the unknown. This style of abstract player discovery based design was the go to for any game on that system that wanted to try to produce a dynamic experience, rather than a static goal oriented directed one like say Pacman (1980). Only 3 years later the infamous licensed game E.T. (1982) is where this lack of clarity in purpose and exploration upset players, its because it was too abstract and unclear what the goal is. A rift happens here, do players want a clear goal or a hidden one? It probably depends on how long a player is willing to put up with feeling lost. Put another way, all maze games that dont show the entire maze like Pacman has to deal with the potential fatigue any player might have until they rush for a map. Back then there was much more patience with being lost, we rush for maps all the time in games now but back then there weren't so many options. Nonetheless the failure of E.T. should show that technocultural analysis only takes us so far, at some point every player is going to get frustrated and upset, especially if the sound is bad or overbearing.

This top down obfuscation of a goal via only fragments devise by design a feeling of disorientation, allowing for the images themselves to be treated with added novelty and with difficulty arising from how large the hidden mazemap actually is. In this way within the limitations of the time we can think of George Jone's games as haunted house experiments, early attempts a more expressive spookhorror design. I don't think this is too far a stretch, after all people decorate for Halloween out of a similar sense of boredom and desire to amuse themselves as much as freak out other people and both games show creepy medieval symbols that tend to get associated with this more stylish horror.

The issue here for me is that these 2 George Jones titles are, frankly, unplayable. Mainly because what it achieves is done more slowly and rudimentary than the massive surplus of haunted house titles after it we now live within. This is the inevitability of artistic technologies in how they will snub older design applications. Beyond that, the large labyrinthine game is now in a state of arrested development both because that 'player unease' is now much more effectively explored in first person perspective horror games, and where it doesn't Yume Nikki (2004) and its seemingly endless inspiration works has now cleaned shop. Whether a player enjoys or even finishes Yume Nikki its no doubt a masterpiece in the emotive ambiguity of maze design. Its effective dream diary feeling and its establishment of a 'home' is such that the player can always feel infinitely lost without much immediate distress or compulsion to find the exit, often wanting to stay lost in many instances. The sound and music helped here to, the ambient soundtrack of Yume Nikki is immaculate and warms the player towards the feeling of being lost. A lot of games really do live or die on their music and sound design, honestly.

Anyway, this represents a distinct philosophy towards the maze entirely where its exploration for its own sake rather than for an explicit exit or goal. This may seem like a counterargument to the out of history comparison here, as I acknowledge they are functionally incomparable right? Let's take to it absolute extremes before you decide that. If the appeal is to be so horrified I want to leave rather than explore, I have at my power something that in a physical cornfield maze or haunted house I dont, I can leave immediately. For digital mazes, I can just shut off the console, thereby 'leaving the maze' and origin of discomfort immediately. Of course people still play games that 'scare' them, but the point of my illustration is that these old titles by their rudimentary design only have symbols towards an endgoal so the momentary symbolic collection loses its historical value without something other propulsion to play, I can just leave by just turning off the machine which trivializes merely objective or museum based gawking, there needs to be some other internal set of systems to keep me around. The character movement in these John George Jones games so that symbolic collection of historical items first hand is slow, which kills any 'masocore' reason for play, it doesn't help that there's no save function I know of so turning off is the only way to reset the maze without dying anyway. Which begs the question, why bother? Like, why collect these experiences with my eyes through direct hand input if I'm not even enjoying it when I could just look up somebody else doing it online now? If the only thing here is a bad maze with some good art I can just watch a video instead. More ruthlessly, absolved from its historical context, what value would these titles even represent to me now being as outdated as they are?

Well Fucker Gamer Scum Get Stabbed (2014) actually has a rather blunt answer: The art style is pretty cool and worth updating and reusing in a modern context. Consider FGSGS for a moment as a discursive attempt at updating the appeal of ZX for a modern audience. FGSGS gets rid of the large map design, instead going for a tight few rooms, but leaves the disorientation still intact. There's a fluid sense of constant movement, not just from the floaty player character but the constant dripping of needles and running of player monsters. Along with the midi industrial song hunter killer by Smersh. This is all a modernization, the lack of music and ability to have several fluid animations on screen at once makes the original titles feel like literal molasses. FGSGS expounds to us that there's much in its bright neon framework we can borrow and use now, it shows how exciting it all is and does it with a novel sense of style, replacing the mideval iconography with more 21st century anxieties like hospitals and anarchism.

When you add it all up it repurposes the original elements of haunted horror unease for a short industrial retronostalgia of the forgotten technology for a new audience. That audience, if signposted to at all, is likely other internet game designers at the time. 2014 was still fairly early in itchio's platform development, originally coming to the public in 2013. The rudimentary nature of it is probably intended to make an appeal that this stuff even exists to other designers in the same way the popular trading of Playstation graphical design style via 'PSX' is (itchio as a platform has a rich amount of cultural exchange that make these actually active decisions, but thats a topic for another day). Seeing the history of the microcomputer itself having the notable outbursts be much the same makes this as a rather 'fitting' interpretation do you think?

That is not to say that this wasn't made for public showing and viewing, and that you can't get anything from it and shouldn't talk about it. Rather, we are a secondary audience, the primary audience is people who didn't already know about the ZX spectrum and found immediate sensual novelty in doing so. As a more informed secondary audience, I think instead of prodding at Fucker Gamer Scum Get Stabbed with our dissatisfaction for not meeting our various expectations, its worth appreciating it as an digital memory that tries to compound this old artsyle of to that of the present because I know that what probably happened here is we found out about ZX spectrum through this and just went to look them up first. Much more preferable I think to having some studio buy out go to hell give it a bit of extra movement and then upcharging it on a cultureless store page like steam. People say a lot in defense of remakes and remasters but I much prefer the more down to earth approach of just making your own inspired derivative work that calls back to those older works. You can think of it like just a nonverbal 'remember X?' blogpost in that sense.

Sure there's something to be said for how hollow it feels. It's short and doesn't have that same creature design, the soundtrack feels hollow with the number of political visuals on screen. Hospitals, people tied to anarchist books, the death of 'punk'. Rather than seeing this aspect as a failure though I see it as what a contemporary and chronically online set of fears is. The longer you spend online the more you get nervous of whats happening in the margins and how those are and should be amplified. I think Fucker Gamer Scum Get Stabbed is just poking a bit of fun at these fears by centering them as a 'new' haunted house. The game reads a bit more reactionary or at least politically stunted with its needles and hostile hospital designs in a post covid environment but this would be an unfair to place on it, in america at least there were larger healthcare concerns by this time that justify this. As for the 'death of punk' stuff, that old trope, I think that it's such an obvious fear that it would be foolish not to include in 'digital funhouse' mirror of fears. One that even Cadensia touches on in her conclusions on in the game, that it would be a poor decision not to use it to unease the player. I think that's plenty thrilling enough, if you asked me.

I write so extemporaneously and in such excruciating detail here for such a nothingburger of a work for many because this approach probably explains why I like more games than I don't especially on itchio. I'm not thinking about them in terms of satisfying a set of explicit design rules (weak level design or movement ability) or sociopolitical aggression ('not punk enough'), so much as what there is to be charitably remembered from each piece I spend time with. As long as the memory isn't offensive or upsetting I think it's worth keeping around and giving a respectful nod to, personally.

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Thanks to Detchibe for keeping me remotely updated and involved in the Backloggd Discord Game of the Week during my exile, along with all the attendees for the thoughtful criticism so far (If I haven't quoted you its out of respect for peace of mind, my new policy is to only quote people I'm following or who express comfort with being quoted). This was a fun exercise. I hope to do another one of these soon :3

Song Accompaniment

This post-silicon faux introductory approach to platform character programming design, well meaning as it is, obscures information in 2 ways.

1. The toolkit here gameifies entirely around you the player being able to tweak towards a working character slowly through the introduction of new information rather than give you a top down understanding of how a good character looks and plays and working backwards from there. As such the useful part of the information is put at the end rather than at the beginning. I believe this is probably because Mark creates his videos in mind for an audience constantly in burnout so he has to 'slow cook' his observations rather than lead with information. You don't want to risk overstimulating the player with information so you give them 1 thing at a time but the player character themselves is going to feel like shit until you have all the functions to tweak open to you.

2. This corporate silicon mess doesn't feel good no matter what you do, because games are actually more about their visuals and music than they actually are about their 'movement'. As he explains, all the movement is completely up to what style of game you're trying to make, and as such its about the audio visual design. You can't make the character feel good to play when you have a horrible non-progressing mallsoft B-Side trumpet song playing in the background and with the visuals all looking like Paper Mario: Sticker Star put through a smoothie blender. It will always feel like chemotherapy that way. Yes you first start by prototyping the movement with simple pixel art and usually throw the sounds and music in last in these projects at the end, but before you start designing at all you imagine a world you want to externalize, is it a fluffy pillow or an industrial nightmare? You can't make a game with just a base awareness of mechanics and free art assets like this. You need to have an idea of what you want it to look and sound like. It would be remarkably less glamorous but this should have been made with simple pixel NES style limitations, possibly with a black background like how Metroid (1986) or Ice Climbers (1985) looks.

There's a lack of firm data, for example the acceleration and deceleration seem useful but they don't give you frame data of the stop and start points (or even just a second timer). Everything is styled to be interesting but not informative. As an actual toolkit, this is worthless. Like yes the preset for mario is slow, but that's because in mario you run and there isn't a coded run button to oscillate the speed.

Anyway, even if we ignore all that, there's just other functional issues that get in the way. For whatever reason run input information on the controller buffers data so your character always turns with uncontrollably slippery lag after changing inputs. I gave up playing this twice because I didn't realize this was just because of poor coding. The input keyboard controller is the arrow keys and the space button which is also a terrible layout.

This is the part where I'm supposed to say something needlessly snarky about how GMT should stick to making videos or how essayists should stay in their lane. I'm not going to say that. I think information simulation games are great, Balance of the Planet (1990) is an information game and it's one of the most ambitious and informative titles out there. I think Video Essays about Game Design are great, people can have great information without even having a hands on approach with the numbers and coding. Xator has a fantastic video/essay on the Mario bounce, which is relevant here, and from my understanding that's all gathered from historical data and reviews. To his credit, I don't know GMT that well and he seems to make shallow stuff but apparently his Boss Key video inspired one of my favorite levels in a game, the esoteric sky dungeon from Yo! Noid II: Enter the Void (2018).

All I'll say is that good observation comes from thoughtful consideration and research. Not out of being performative or hitting a production deadline, nor by babysitting readers/players with a series of continuous priming statements. Historical comparison or Breaking down a graph goes much further. Even without that, just get to the point, you really don't have to tutorialize the audience constantly. It does help to have a good taste in non-verbal music though because otherwise people will get sick, faze out and click off :3