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Notes -
Video game thread.
I played return to moria this past two weeks. It's a survival crafting game. Gameplay wise it is fairly standard for the genre. The setting of middle earth is fun. I'm not a massive LOTR nerd, so I'm sure I missed some subtleties.
There are some mechanics that definitely make the game better suited for co-op. I played it alone and felt like I was missing out. Storage sizes always felt too small, there were legendary gear items that you could only carry one of, and you could be picked up upon death by a comrade if you had one. I eventually downloaded a mod to fix the first two issues. It expanded storage and allowed carrying multiple legendary items.
Progression happens entirely through gear. And gear drops on death. Corpse runs were not as brutal as I feared. The game seemed to handle agro and grave placement in a way that helped corpse runs.
Resource collecting was generally pretty standard but sometimes I'd find myself making fun little mining platforms to get higher.
The map is procedurally generated, but it's more like pre-made rooms that are stuck together in an odd assortment rather than fully new terrain each time.
Navigation was tricky with the map not helping much except to provide general directions. I ended memorizing a lot of tunnel layouts in order to get where I needed to go.
Replayability felt low. I didn't want to totally start from scratch after getting used to all my awesome gear. The next update is supposedly adding NPCs for bases, I'll probably replay the game when that comes out.
Meta-gaming question I have is: what are some game stories that can only function in the form of a game. Archetypal games that were bound to happen at some point.
Games have art, music, story as components. The unique part is the interactive component with the player. A game like SpecOps:TheLine could function as a book. Spitballing a few famous tropes.
game has no story. pure skill expression.
gameplay making sure the player understands the story.
games that setup difficulty as an exclusive club:
games where the entire main story is a lie that the player can optionally uncover
morality where being evil makes the game easier
Choose your own adventure books exist, but I think that whole genre just fits way better with a game. Multiple ending options based on how you played just makes sense within a game.
Any stories that play off the actions of the player are going to be more powerful in game form. Bioshock is a good example here, but far from the only one in the genre. Dishonored is another one where choosing to be non-violent, or staying completely hidden will change minor details in the following levels.
More power and game changes depending on choices is the thing I'm pointing at. Because choose-your-own-adventure books can't change the experience depending on the choices.
Dishonored is a great example too. The game offers the player all these fun powers to brutally murder enemies, which makes the decision to endure a stealth low-revenge play-though aligns the player-as-human and player-as-morality-in-game decision making. Someone playing blind might not realize that the action-fight at the end is a consequence of their actions in the game.
Dishonored also has a unique video-game feature of choices that take creativity to recognize as a choice at all. Like the mission in Dishonored where Corvo signs up to duel a party-goer, and first to death wins. But the player can use sleep-darts instead of lethal-darts to win the duel without killing the other person.
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