The best way to sum up my experience with Paratopic is this: The first time I played Paratopic, I didn’t like it; the second time I played it I liked it a little more, but the only reason I bothered replaying it was to get screenshots for this article. Nevertheless it’s an interesting game, with some neat ideas, and some good execution.
So, what’s the deal? Why is this how I experienced the game?
I was hearing a lot of buzz about the game on Twitter so I decided to check it out. (Worth noting is that since I started writing this, the developers have released an update which adds new content. I have not played the updated version. This is all based on the earlier version. You can get the game for yourself on itch.io.)
Nightingale Dying Commander was made in ten days by Dries Vienne. You can find it on itch.io.
It is a turn-based tactics game that is, effectively, a short experiment/prototype.
I like it a lot despite it being unpolished and pretty rough.
I was thinking about “difficulty” in video games long while back and wrote a rough draft of this post. And now, I’m finally getting around to finishing it and posting it. Basically, I had noticed a connection between the “enjoyment” that people seem to receive from unfairly, absurdly, infuriatingly difficult games and the concept in Psychology of “effort justification”.
The tl;dr is that absurdly difficult games trigger a psychological phenomenon which tricks players into feeling that the experience was worth it, even when the experience was actually unfulfilling.
For years I have been arguing that digital games are too restrictive and need to develop the same level of accessibility as other arts and media (books, film, board games, etc.). I have argued that games lack the basic accessibility to let you skip around, browse, and engage with them on your own terms the way you can with a painting or a piece of music. You cannot freely explore digital games.*
I have also argued that there is a growing demand for something like a Free Exploration Mode among game audiences (players who have busy schedules so they can’t invest a lot of time and energy into a game they want to play, players who just want a more relaxed version of a game they like, students who want to analyze a specific part of a game without having to slog through hours of ancillary gameplay to get to it, writers/youtubers who want to jump to a particular section of a game to get a specific clip or screenshot to illustrate a point, etc.). I also predicted that, because of this demand from audiences, that some form of Free Exploration is inevitably coming to digital games.*
And, it seems the games industry is slowly beginning to move in the very direction I predicted.
Warlords of Aternum is a decent turn based strategy game buried underneath a lot of layers of pay-to-play, wait-to-play nonsense that permeates mobile gaming. I found it at random while looking for turn-based strategy games, because it’s one of my favorite genres of game.
I’m not here to talk about the game itself though, but about a few moments in which the game mechanics tell a story through its upgrade system, which is something that I wasn’t expecting from a mobile game like this.
[~1500 words; ~50 pictures]
[There are links to two easter egg posts at the bottom of the page]
Rune is a game about being a viking!
All gameplay revolves around roleplaying a viking! All story revolves around what it means to be a viking! To play Rune is to be Rune, and to be Rune is know the Viking inside yourself!
So, I wanted to talk about a type of gameplay that I’ve been thinking about lately, one in which the player can set things up so that the game continues, progress is made, but the player can choose to sit back and watch things unfold. It creates a very specific feeling, or sensation, of being in control, but also not in control; it feels both powerful and relaxing.
I first talked about it in my Fun Gun Award for the Resistance series, specifically when I was talking about the Mutator gun. Then in my post about Diablo 2’s Necromancer, I talked about it again regarding the Necromancers AI altering skills. And it was at this point (during the Necromancer post) that I realized that this specific type of gameplay/gamedesign/mechanic is actually a unique artistic device that you don’t normally see outside of digital games. And it’s a very specific and unique experience that I don’t think I’ve seen anyone explicitly describe before.