@sliminality this was a great watch
Notices by clarity flowers (clarity@xoxo.zone), page 4
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clarity flowers (clarity@xoxo.zone)'s status on Saturday, 13-Dec-2025 15:11:50 JST
clarity flowers
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clarity flowers (clarity@xoxo.zone)'s status on Thursday, 11-Dec-2025 23:44:00 JST
clarity flowers
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clarity flowers (clarity@xoxo.zone)'s status on Thursday, 11-Dec-2025 08:04:54 JST
clarity flowers
really gotta remember to tell my NYC friends & mutuals that I'll be here BEFORE I am sitting in a hotel with nothing to do for one(1) evening
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clarity flowers (clarity@xoxo.zone)'s status on Thursday, 11-Dec-2025 08:04:24 JST
clarity flowers
hi from brooklyn
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clarity flowers (clarity@xoxo.zone)'s status on Monday, 08-Dec-2025 03:07:41 JST
clarity flowers
@stardust alas this is for work, I'm afraid, and they're not so amenable to Good Ideas as the people of mastodon
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clarity flowers (clarity@xoxo.zone)'s status on Sunday, 07-Dec-2025 08:25:14 JST
clarity flowers
@leon @mcc not sure it's that centralization is "cheap" so much as it is capable of externalizing its costs into places you aren't looking at
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clarity flowers (clarity@xoxo.zone)'s status on Saturday, 06-Dec-2025 18:06:39 JST
clarity flowers
@dante ????? b
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 15:31:04 JST
clarity flowers
@ataylor I think one element that helps is when players have emotional attachment to things that extends beyond their own game, so if you tell someone about Cuno% in disco elysium they'll be delighted because they care about Cuno. And if I tell you that a muslim empire conquered the whole of britain for a generation, that's similarly inherently funny+interesting bc of real world context
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 15:25:43 JST
clarity flowers
@apophis clipping and streamability is actually interesting to bring up bc I kind of think that's maybe distinct from "getting people to tell stories". Like Crusader Kings isn't particularly engaging to watch but naturally produces fascinating stories. Or as an extreme example, eve online
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 15:22:31 JST
clarity flowers
@ataylor That's an interesting point about mvp+content thing, I'll have to think more about how dev process affects this. On the subject of authored vs procedural, Crusader Kings is interesting for having a mix of both... and I guess maybe something like Sunless Seas also tries to operate in that space, though I think it's less successful at producing stories. Will have to reflect on why.
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 11:31:42 JST
clarity flowers
@ataylor yeah totally, Disco Elysium really succeeds on that front as well (especially with making rolls into branching points where both branches are funny/interesting). I think what's most intriguing to me right now is asking like, is there a throughline between Dwarf Fortress and BG3 that makes them both have this same property? Is there a design space that exists in the middleground between them? Or are they distinct incompatible techniques?
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 11:16:47 JST
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I'm particularly interesting in what video games can learn from indie ttrpgs, which are (at their best) -very- good at capturing this sort of expressiveness. My current group is playing Blades in the Dark and it's so fun to see how dynamic the play ends up being. I think many of the successes there are available to video games too!
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 11:11:03 JST
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Mind, there's not actually a value judgment here. I've enjoyed some clicker games well enough. But I'm curious to figure out what makes a game "expressive" and how to capture that in the most efficient package possible. What design choices cause players to tell each other stories?
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 11:07:55 JST
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I'm developing a theory of game mechanics where there's a spectrum between "upgrades" and "options". Contrast, say, clicker games (pure upgrade) with something like deckbuilding in a TCG.
The question that keeps running through my mind is: is one players' experience of a game -interesting- to another player? Crusader Kings: yes. Dwarf Fortress: definitely. All these twee city builders coming out with good aesthetics and basically linear progression: definitely not.
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 07:28:52 JST
clarity flowers
@lynnesbian tbh I played an entire game of crusader kings on a steam deck with very little difficulty. wonderful things are possible with radial menus
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 05:40:05 JST
clarity flowers
@jovialthunder ... I see
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 05-Dec-2025 04:59:18 JST
clarity flowers
@jovialthunder what does this mean
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clarity flowers (clarity@xoxo.zone)'s status on Thursday, 04-Dec-2025 15:47:34 JST
clarity flowers
@jplebreton tho I do like trying to imagine the far-off utopia where going to the bank (or whatever) is so pleasant and idyllic as a task that people welcome added friction to the experience just for the social joy of it.
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clarity flowers (clarity@xoxo.zone)'s status on Wednesday, 03-Dec-2025 05:43:49 JST
clarity flowers
@mapachin people will do anything to avoid having to do actual power analysis, it seems
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clarity flowers (clarity@xoxo.zone)'s status on Friday, 28-Nov-2025 12:25:18 JST
clarity flowers
eggnostic