Wondering if I could buy an IP back from the beleaguered AAA dumpster fire I sold it to…
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Posts by Richard Flanagan
Hmm, Artemis didn’t do it for me. I really liked the world and will excuse a lot of jank if the world feels good, but I just straight up didn’t enjoy the characters in that book…
…game adaptation could work though
Dirac Gateway Sys | circa 2217
Dirac Gateway Sys | circa 2217
A bit bland, but under 10 minutes - still probably faster than AI...
Quantum Particle Dynamics Board Group | circa 2203
Quantum Particle Dynamics Board Group | circa 2203
Crux Long Range Acoustic Lens Systems | circa 3109
Crux Long Range Acoustic Lens Systems | circa 3109
X-Band Uplink Group | circa 2031
X-Band Uplink Group | circa 2031
General SuperHeavy Systems | circa 2155
Hey do gifs work here yet? Cuz if they do, I think my geezer-ass sci-fi design aesthetic has circled back around and achieve a tiny bit of relevance (thanks Marathon)
I am at the top of my hairdresser's 'DILF List'
#littlevictories
He still can't fit me in for appointment though.
Still pretty stoked about the list.
Yup, I remember it was a big deal dialling into that BBS.
Our family would get a new Sierra game every Xmas, and we’d always eventually get stuck.
The long distance charges dialling into that BBS were substantial, so we had to be sure we’d really exhausted our ideas in game.
Still, good times.
It was good advice.
But I’m glad you ignored it and carried on - you made something very special.
Hey, this game rules. Clever, elegant, musical, cute.
There’s a generous demo! Then buy it because good things deserve money in this hellscape.
Too kind
*radiolab* that is. Radians, eh - been a while since I’ve thought about those fuckers
Oh yeah, big radian fan. Though i fell off for a few years, might be worth dipping back in.
This shifts the context for choices from an extrinsic motivator (more ammo, story beat X) to an intrinsic one.
Your choices are informed by how you, as a player feel and interpret a scenario.
Not a perfect game, but wow. It takes a few big swings and mostly pulls it off.
I think it has some of the most powerful choice design in a game I’ve ever played.
Which is ironically largely down to the fact that choices have little to no meaningful mechanical impact.
@kirkhamilton.com super psyched to hear about your and the rest of the Triple Click squad’s take on SOMA.
It’s an all timer for me - maybe a top 10 contender…
While I’m actually in the process of selling all my eurorack, modular synthesis absolutely made me a better game designer.
Patch design helped me develop better system design brain muscles.
It absolutely rewired/supercharged the way I think about system hierarchy and operative design…
Practicing my markers, I used to be good. I shall continue to practice, until then…
It didn’t flub the landing, but I do wish there was a bit more meat on those bones - especially when the rest of the package was so impressive.
My only criticism is, that it’s world/tone/efficient design/and generally high level of taste are all at such an impressive level that I couldn’t help but expect its narrative to at least flirt with something more deep or profound.
The world and production design are bananas & the sound design is truly inspiring.
The UI/UX are bold, refreshing and consistent. If you aren’t into the interface, I urge you to give it another chance.
I finished it, it was good.
It’s an excellent example of a singular design vision. It’s predominantly highly tasteful and well realized with an efficiency (frugality) of systems and design that work very well.
It didn’t feel watered down of overly influenced by meddlers
Been enjoying Routine (chipping away slowly)
It is very much my thing.
I’m meeting it on its terms, giving it the time it’s asking of me - it’s mostly going great.
It is unapologetically what it is, and that is commendable.
Thanks for the heads up - I published the ratings, not sure when they'll show up.
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