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Wadjet Eye Primordia - A Point and Click Adventure - Now Available

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Complains that all the puzzles in the game are about burning things with the plasma torch.

Asks for a protagonist with a built-in plasma torch.
 

Shadenuat

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make it TWO plasma torches next game!!
AND A JETPACK

Yeah I've lost my line of reasoning a bit there, but it always happens to me when I try to figure out what actually felt wrong with the game. I could've just said that "puzzles sucked", but it doesn't feel right. I am not really good at adventure games and never studied their design, I can sorta figure out what's wrong with RPG by stamping it with basic shit like "bioware C&C? fuck off", but adventure games are a weird genre. I'm not sure what to do with them.
I just wish gameplay in Primorida was more, uh, "inspired"? That gotta be the word.
 

MRY

Wormwood Studios
Developer
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Now I feel like I kicked someone's baby.
Not at all; more like you criticized someone's kid. Both of those things might be awfully upsetting for a parent, but criticism can actually be useful! Perhaps especially for a parent. While it may seem like my hackles went up (I hope they didn't!), I really do value getting negative feedback. Ordinarily, I just accept it and don't try to argue back against it, but in this case, I'm not sure I wholly understand the criticism, which is part of why I'm pushing back, to get a better understanding of it. As a threshold point, though, I should say -- as I did several times in the recent Codex interview -- that I agree that the design is the worst part of Primordia.

You can't replace Ben from Full Throttle with a cursor. Cursors don't ride motorcycles or kick things with their boot.
I think you're too focused on "special powers" and not enough on the intrinsic nature of the character. It's quite common for adventure games to feature unusual protagonists -- a wannabe pirate, an investigative reporter, a novelist, an insurance salesman, a medical student -- yet not to have any special "verbset" of actions. It's the exception, not the rule, to have a protagonist with super powers (like Ben's kicking or bike riding, or Bobbin's magic).

To me, the question is less about whether Horatio's being a robot supplied the player with robotic super powers (obviously not), and more whether his characteristics supported the core adventure game verbset (collecting items, building machines from scrap, repairing broken machines). There, I think there was quite a close link between the character and the actions, in fact a closer link than in most adventure games, where characters who would not logically pick up doodads or repair machines, or at least would not do so with pleasure and ease.

Replacing Horatio with a cursor makes sense only if you believe that cursors "build energy sensors or gather electronic parts from scrap heaps." The fact that you think they do is simply a sign that you've been so immersed in adventure game gameplay that you don't question those conventions. But a cursor can no more build an energy sensor than it can kick someone. To me, relying on, "It's an adventure game, so of course the protagonist can do such and such" isn't a great explanation.

(For what it's worth, early designs contemplated Horatio incorporating the parts into himself as upgrades, but we dropped that for a variety of reasons, a big one being that Vic really likes inventories.)

Likewise, replacing Horatio "with a talking cursor" would, in my view, change quite a bit. It says a lot that Horatio is a robot and yet he behaves this way. He sleeps on a bed. He wears clothes. He holds tools. He reads books. He speaks aloud. He takes notes by hand. Your response is, "Yes, this is proof that his being a robot is irrelevant." My reply is, "No, this is proof that Horatio is striving toward outwardly human behavior, like a cargo cultist who doesn't understand the meaning of the rituals he's performing." The cargo-cultist motif runs throughout a variety of encounters in the game.

But you remember there is only one canonical ending for these games?
I plead ignorance to what "canonical" means here. Fallout has sequels; PS:T doesn't. Obviously the Fallout sequels assume certain things about how the first game ended, and I guess we can call those assumptions "canonical." But even if one set of outcomes is "canonical" in that sense, I'm not sure why that matters; if we made a Primordia 2, then Primordia would have a "canonical" ending (in fact, the spin-off novella "Fallen" renders non-canonical the Thanatos mass-transmission ending).

Looked at on its own, rather than from the perspective of sequels, FO1 had a lot of possible outcomes. Just off the top of my head, I believe there's the option to kill the Overseer or to help the Master take over the Vault (right?), both of which provide meaningfully different endings. Then there are all the ending slides that can go one way or the other.

With respect to PS:T, I'm not sure what it means to say that there's one "canonical" ending, since there's no canon beyond the game itself, which has several different endings. I assume you're talking about the fact that in most end-game scenarios, TNO ends up in the Blood War. But even just looking at the very end game, that's not the only ending (you can also unmake yourself, either with wisdom or with the Blade of the Immortal). There are several other ways to end the game (in your own destruction, typically, but also, as you note, taking over for the Silent King). In addition, the Blood War ending cinematic changes slightly depending on what you do, and the pre-cinematic sequence changes radically. Moreover, my understanding is that there were originally more endings planned for PS:T, but they were dropped for budgetary reasons.

I assume the division you're drawing between "very nice failure states" and "canonical endings" is that if the game ends before the last piece of playable content, it is a failure state, whereas if it ends after the last piece of playable content, it is a canonical ending. But if that's so, the the self-unmaking in PS:T and shooting the Overseer in FO are both "endings" not "failure states."

In any case, I'm not persuaded that the distinction is very useful, although I agree that having endgames that occur at different points of the game is a nice touch.

Regardless, accommodating a variety of ways to end the game short of just saying, "You lose!" strikes me as a good thing, not a problem. Like PS:T and FO, Primordia has a "main trunk" of endings (the ones where Horatio survives and leaves Metropol) that are a bit more elaborate; these correspond to the Blood War ending in PS:T, but like that ending, they have a variety of permutations depending on what companions you saved and what other choices you made.

for me it didn't feel there is much to interpret after . . .
To me, at least, there's quite a bit that's still open going into the final sequence in Primordia. Among them: What is the nature of Horaito's obligation to Metropol? Is he morally entitled to walk away from it? How strong is Horatio's commitment to non-violence, and has he truly ever overcome his original programming? These aren't questions the game can or should resolve. They are questions for the player to resolve because they are fundamentally questions about "human" nature and morality. As pretentious as it is to say, Primordia is meant to challenge the player to come to his own conclusion.

One way to let the player come to his own conclusion is an open ending like the Blood War in PS:T, where you can ascribe whatever motivations and explanations to the scenario that you want, but you're obliged to do that ascription in your own mind. But a very large number of PS:T players -- myself included -- found that ending unsatisfying; a bit too abrupt, and also, ironically, not open enough. It assumed a lot about the TNO that might not jibe with the player's read on the character. (An acceptance of fatalism being the main presumption.) With Primordia, I wanted players to feel like they could make the final decision with Horatio -- to help Metropol, to destroy it, to simply take the power core and go, to die fighting, to die refusing to fight, etc. In other words, they interpret the ambiguity about Horatio's nature (and about the moral circumstances he faces), and then, based on that interpretation, choose what they think is the best way to resolve things.

The fact of achievements ruined the multiple endings to some extent, but if you look at people's tweets and comments about the game, it's clear that even with achievements, many players got a "bad" ending and simply assumed it was the main ending, and responded to the game accordingly. In my view, that's a great success: if you think "de pie o muerte, nunca de rodillas" is the right choice, and die to Scraper with plasma torch in hand, I think it's great that the game accommodates that in a way that suggests it's a viable conclusion, rather than expressly labeling it as a failure.

Obviously, if the player is simply there to "win" in a gamist sense (i.e., getting a high score), then some of those choices aren't viable. But if that's all the player wants, then both PS:T and FO simply have bad endings, because the protagonist necessarily loses in a gaming sense. He doesn't get the girl, the hero's welcome, or even a chance to enjoy his powers.

Kiosk is a guessing work in a sense that it's not a creative puzzle where you use your skills/objects/characters/knowledge, it's more of a minigame, a rebus.
Well, I guess I have two responses.

First, I agree with you that the kiosk is "more of a minigame, a rebus." But that seems totally disconnected with your nonstandard uses of the terms "guessing" and "creative." It seems to me that you're taking value-laden words that win arguments, and then redefining them such that you can use their value without their meaning. Everyone agrees that a "guessing" based puzzle is bad, and that a non-"creative" puzzle is bad. But "guessing" usually means "picking options without any basis to know which is right and which is wrong, until you stumble on the right one." It has nothing to do with whether a puzzle arises organically the setting. Integrating a differential equation wouldn't be "guessing" in any normal use of the word, but it would be "guessing" by your definition. Likewise, there are puzzles such as the insult sword fighting in Monkey Island that are clearly "creative" in any ordinary sense, but are actual guesswork (or involvement a substantial amount of guessing). And they have nothing little to do with using "your skills/objects/characters/knowledge." I realize that bickering with you over your use of English terms when your profile says you're from Russia is absurd; certainly if I were trying to explain myself in Spanish (which I sort of speak), I'd use the wrong terms all the time. (And if I were trying in Russian, my post would read, "Hello. My name is Mark. Thank you. Comrade. Good bye.")

Second, I think you're looking at puzzles from a slightly off perspective. Even if you don't use the protagonist's special skills, or inventory items, or in-game knowledge to solve a puzzle, the puzzle can still tell you a lot about other characters and the setting, and even things about the protagonist himself. The kiosk puzzle is linked (both by its actual content -- i.e., the screens you see -- and by the nature of the puzzle) to a key theme in the game, namely the way in which information gets packaged, repackaged, and lost. Memorious's use of steganography tells you something about Memorious; MetroMind's inability to detect the steganography -- despite rigorously monitoring the kiosk -- tells you something about her limitations. Horatio's ability to crack the steganography -- even if it's the player who's doing the work -- tells you something about him, his quest for answers, and his seeking to see past the superficial.

You may or may not like the puzzle; you clearly didn't like it! And I can't argue with that. It plainly didn't work for you. But I think think the criteria and terms you're using to judge the puzzle aren't universal.

Anyway, bottom line is:
I just wish gameplay in Primorida was more, uh, "inspired"?
That is the gospel truth.
 
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Shadenuat

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that I agree that the design is the worst part of Primordia.
Well, that kinda settles it. Although it still feels like I gotta explain myself a bit.

I think you're too focused on "special powers" and not enough on the intrinsic nature of the character.
I think you're too focused on a character, and try to explain lack of supportive game mechanics too much by narrative. Nature is good, but it's just bones. Where's the meat?
You gotta understand that for the player who finished at least a couple of adventure games, Horatio's skillset doesn't mean a lot. As players we are used to the fact that any type of character, be he a fool or not, journalist or policeman, can accomplish any task and can create ridiculous contraptions from all sort of junk they find in their inventories.
And why super powers? Kicking something with Ben's boot is not a super power, it's just his natural way of interaction with game world, which suits his character and brings variety to what you can do with objects in it.

Speaking of which, Crispin was a good touch in that regard, and I thought
using lamp on him
was very clever. I wish there was more of that, maybe a puzzle where you play as him and can only use flight and carrying one item in your mouth to beat it.

The fact that you think they do is simply a sign that you've been so immersed in adventure game gameplay that you don't question those conventions.
Not my fault. Gamist logic is something which you just accumulate in years. Considering that I still do most of the job by combining items together and finding solutions to Horatio's problems; and that many puzzles are very straightforward (you don't need to be a master-robot to stick an object to a door), there is nothing strange in a fact that I didn't pay much attention to Horatio's engineering ability.

(For what it's worth, early designs contemplated Horatio incorporating the parts into himself as upgrades, but we dropped that for a variety of reasons, a big one being that Vic really likes inventories.)
I would support something as unorthodox as that instead of standard inventory any day, even if it doesn't suit the story so much. For me it's Horatio's thinking which mattered, his beliefs and what he was saying, not that he carried stuff in his pockets.
I know it's important for the author to keep character's integrity, sometimes at all costs, because authors love their characters, but for me, the player, it's not as important. He could still read books even if he had a wikipedia in his head. He could even try to explain it, and that would reinforce idea of the character just as well.

In addition, the Blood War ending cinematic changes slightly depending on what you do
I'm pretty sure it doesn't.

For canonical endings, that could be a long one, and I think it would end up us arguing about what "good writing is", instead of how Primordia's endings worked for it. Obviously it's not about something as silly as if protagonist gets a girlfriend or not, but if game managed to wrap up it's themes nicely and create a satisfying conclusion for it's protagonist's development. If I'd be playing little white cursor, you could leave the choice of what happens to me entirely, but for an established character like Horatio, throwing multiple endings, often opposed to character's and player's behavior in the game dilutes the narrative.
I am not sure that players are thinking about resolving any morality questions when playing. So far as gameplay goes, I was concerned with helping Horatio to reach his goals and for him to survive. That's what I had tools for.

Some of the endings also weren't explained very well. Some felt straightforward, fatalistic, while in the others you couldn't guess what would happen. If he'd walk away, Horatio might become a lone drifter or just break somewhere on the road
instead of creating his own place with his friends
, who knows? Maybe that's why people chose to accept some of them, and didn't try to get others. During their playthroughs, plot felt linear, their choices - cosmetic. Which is perfectly fine for an adventure game, but could be not enough for the player to burn his brain in trying to figure out the awesum questions on the nature of morality.

I realize that bickering with you over your use of English terms when your profile says you're from Russia is absurd
It's nothing, you can point out any mistakes you see or whatever you feel is an "inappropriate" use of words. I'm here to communicate, not to mess with people's minds.
My point was that Primordia lacked in good, creative puzzles. I thought some people would bring Infokiosk as an example of a good puzzle, but by my definition, it is not, at least from adventure games standards. "Guessing work" meant exactly that - you guess right words/letters there, you don't come up with something creative to finish it. I explained it further in "10 robots" example, and you agreed that "it is (just) a traditional riddle".
There's nothing wrong in testing player's perception, I just don't think it lies in the same realm as "combine 5 sticks" ect.

But a very large number of PS:T players -- myself included -- found that ending unsatisfying; a bit too abrupt, and also, ironically, not open enough.
This one does not apply to Primordia that much, but still, here it goes: what I like about Avellone's writing, like PS:T or like KoTOR 2 and it's Kreia, is that Avellone is not afraid to make his point. If he takes on writing a story, he would give you his view on that story. He'd say that belief can change the nature of a man, or would argue the nature of the Force and jedi. As a player, you can agree with him or not, you can say "fuck belief, mace +3 is STRONK" and beat TO with a club into a pile of green goo. But it is there. That's why I liked Horatio learning about what he did in his past, because it felt like I learned his true beliefs. It made story more real. And that's why some of the endings like
lololo I jump robot to his death
felt redundant to me.
I would probably accepted Horatio making choice instead of me at this point.

Maybe I just prefer stories which have a sense of clarity in them (for example, I don't like games like The Void). If I'd try to argue and find the answer why, I think it would just lie somewhere in the realm of "personal preference". I thought one ending in Primordia worked very well (you probably know which one, hint - I'm a sucker for goody good endings), and one other also could have worked well if game focused on it's concept more (Thanatos one), while others were mere distractions.
 
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MRY

Wormwood Studios
Developer
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Messages
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Ah, at this point I'm just arguing with someone who took the time to play my game, compliment it, and give me constructive feedback! That's bad manners and bad business! So, I'll stop, except to answer your specific question on language.

In terms of the language point, your English is impeccable -- except for when you use "creative," "canonical," and "guesswork." If you were an English-speaker, I'd just say that you were cheating in the argument, but I figured it was possible that you were groping for the right word to describe what was bothering you, rather than deliberately using a loaded word. So, for example, I still don't understand what this means:
"Guessing work" meant exactly that - you guess right words/letters there, you don't come up with something creative to finish it.
You can't "guess" your way through the kiosk. It's just not possible. You could guess your way through the first couple of entries (oblique and redlien), but even by the third (which is where many players get stuck), you can't just guess words because art has to be gotten acrostically -- it's not a word that appears in the sequence. If you could somehow guess art, you could also, I suppose, guess create and lies; but then, again, there's no way to guess escape because -- you don't "guess right words/letters there" at all, you need to realize that the numbers represent letters and assemble the word. And of course the same is true of the final oracle entry. You need to first figure out the clue within the entry (by combining the capital letters), then figure out what the clue means, and then assemble oracle from letters in prior answers.

I get that you didn't like the puzzle (neither did Richard Cobbett), but I don't see how you can characterize it as "guesswork," nor am I clear on what it means to say that "you don't come up with something creative to finish it." I think it's a perfectly fair criticism to say something like, "The puzzle is basically just a minigame that isn't connected to the core game, and if you don't 'get' it, there's no way to figure it out because it's not tied into the lore or logic of the world." I might still disagree with you, but I couldn't say you're wrong. But I do think it is wrong as a matter of language to say that the puzzle's problem is that it relies on "guesswork."

I still don't know what you mean by "canonical," but as I think it is ordinarily used, the word means "established as the official version by an authoritative source."

In terms of PS:T, I believe that depending on how you resolve the ending, you either hear, or don't hear, Ravel whispering, "What can change the nature of a man?" during the ending cinematic. It's been years since I played PS:T though.

Anyway, I really do appreciate the feedback! I hope you'll try our next game -- years from now when we make it! -- because I'm hopeful we'll have improved the design along some of the lines you mention.
 

Shadenuat

Arcane
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Messages
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In terms of the language point, your English is impeccable -- except for when you use "creative," "canonical," and "guesswork."
Oh, you jest.
(Makes notes to check these three fuckers in the dictionary already not to embarrass himself later)

"The puzzle is basically just a minigame that isn't connected to the core game, and if you don't 'get' it, there's no way to figure it out because it's not tied into the lore or logic of the world."
That's probably the better way of explaining the problem, so let's stick with that.

I still don't know what you mean by "canonical,"
I explained a bit what I sometimes feel is "canon" in the last part of my post. In two words, I feel that a single ending of PS:T made it more focused game and in the end a better story.

Ah, at this point I'm just arguing with someone who took the time to play my game, compliment it, and give me constructive feedback! That's bad manners and bad business!
Nonsense, it was fun to learn the reasons behind some of the design decisions you made. I may not like them all, but it's good to see you to stand by them and explain them.

Anyway, I really do appreciate the feedback! I hope you'll try our next game -- years from now when we make it! -- because I'm hopeful we'll have improved the design along some of the lines you mention.
No problem, I hope I did say something useful in the end. I will try your next game.
 

iqzulk

Augur
Joined
Apr 24, 2012
Messages
294
/Butthurt whining mode on/

Primordia puzzles, for the most part, were believable and made perfect practical sense (of course, the fingertip in the nostril part was just stupid, and the "practical sense" part got significantly watered down as you entered Metropolis, but, frankly, the whole wasteland part is undeniably one of the best story-gameplay fusions I've ever experienced in an adventure game). I see no sense whatsoever in making a shitty inane Machinarium-clone or Deponia-clone (because that would be so much more "KURIATIVE"!) because of the whines of all the filthy "quirky/flashy interactive cartoon" (Lucas Arts included) lovers that plague the genre.

Primordia was a game about exploring and combining stuff, which heavily depended upon player's own agency/initiative. It made practical sense. It was always clear WHAT EXACTLY would happen in such-on-such interaction even BEFORE you made such-on-such interaction. It let you predict and calculate. It was built on transparent and coherent (for the most part) set of rules. And the gameplay non-linearity really mattered and really did complement the game and really did enhance it immensely. Horatio's/Crispin's skillset MADE BLOODY SENSE - and, again, complemented their respective story roles perfectly. It was a believable "circuit-bender robot in world of rusted machinery" fantastical simulation kind of game. And it was GOOD as such kind of game. REALLY GOOD. With the first 1/3 of the game being borderline BRILLIANT (and I NEVER use those kinds of words lightly).

THEY, those "interactive cartoon junkies" just do not get it. They only care about the flashy part, about Horatio being "LIEK RILI KEWL AN AWSHUM", about writing being choke full of witty jokes. They do not care about exploration, nonlinearity and circuit-bendery vibe, they are just here for a ride. They do not care about believability, they are only here for cheap entertainment. Their ideal of a puzzle is not the one that requires you to explore, pay attention, take notes and think 3-4 principal moves ahead, so that everything finally clicks just the right way, but an "tehouttabox" one-step _obstacles_, JUST non-obvious and "out-of-the-box" enough to make the storyfag feel REALLY CLEVER, but JUST simple enough so not to break the pacing of the "cartoon" (just like that "turn the music off" "puzzle" from Deponia). And their idea of an adventure game is an inane collection of a gazillion of shitty jokes, duct-taped together, and with a dozen of flashy "memorable situations" sprinkled upon it (if we a talking about "humorous" kind of "interactive cartoon", you could write something similar about the "serious and atmospheric" ones as well). They don't care about uncovering the true rules upon which the stuff is built and operates, uncovering it through careful experimentation and pattern recognition - naaaah, they much prefer some wonky "associative logic" (ideally - so that the whole puzzle is a witty joke or some word pun visualization at the same time), with the main (non-voiced) requirement for all the puzzles being "DO NOT GET IN THE WAY". They could go about quality of puns, AWSHUM characters and deep EMOTIONAL experiences for BLOODY HOURS - and you know why? Because They Don't Care About Anything Else. The gameplay part is only tolerated as long as it stays remotely "entertaining" while not getting in the way of the "experience". They are bored - so they want just to be entertained, they are here for a ride - so they demand everything to be handed on a plate to them.

Of course, it's largely only a horrendously hyperbolized image from my imagination, which probably doesn't FULLY fit anyone's actual personality. But still. I beg of you. Don't you dare making a shitty interactive cartoon out of your next game JUST BECAUSE some random... person from the Web "truly felt" the Primordia was, say, "boring" or "not KREEEATEEVE/TEHINSPIRED/FUNNY enough" or "YOU SHOULD'VE TOTALLY LET HORATIO HEADBUTTING EVERYONE NOW TAHT WOULD BE HELLAREUOS". Just... I dunno, think about what you, you personally (as well as Vic), would like to make, to explore, not what "customer expects" you to be. That's all.

/Butthurt whining mode off/

P.S. The "TAHT", "HELLAREOUS" etc. are not supposed to be personal insults mimicking or directed at anyone specific (be it in this thread or in general) and should not be perceived as such. They are just here for the general entertainment value (so that now their presence directly contradicts the whole point of the message... just brilliant).
 

Shadenuat

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Messages
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Location
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With the first 1/3 of the game being borderline BRILLIANT
No, it was the second part of the game which was BRILLIANT, while the first part was just pretty to look at. Because second part had a full cast of robot characters who themselves served as puzzles, all had an overarching theme running (how robots interpret Law&Morality) which reinforced feel of the game, and there were a lot of them, which meant it was there where you could start making notes and try and figure out how to deal with every one of them.
 

iqzulk

Augur
Joined
Apr 24, 2012
Messages
294
With the first 1/3 of the game being borderline BRILLIANT
No, it was the second part of the game which was BRILLIANT, while the first part was just pretty to look at. Because second part had a full cast of robot characters who themselves served as puzzles, all had an overarching theme running (how robots interpret Law&Morality) which reinforced feel of the game, and there were a lot of them, which meant it was there where you could start making notes and try and figure out how to deal with every one of them.
No, I am pretty sure the FIRST third was brilliant, as a "robot survival in wasteland" simulation game, with extremely clear and focused motivations, each next scene and puzzle emerging naturally and organically from the previous one, predictability of interactions and complex multi-step reasoning emerging from said predictability, almost absolute player's agency (the wellbeing of your character depends on you and you ONLY. now, start moving, the game ain't gonna solve itself) with almost NO ONE out there to scramble with it and fuck with your reasoning. It was a diametrical opposite of a "funky interactive cartoon" (with hints turned off, of course) and a competent and really well done exploration puzzler with the storyline and character cast that was fitting like a glove. It was too short and waaaay lacking in overall number of screens, but I enjoyed it immensely.

The second part was too much like Machinarium (which I like waaaay less than, say, Full Pipe) and "look! a wondrous funky robot circus!" which I explicitly didn't like. What I liked even less was the dilution of the coherent, focused and down-to-earth practical combinational logic with all the NPCs' personality quirks (ultimately rendering interactions with them gimmicky and separated from one another). And I know a number of WAY BETTER gimmicky puzzlefests (Obsidian, ASA or Antichamber, for example) than that (and than 99% of other storyfag adventure games).
Also, the most two memorable moments from this part of the game for me were actually, well, the kiosk (which was a gimmick, true, but an extremely cool and well done one) and... finding the gospel with the chain in the sludge (yep). Ok, and the third one: detonation of Scraper's bomb - that's probably the best example of combinational reasoning in the entire game.

But then again, that's just an opinion of a person who actually considers Riven to be the Best Game Ever Made and the Very Pinnacle Of Adventure Gaming, so, in some sense, such a praise on my part for the first episode of the game is to be expected.
 
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Shadenuat

Arcane
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"robot survival in wasteland" simulation game
What :lol:
"Survival" implies there is a chance that you won't survive, which isn't true for Primordia's design.
You are just arguing here what kind of story you like.
 

iqzulk

Augur
Joined
Apr 24, 2012
Messages
294
"Survival" implies there is a chance that you won't survive, which isn't true for Primordia's design.
And that still fits the situation Primordia was trying to emulate there perfectly. There are some hours till the initial charge runs out, which turns into days, as the backup generator kicks in. The only omission out there is the inability to see the gameover screen in case you fire up the global map and travel from UNIIC to Goliath and back a couple of hundred of times.
The game still tells a survival story and represents a survival simulation, just not of the sort where the ingame timer matters all that much. The main characters still have significant amounts of time on their hands, so there isn't any immediate danger. But there will be in case they don't actually DO anything about their condition. What can they do? Explore stuff, notice stuff, salvage stuff, combine stuff, reexplore stuff using special tools found elsewhere and getting into new places using said stuff. All of that - in a pretty believable and practical manner.
It's not a survival game story in a traditional sense, true, but it still is a survival kind of story (at least, the first part) and "robot survival in wasteland" simulation kind of game in a more general sense.
You are just arguing here what kind of story you like.
True. And as such kind of story, the first 1/3 of Primordia is pretty darn well done. As well as the second part of Primordia could be a pretty darn well done example of a kind of story you happen to like.
 
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MRY

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I appreciate the enthusiastic support, iqzulk! I tend to agree that the first half of the game had better puzzles and tighter coherence; I can certainly see why someone would like it more. I think it highly benefited from the fact that it got several months of polishing, while the second half got almost none. That said, the second half benefited from more planning which is why I actually think it does a better job of setting clear goals and having the various tasks advance you toward those goals.

I disagree with your denunciation of Primordia's critics. I think there may be some people operating from that kind of interactive-cartoon perspective, but that's clearly not where Shadenuat is coming from. Primordia's design does have a lot of problems; one of them, as I mentioned in other threads (I think? or was it just in our strategy session for the next game?) is that the puzzles were almost all "locked doors" rather than "locked cabinets." The player's geographical freedom was too constrained; because the puzzles operated as constraints on what the player is entitled to (i.e., constraints on his ability to move outside a tiny box) rather than as guardians of rich prizes, I think players rightly felt that the puzzles were a chore irrespective of whether they were fun or not. On top of that, I think a decent number of the puzzles were pretty boring, though I think the criticisms of the puzzles' quality is a little overblown.

It's in no way our intent to make an interactive cartoon for our next game. But what I am hoping to do, from a design perspective, is to try to make puzzles that offer interesting ways to interact with the world, rather than acting as barriers to the player's fun. What that means is that fairly early on, at least as the design currently runs, the player will have access to a quite large (30 rooms or so) area filled with NPCs, mysteries, and gorgeous sights, and also full of elective puzzles (i.e., non-essential puzzles). The "main quest" puzzles will tend to be fairly open and multi-path.

One point of comparison would be the use of chokepoints. Primordia had quite a few (particularly in the Dunes): fixing the generator, building the first energy sensor, obtaining the bomblet, using the bomblet on the cradle, entering the dome, entering the courthouse, getting Clarity in the party, opening the Tower, and entering "Calliope Station" (from which point there is only one path). At least currently, the design for the next game has fewer chokepoints, despite being a bigger and longer game. I'm sure as I go forward, I'll fall back on more chokepoints just to keep the design from getting too sprawling, but it's a different philosophical approach. At the same time, though, I do want to keep a rich array of puzzles, a large inventory, etc. Whether we can pull this off, who knows?
 

Cowboy Moment

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Yo MRY, maybe I'm behind the times here, but I recall you saying that Primordia didn't sell enough to finance another project, so is the new game you're talking about the one Victor wanted to make?
 

MRY

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Primordia's sales have continued pretty satisfactorily, and Vic's share is enough to support him while we work on another project (the rest of the team has day jobs). We've reconfigured our team slightly, but no one is getting paid -- it's all contingent royalties. We'll have to pay voice actors down the line, but that's nothing to fret about for now.

I can't remember which projects I had discussed before. This is another adventure game, so it's not the RPG I've been hoping to make, but it's also not the adventure game that I believe Vic was working up when last I discussed our upcoming projects (which was a weird kind of dieselpunk WWII with mechas thing). The setting is a space opera one that draws on my research from the RPG, although it's really more fantastical planetary romance than space opera. The single strongest inspiration on my end is the late, great Jack Vance.
 

MRY

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Well, there's a 200-page design document that represents five years' planning, a list of 90 space opera books that represents five years' reading, and a programmer lined up at the cost of my forgoing a five-figure payment for 18 months' writing, all of which would be more or less squandered if I never pursued the RPG. And then there are about 25 years of dreaming up this game.

But, then again, that's five years of not getting anything real done, and the entire "investment" is forgone opportunities, so to be honest, if I were looking to troll myself, I'd probably be whispering "vaporware" nonstop. And, realistically, the current project is going to require all of my free time for at least six months [EDIT: and then most of my time for another twelve months], so, yeah . . . .

That said, I think you guys will like it!
 
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Cowboy Moment

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I'm sure the Codex will accomodate you with a nice, long interview, once you're ready to launch preorders. I will most certainly contribute. Unless you're outsourcing your game to thechineseroom, then I won't.
 

MRY

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Where an author wrote a series, and I read only part of the series, I've indicated parenthetically which book or books in the series I read. If there's no parenthetical, I read the whole series. Incidentally, this is probably actually considerably more than 90 books, since I think it's approximately 90 entries, some of which encompass several books. I think in a different thread, I flagged the ones in here that I considered "finds" -- i.e., books that I would never have come across if not for my quixotic project of trying to sample all the space opera ever written.

Adams, Hitchhiker's Guide series
Kevin Anderson, Saga of the Seven Suns (Hidden Empire)
Poul Anderson, Flandry of Terra (Ensign Flandry)
Asimov, Foundation series (Foundation)
Banks, The Culture series (Consider Phlebas)
Barlowe, Barlowe's Guide to Extraterrestrials
Baxter, Xeelee Sequence (Raft)
Bester, The Stars My Destination and The Demolished Man
Brinn, Uplift Series (Startide Rising)
Buettner, Jason Wander series (Orphanage)
Bujold, Vorkosigan Saga (Warrior's Apprentice)
Burroughs, Barsoom series (A Princess of Mars)
Campbell, Lost Fleet series (Dauntless)
Card, Enderverse (Ender's Game) and Homecoming Saga
Chandler, Rim World series (The Rim of Space)
Cherryh, Foreigner series (Foreigner) and Chanur Saga
Clarke, Rendezvous with Rama
Cole & Bunch, Sten Adventures (Sten)
Cook, The Dragon Never Sleeps
Cramer & Hartwell (eds.), The Space Opera Renaissance
Daley, Adventures of Hobart Floyt and Alacrity Fitzhugh (Requiem for a Ruler of Worlds)
De Camp, Viagens Interplanetarias (Queen of Zamba)
Delaney, Nova
Dickson, Childe Cycle / Dorsai series (Tactics of Mistake)
Dietz, Sam McCade series (Galactic Bounty)
Donaldson, Gap series (The Real Story: The Gap Into Conflict)
Drake, Hammer's Slammers (omnibus vol. 1)
Ellison (ed), Dangerous Visions
Feintuch, Seafort Saga (Midshipman's Hope)
Foster, Humanx Commonwealth series (The Howling Stones)
Friedman, In Conquest Born and The Madness Season
Green, Deathstalker series (Deathstalker)
Greenland, Plenty series (Take Back Plenty)
Haldeman, The Forever War and There Is No Darkness
Edmund Hamilton, Interstellar Patrol series
Peter Hamilton, Fallen Dragon and Night's Dawn Trilogy (Neutronium Alchemist)
Harry Harrison, Stainless Steel Rat
M. John Harrison, Centauri Device
Heinlein, Starship Troopers, Scribner's juveniles (Time for the Stars; Have Spacesuit -- Will Travel; Space Cadet, Citizen of the Galaxy)
Herbert, Dune series (Dune)
Hoyt, Darkship series (Darkship Thieves)
Hunt, The Dark Wing series (The Dark Wing)
Kimbriel, The Nuala Chronicles (Fires of Nuala)
Laumer, Compleat Bolo
Lee & Miller, Liaden series (Agent of Change)
LeGuin, Hainish Cycle (Left Hand of Darkness)
Lem, Solaris
McDevitt, Alex Benedict series (A Talent for War, Seeker)
Niven, Known Space (Ringworld, Man-Kzin Wars)
Niven & Pournelle, CoDominium series (The Mote in God's Eye)
Nix, A Confusion of Princes
Norton, Solar Queen series (Sargasso of Space), Zero Stone series (Zero Stone), and Star Guard
Panshin, Athony Villiers series (Starwell)
Piper, Fuzzyverse (Little Fuzzy)
Pohl, Hechee Saga (Gateway)
Reynolds, Revelation Space series (Revelation Space)
Ringo, Legacy of the Aldenata (A Hymn Before Battle)
Saberhagen, Berserker series (Berserker)
Scalzi, Old Man's War universe
Schmitz, Witches of Karres
Simmons, Hyperion Cantos (Hyperion, Fall of Hyperion) and Ilium
Smith, Lensman series (Triplanetary)
Smith & Trowbridge, Exordium series (The Phoenix in Flight)
Steakley, Armor
Stross, Eschaton novels (Singularity Sky)
Swanwick, Stations of the Tide
Tubb, Dumarest of Terra (Winds of Gath)
Van Vogt, Voyage of the Space Beagle and The Gryb
Vance, Cadwal Chronicles (Araminta Station), Planet of Adventure, The Demon Princes
Viehl, Stardoc series (Stardoc)
Vinge, A Fire Upon the Deep & Marooned in Realtime
Weber, Path of the Fury and Honor Harrington (On Basilisk Station)
Weiss, Star of the Guardians series
Westerfield, Succession series (Risen Empire)
White, Sector General (Hospital Station)
Williams, Dread Empire's Fall (The Praxis)
Williamson, Legion of Space
Wolfe, The Fifth Head of Cerberus
Wright, The Golden Age series
Zahn, Conquerors' Trilogy
Zindell, Requiem for Homo Sapiens (The Broken God)
 

MRY

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Were I following any kind of ordinary logic (e.g., reading the most interesting, most creative, best written, most popular, etc. books), you'd of course be right. But I'm not following that kind of logic. Rather, my goal is to have as comprehensive an exposure to the genre as possible. With the more popular series, in fact, the only reason really to read them is to get a sense for the author's style and technique; after all, the actual content is pretty easy to read in summary on Wikipedia or a dozen other sites. By contrast, the more obscure ones tend not to be covered on Wikipedia or, if they are, to be covered in extreme summary.

With Vinge, I think A Fire Upon the Deep is a magnificent creative work (albeit rather longwinded), and I think the singularity-type AI threat and the pack-mind aliens were both wonderful inventions (I believe he also had some near-light-speed planet-killing projectiles). My sense from reading the summary of A Deepness in the Sky is that it's somewhat less inventive, even if better plotted; but plot doesn't really matter for what I'm doing, except at a high level. (Which is to say, I'm interested in archetypes of plots more than in the detailwork of execution.) In some ways, I could simply outsource my work to TV Tropes, and I do look at TV Tropes from time to time, but doing my own work is important from my own productive standpoint (I won't call it "artistic" or "creative" because it's really a kind of scavenging and reconstitution).

A couple other things are that I am generally interested in older works that have had a more significant impact on the "culture" of space opera, because what I'm trying to do is situate myself squarely in the heart of the genre, not forge new ground. I certainly would never skip over an important series, but I'm willing to give more time and attention to Heinlein and E. Hamilton, for example, than their works probably merit simply because those are foundational books.

Anyway, by no means do I think my approach is defensible -- I'm sure you could annihilate it and make my million hours of labor seem absurd -- but it's the approach I've adopted, for better or worse.

I will say that a couple things that have nearly crushed my spirit are: (1) FTL essentially copying the same concept I was copying when I was three years into designing Star Captain (although FTL's combat is far cleverer than anything I could come up with), and (2) discovering that Bioware basically took the same approach with Mass Effect that I'm taking here. Between FTL and ME, I'm sure by the time I'm done, my game -- which wasn't particularly original to begin with -- will seem even more derivative.

[EDIT: While I'm at it, I will say that the "undiscovered gems" for me were: Armor (an interesting "third take" in the Starship Troopers / Forever War "conversation"); A Talent for War (I guess the best I could describe it as is The Daughter of Time meets space opera, but an expected treat); and The Dragon Never Sleeps (which essentially preempted what I thought was a really original idea of mine, namely, what would happen if the good guys never became lax after defeating the Ancient Evil). Those aren't the best of the bunch, but they're ones that didn't show up on many lists of great space opera, despite being really good, and which I'm sure I never would've found -- despite being a fan of Cook's and of both SST and FW -- but for this crazy effort.]
 
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tuluse

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Serpent in the Staglands Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Shadorwun: Hong Kong
What did you do for research for Primordia?

I will say that a couple things that have nearly crushed my spirit are: (1) FTL essentially copying the same concept I was copying when I was three years into designing Star Captain (although FTL's combat is far cleverer than anything I could come up with), and (2) discovering that Bioware basically took the same approach with Mass Effect that I'm taking here. Between FTL and ME, I'm sure by the time I'm done, my game -- which wasn't particularly original to begin with -- will seem even more derivative.
Mass Effect straight up copied every major idea in scifi TV from 1985-2005. Seeming derivative is really not an issue.
 

MRY

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Primordia was a little bit different. It wasn't a project I was building from the ground up; even though Vic had only been working on it for like three weeks when we teamed up, there was already the basic outline of a game there: robots, the wasteland, the ship, the journey to the city, the basic look of the city. (As it turns out, on Vic's side BASS was a key inspiration up to that point.) So it's not like I could take six months off to just immerse myself in robot lore.

Instead, I went back to what I already had: post-apocalyptic stories, journey stories, especially post-apocalyptic journey stories (oh hi, The Road!), and of course robot stories (Lem's The Cyberiad and Simak's City, especially; the latter is perfectly terrible, but the premise of it actually was something of an inspiration for me). My method drove me to look for the iconic elements of those stories, and I tried to distill them, and then build up from them. So, for example, even though it was a "secondary world" setting (i.e., not meant to be our Earth), I wanted to have the classic post-apocalyptic uncanniness (e.g., the Statue of Liberty in Planet of the Apes); the Ozymandias thing, too; there had to be an enduring faith; the false promise of a second paradise; etc., etc. Anyway, I pulled from all sorts of sources (PS:T and Fallout among them), but it was more catch-as-catch-can than deliberate.

The same is true, incidentally, of our next game -- it happens that I'd been reading a lot of Vance, anyway, but I can't really say, "This is the genre of game story, so I'll sent out to read X, Y, and Z."

--EDIT--

By the way, I realize that whenever I talk about this stuff I come across even more insufferably than usual. But I can't help it! Plus, even if I sound like a pretentious blowhard, it's theoretically possible that someone might find it interesting . . . .
 
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CappenVarra

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The setting is a space opera one that draws on my research from the RPG, although it's really more fantastical planetary romance than space opera. The single strongest inspiration on my end is the late, great Jack Vance.
Would pre-order based on the inspiration alone :love:
 

MRY

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What looking glass have I gone through that all you Codexers are talking about preordering based on developer hype and promises?!?
 

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