Любимите компютърни игри

Here be unicorns. И музика и филми, вдъхновени от човешките ни книги. И всичко, дето ви е на сърце, ама не може да се побере в ^такива^ тесни теми...

Re: Любимите компютърни игри

Postby Кал » Sat Oct 09, 2021 2:26 pm

Ресурси от Octocon панела Therapeutic Games:

Citations (lots and LOTS of links to check)

>>> Game to Grow

Game to Grow’s mission is three-fold:

Provide gaming groups for therapeutic, educational, and community growth.
Train others to use game-based interventions to benefit their own communities.
Promote awareness of the life-enriching potential of games across the world.

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Re: Любимите компютърни игри

Postby Triumpha » Thu Dec 02, 2021 12:36 am

Кал wrote:Detroit: Become Human

От сценариста на Beyond: Two Souls. Макар предишната игра да ме впечатли повече с разнообразието си от теми и ситуации, тази също успя да ме развълнува. С чисто човешките си моменти. (Аз съм свръхкритичен на тема „изкуствен интелект“, така че тук по-скоро приемам андроидите като алегория за хората без права. Ще ми се да вярвам, че създателите на истинските ИИ ще са достатъчно умни, за да предвидят и не допуснат такъв тип идиотско отношение. Като почнат от мисълта, че един робот, който е достатъчно умен да изчисти къщата ни, е твърде умен, за да чисти къщи.)

Очебийните неща, като колко реалистична е визуално, няма да ги коментирам.


Признавам си, целенасочено се забих със засилка в тази подтема специално за да видя някой отварял ли е въпроса за DBH. :) По неизвестни причини тежкото фенгърлене ме удари с пълна сила чак сега, на второто преиграване, въпреки че и на първото много се впечатлих. Мааалко съм понамалила децибелите във фенското си писукане, откакто не съм била активна тук, та ще опитам така, по-накратичко да си изразя ентусиазма. (Ей, почти си повярвах...)
Исках да кажа, Кал, че много точно си отбелязал човешките моменти като основна сила. И на мен андроидите ми се видяха малко твърде човекоподобни дори и след като се самоосъзнаваха, обаче като цяло има великолепно писане в играта и няколко персонажа, чието израстване просто за мен е върховен кеф да се преживее. Събирам кураж третото преиграване някъде в недалечното бъдеще да е с колкото се може по-малко емпатични избори, което ще ми е крайно извън кожата и начина на мислене, но трябва да се пробва ей така, заради безбройните възможности, които дава наративът. (Не че не си спойлнах вече всичките най-важни неща, и то без да искам, 'щот съм тъпа и любопитна, ама нейсе, дано позабравя някаква част дотогава. :lol:)
Отделно визуалният кеф, както казваш (обожавам футиристични стилистики и дизайни във всякакви форми, стига да не са твъъъъърде преувеличени). Отделно саундтракът. Отделно онези герои и моменти, за които човек си мисли: "Ей, да го бях написал аз това...". * кхъм, Конър, кхъм-кхъм, не бе, нищо ми няма, не е от астмата, развълнувах се нещо, ей ся ще ми мине * :mrgreen: Отделно вторичните позитиви (неочакван пик в писането, макар и не по проекта, над който трябва да съм съсредоточена :D, и нови любими актьори, които се оказаха изключително зареждащи хора). Отделно новото себепознание - не съм от най-сантименталните, но в тесен кръг признавам без бой на кои сцени точно нанизах и продължавам да нижа по три реда сълзи... :D

Бъзикните настрана, някъде из форума мога ли да видя други твои препоръки по темата за изкуствения интелект? Една от любимите ми във фантастиката е изобщо.

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Re: Любимите компютърни игри

Postby Кал » Thu Dec 02, 2021 9:54 am

Значи Beyond: Two Souls може да ти хареса даже повече. :D

Аз правих и една критика на Detroit като „научна фантастика“, като гостувах в Twitch канала на Андро, докато той я играеше. Обаче тия записи май се съхраняват само до време... Вик, имаш ли представа?

За ИИ препоръките игри ли имаш предвид или всякакви форми на изкуство?

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Re: Любимите компютърни игри

Postby Triumpha » Thu Dec 02, 2021 9:11 pm

Всякакви форми, с игрите съм доста бавна, а и технологичните ми възможности засега се въртят около Xbox 360 и в редки случаи нещо компютърно. Сериалът Humans например ми стана любим за отрицателно време, макар че го подхванах буквално за да видя Кари-Ан Мос в "някаква друга роля".

Beyond също ми е в списъка за играене, но зависи от другарчетата ми с PS4 кога ще стигна до нея. :D

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Re: Любимите компютърни игри

Postby Кал » Thu Dec 02, 2021 11:46 pm

За „всякакви форми“ ще ни прехвърля в темата за трансхуманизма, понеже там бистрим ИИ като цяло.

(Ти я разгледай от горе до долу.)

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Re: Любимите компютърни игри

Postby Кал » Sat Dec 04, 2021 11:31 pm

Питам си аз за препоръки в Дискорд сървъра на новия Solarpunk Magazine... и ми се сипва:

aleph3 wrote:Mutazione I would say has strongly solarpunk feels:

A mutant soap opera where small-town gossip meets the supernatural. Explore the Mutazione community as Kai as she cares for her ailing grandfather. Discover magical gardens, new friends & old secrets. They can survive an apocalyptic meteor strike, but can they survive their small-town drama?


Ще я видим таз работа... :)

(Другата препоръка беше за Heaven's Vault, но нея май я бях пробвал и нещо не се харесахме... Ще си опресня паметта.

EDIT: Мда... графиката ме изнервя, а диалозите не са достатъчно блестящи, за да я компенсират.)
Last edited by Кал on Wed Dec 08, 2021 12:10 am, edited 1 time in total.
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Re: Любимите компютърни игри

Postby Кал » Wed Dec 08, 2021 1:46 am

The Beauty of Video Games

(На Crysis поредицата ли викат the graphics card benchmark test? ;) )

Интересното е, че Everybody's Gone to the Rapture остава ненадмината в графа „реалистична природа“. Особено житната нива...
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Re: Любимите компютърни игри

Postby Кал » Thu Dec 09, 2021 5:51 pm

Докато гледахме Assassin's Creed днес в лекцията на Миглена Николчина, ми изникна въпросът: Как е възможно да се направи толкова голяма тълпа от NPC – над 1000?

Е... те били 10 000:

Massive Crowd on Assassin's Creed Unity: AI Recycling
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Re: Любимите компютърни игри

Postby Кал » Wed Dec 15, 2021 9:59 pm

Тоя пост трябваше да съм го почнал много, много по-рано...

Vampire: The Masquerade – Bloodlines
played as a Malaklavian
by a master of commentary

Choice bits:

~ Fitting for Hollywood: Tim Burton.

~ Ah, the power of language.

~ Check this Blue Screen of Death.

~ Vampires can be with it too.

~ Writers. Ugh.
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Re: Любимите компютърни игри

Postby Radiant Dragon » Mon Dec 27, 2021 3:24 am

Рос Скот продължава със своята "не-пропаганда" на тема "новата реалност":

Ross's Game Dungeon: The Division

Направо кове в десетката - без да прави реална хранилка. Феноменално. Тоя човек ми е в топ 10 в списъка с хора извън България, с които искам да се запозная лично.

Кал wrote:(...)Как е възможно да се направи толкова голяма тълпа от NPC – над 1000?

Е... те били 10 000(...)


Ами, те технологичните парадигми съществуват отдавна... още при игри от 90-те. Ама като няма истински R&D в гейминг индустрията, непрекъснато преоткриват "нови" технологии, дето дори не направени както трябва...

Конкретно за повтаряемостта, две думи - fractal instancing. ;)
Един пример, който ми идва на прима виста е теренната компресия в играта FUEL - как разработчиците успяват да съберат на едно ДВД данни, за които нормално трябва(ли) 3-4...
IN ORDER TO RISE AGAINST THE TIDE, ONE MUST FIRST BE BELOW IT.

Аз съм графист, а не кечист.
(Ама вече разбирам и от кеч, ако трябва)
Аз съм. Това ми стига.

'Tis I, master of the first floor, aspirant to the last, the Radiant Dragon.


Accepting reality since 2017

And loving it since 2021


And now, I step fully into the Light, complete and replete. The way to Ascension is open.
-- some Dude, circa 2022

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Re: Любимите компютърни игри

Postby Кал » Wed Dec 29, 2021 4:14 pm

My notes from The Digital Antiquarian, Vol. 8: 1986:

Check Thomas M. Disch's design script of Amnesia--particularly for the attention to detail, plus what Jimmy Maher describes as "frank and even moving depictions of physical love that are neither pornographic nor comedic."

-> Alter Ego:

- on moral panic and unverified claims:
As arcades and the Atari VCS grew in popularity over the course of those years, an anti-videogame hysteria grew in response. The Philippines and Singapore banned arcades outright, claiming they “cause aggression, truancy, ‘psychological addictions’ akin to gambling, and encourage stealing money from parents and others to support children’s videogame habits.” Closer to home, the Dallas, Texas, suburb of Mesquite banned children from playing videogames in public without a parent or other adult guardian, prompting a rash of similar bans in small towns across the country that were finally struck down by the Supreme Court as unconstitutional in 1982. Undaunted, Ronald Reagan’s unusually prominent new Surgeon General, C. Everett Koop, waded in soon after, saying videogames created “aberration in childhood behavior” and, toting one of the anti-videogame camp’s two favorite lines of argument, claiming again that they addicted children, “body and soul.” Others colorfully if senselessly described videogames as substitutes for “adolescent masturbatory activity,” without clarifying what that deliciously Freudian phrase was supposed to mean or why we should care if it was true.

Favaro labored to replace such poetic language with actual data derived from actual research. His PhD thesis, which he completed and successful defended in late 1983, was entitled The Effects of Computer Video Game Play on Mood, Physiological Arousal, and Psychomotor Performance. One of the first studies of its kind, it found that there was nothing uniquely addictive about videogames. While there were indeed a small number of “maladaptive” children who played videogames to the detriment of their scholastic, social, and familial lives, the same was true of many other childhood activities, from eating sweets and chips to playing basketball. With regard to the other popular anti-videogame argument, that they made children “aggressive,” Favaro found that, while violent videogames did slightly increase aggression immediately after being played, they actually did so less than violent television shows. Also discredited was a favorite claim of the pro-videogame camp, that the games improved hand-eye coordination. Favaro found that playing a videogame for a long period of time made children better at playing other videogames, but had little effect on their motor skills or reflexes in the real world.


- on sex and writing (a favorite topic o'mine)
The subject of sex has inspired far more bad writing over the course of history than any ten other topics combined.

+ the examples

- on making Alter Ego work:
I’d therefore like to see a modern version of Alter Ego that would try a different approach. Instead of a single author, inevitably blinkered by her experiences and prejudices, I’d like to see a crowd-sourced Alter Ego. People from all over the world, and of all ages, races, genders, and sexualities, would be able to submit their own vignettes reflecting their own lived experiences. The result would be a constantly expanding tapestry of the human experience, accessible to anyone who ever felt an urge to walk a mile in someone else’s shoes. Rather than flatten the human experience into some idea of the psychologically normal, it would celebrate all of the different ways there are to think and feel and be.


+ Dorte’s View: Alter Ego:
Consciousness in a human starts several years after birth, and a lot of people haven’t even learned to understand the consequences of their decisions by the time of their death. So, I had some difficulties relating to the question of do I want to be born now or later. But at the same time, I could enforce my plan of recreating my real life and be born early. Jimmy, on the other hand — and I am not sure how much psychology you should read into this — just didn’t want to come out, trying to push his luck with both his and his mother’s health.


-> Portal
In a Baffler article from 2012, David Graeber, in the process of trying to figure out whatever happened to the flying cars and hotels in space that science fiction once promised us, notes how our most transformative inventions of recent years, the microprocessor and the Internet, are largely used to simulate new realities rather than to create them. Those matinee audiences who watched Buck Rogers serials in packed theaters back in the 1930s wouldn’t be as impressed as we might like to think by a modern film like, say, Interstellar because they thought we’d be out there actually exploring interstellar space by now, not just making ever more elaborate movies about it. It’s become something of a truism of serious science-fiction criticism that science fiction isn’t really about predicting the future, that any given story or novel has more to say about the times in which it was created than the times it depicts within its pages. There’s more than a grain of truth to that idea. But it’s also worth noting that many of the predictions of Jules Verne — predictions which seemed just as outlandish in their day as those of 2001: A Space Odyssey did in theirs and still do in ours — have in fact come true, from submarines to voyages to the Moon.

Whether you claim the failures of more recent science-fictional prognosticators not named William Gibson to be the result of a grand failure of societal ambition and imagination, as Graeber does, or simply a result of a whole pile of technological problems that have proved to be exponentially more difficult than first anticipated, it does sometimes feel to me like we’ve blundered into a postmodern cul-de-sac of the virtualized hyperreal from which we don’t quite know how to escape as we otherwise just continue to go round and round in circles on this crowded little rock of ours. The restlessness or, if you like, malaise that this engenders is becoming more and more a part of the artistic conversation — appropriately, because one of the things art should do is reflect and contemplate the times in which it was created. See, for example, Spike Jonze’s brilliant film Her, which so perfectly evokes the existential emptiness at the heart of our love affair with our gadgets that makes the release of a new Apple phone a major event in many people’s lives. We’ve spent so much time peering down at our screens that we’ve forgotten how to lift our eyes and look to the stars. Already many of us find virtual realities more compelling than our own — and no, the irony of my writing that on a computer-game blog is not lost to me.


:) Ballyhoo:
O’Neill’s love of abstract wordplay, the theme around which his second and final work of interactive fiction would be built, also pops up in Ballyhoo from time to time. When you find yourself with an irresistible craving for something sweet, for instance, it takes the form of a literal monkey on your back who drives you to the concession stand. O’Neill also toys with the parser and the player sitting behind it to a degree not seen in an Infocom game since The Hitchhiker’s Guide to the Galaxy. Here’s what happens when you come upon a “piece of wood” that turns out to be a mousetrap:

Code: Select all
>get wood
You have just encountered that brief instant of time between the realization that you've caused yourself excruciating Pain and the actual onslaught of such Pain, during which time most people speak with exclamation points and ... well, say things like ...

>fuck
Easy there! You're jeopardizing our "G" rating.

>darn
Bravisimo! Once more now, with feeling.

>darn
Cut! Cut! Okay, that's a wrap.


-> The entire "monograph" on Trinity, starting here and ending here

Choicest passages:

- This movie ... this movie:
On November 20 [1983] (...), the ABC television network aired a first-run movie called The Day After. Directed by Nicholas Meyer, fresh off the triumph of Star Trek II, it told the story of a nuclear attack on the American heartland of Kansas. If anything, it soft-pedaled the likely results of such an attack; as a disclaimer in the end credits noted, a real attack would likely be so devastating that there wouldn’t be enough people left alive and upright to make a story. Still, it was brutally uncompromising for a program that aired on national television during the family-friendly hours of prime time. Viewed by more than 100 million shocked and horrified people, The Day After became one of the landmark events in American television history and a landmark of social history in its own right. Many of the viewers, myself among them, were children. I can remember having nightmares about nuclear hellfire and radiation sickness for weeks afterward.

So can I ....

- The origin of a well-loved fashion breakthrough:
In 1946, not one but two French designers introduced risque new women’s bathing suits that were smaller and more revealing than anything that had come before. Jacques Heim called his the “atome,” or atom, “the world’s smallest bathing suit.” Louis Réard named his the bikini after the recently concluded Operation Crossroads tests at Bikini Atoll. “Like the bomb,” he declared, “the bikini is small and devastating.”


- Have you ever felt there's something childlike about the typical American approach?
(...) the people who worked at the [Nevada Test] site weren’t bad people. They were in fact almost uniformly good friends, good colleagues, good workers who were at the absolute tops of their various fields. Almost any one of them would have made a great, helpful neighbor. Nor, as Operation Plowshare and other projects attest, were they bereft of their own certain brand of idealism. If they sound heartlessly dismissive of the Downwinders’ claims and needlessly contemptuous of environmentalists who fret over the damage their work did and may still be doing, well, it would be hard for any of us to even consider the notion that the work to which we dedicated our lives — work which we thoroughly enjoyed, which made us feel good about ourselves, around which many of our happiest memories revolve — was misguided or downright foolish or may have evenkilled children, for God’s sake. I tend to see the people who worked at the site as embodying the best and the worst qualities of Americans in general, charging forward with optimism and industry and that great American can-do spirit — but perhaps not always thinking enough about just where they’re charging to.


- War may never change (hi, Fallout)--but will our perception of war?
The United States has visited war upon quite a number of nations in recent decades, but the vast majority of Americans have never known war — real war, total war, war as existential struggle — and the mentality it produces. I believe that this weirdly asymmetrical relationship with the subject has warped the way many Americans view war. We insist on trying to make war, the dirtiest business there is, into a sanitized, acceptable thing with our “targeted strikes” and our rhetoric about “liberating” rather than conquering, all whilst wringing our hands appropriately when we learn of “collateral damage” among civilians. Meanwhile we are shocked at the brutal lengths the populations of the countries we invade will go to to defend their homelands, see these lengths as proof of the American moral high ground (an Abu Ghraib here or there aside), while failing to understand that what is to us a far-off exercise in communist control or terrorist prevention is to them a struggle for national and cultural survival. Of course they’re willing to fight dirty, willing to do just about anything to kill us and get us out of their countries.

World War II, however, had no room for weasel words like “collateral damage.” It was that very existential struggle that the United States has thankfully not had to face since. This brought with it an honesty about what war actually is that always seems to be lacking in peacetime. If the conduct of the United States during the war in the Pacific was not quite as horrendous as that of Japan, plenty of things were nevertheless done that our modern eyes would view as atrocities. Throughout the war, American pilots routinely machine-gunned Japanese pilots who had bailed out of their stricken aircraft — trained pilots being far, far more precious a commodity to the Japanese than the planes they flew. And on the night of March 9, 1945, American B-29s loosed an incendiary barrage on Tokyo’s residential areas carefully planned to burn as much of the city as possible to the ground and to kill as many civilians as possible in the process; it managed to kill at least 100,000, considerably more than were killed in the atomic bombing of Nagasaki and not far off the pace of Hiroshima. These scenes aren’t what we think of when we think of the Greatest Generation; we prefer a nostalgic Glen Miller soundtrack and lots of artfully billowing flags. Our conception of a World War II hero doesn’t usually allow for the machine-gunning of helpless men or the fire-bombing of civilians. But these things, and much more, were done.

World War II was the last honest war the United States has fought because it was the last to acknowledge, at least tacitly, the reality of what war is: state-sponsored killing. If you’re unlucky enough to lead a nation during wartime, your objective must be to prosecute that war with every means at your disposal, to kill more of your enemy every single day than he kills of your own people. Do this long enough and eventually he will give up. If you have an awesome new weapon to deploy in that task, one which your enemy doesn’t possess and thus cannot use to retaliate in kind, you don’t think twice. You use it. The atomic bomb, the most terrible weapon the world has ever known, was forged in the crucible of the most terrible war the world has ever known. Of course it got used. The atomic bombings of Japan and all of the other terrible deeds committed by American forces in both Europe and the Pacific are not an indictment of Truman or his predecessor Roosevelt or of the United States; they’re an indictment of war. Some wars, like World War II, are sadly necessary to fight. But why on earth would anyone who knows what war really means actually choose to begin one? The collective American denial of the reality of war has enabled a series of elective wars that have turned into ugly, bleeding sores with no clear winners or losers; somehow the United States is able to keep mustering the will to blunder into these things but unable to muster the will to do the ugly things necessary to actually win them.

The only antidote for the brand of insanity that leads us to freely choose war when any other option is on the table is to be forced to stop thinking about it in the abstract, to be confronted with some inkling of the souls we’re about to snuff out and the suffering we’re about to cause. This is one of the services that Trinity does for us. For me, the most moving moment in the entire game is the one sketched out at the beginning of this article, when you meet a sweet little girl who’s about to become a victim of the world’s second atomic-bomb attack. Later — or earlier; chronology is a tricky thing in Trinity — you’ll meet her again, as an old woman, in the Kensington Gardens.

Code: Select all
>examine woman
Her face is wrong.

You look a little closer and shudder to yourself. The entire left side of her head is scarred with deep red lesions, twisting her oriental features into a hideous mask. She must have been in an accident or something.

A strong gust of wind snatches the umbrella out of the old woman's hands and sweeps it into the branches of the tree.

The woman circles the tree a few times, gazing helplessly upward. That umbrella obviously means a lot to her, for a wistful tear is running down her cheek. But nobody except you seems to notice her loss.

After a few moments, the old woman dries her eyes, gives the tree a vicious little kick and shuffles away down the Lancaster Walk.


:) In preparation for tonight's talk:
Leather Goddesses of Phobos begins with this:

Code: Select all
Some material in this story may not be suitable for children, especially the parts involving sex, which no one should know anything about until reaching the age of eighteen (twenty-one in certain states). This story is also unsuitable for censors, members of the Moral Majority, and anyone else who thinks that sex is dirty rather than fun.

The attitudes expressed and language used in this story are representative only of the views of the author, and in no way represent the views of Infocom, Inc. or its employees, many of whom are children, censors, and members of the Moral Majority. (But very few of whom, based on last year's Christmas Party, think that sex is dirty.)

By now, all the folks who might be offended by LEATHER GODDESSES OF PHOBOS have whipped their disk out of their drive and, evidence in hand, are indignantly huffing toward their dealer, their lawyer, or their favorite repression-oriented politico. So... Hit the RETURN/ENTER key to begin!


~ Hear me, ye writers! Or better yet, hear Stu Galley from Infocom:
THE IMPLEMENTOR’S CREED

I create fictional worlds. I create experiences.

I am exploring a new medium for telling stories.

My readers should become immersed in the story and forget where they are. They should forget about the keyboard and the screen, forget everything but the experience. My goal is to make the computer invisible.

I want as many people as possible to share these experiences. I want a broad range of fictional worlds, and a broad range of “reading levels.” I can categorize our past works and discover where the range needs filling in. I should also seek to expand the categories to reach every popular taste.

In each of my works, I share a vision with the reader. Only I know exactly what the vision is, so only I can make the final decisions about content and style. But I must seriously consider comments and suggestions from any source, in the hope that they will make the sharing better.

I know what an artist means by saying, “I hope I can finish this work before I ruin it.” Each work-in-progress reaches a point of diminishing returns, where any change is as likely to make it worse as to make it better. My goal is to nurture each work to that point. And to make my best estimate of when it will reach that point.

I can’t create quality work by myself. I rely on other implementors to help me both with technical wizardry and with overcoming the limitations of the medium. I rely on testers to tell me both how to communicate my vision better and where the rough edges of the work need polishing. I rely on marketeers and salespeople to help me share my vision with more readers. I rely on others to handle administrative details so I can concentrate on the vision.

None of my goals is easy. But all are worth hard work. Let no one doubt my dedication to my art.


~ On story-driven games (from "On S.D.I. (Just a Little) and King of Chicago (Quite a Lot)":
The story in a storytelling game lies waiting to be discovered — but not written — by you as you make your way through the game. Storytelling games can offer strong, interesting stories, but do so at the expense of player freedom. You generally have local agency only, meaning that you may have some options about the order in which you explore the storyworld and even how you cause events to progress, but you’re nevertheless tightly bound to the overall plot created by the game’s designer. The canonical example of a storytelling game, a perpetual touchstone of scholars from Janet Murray to Chris Crawford, is Infocom’s Planetfall, particularly
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the death therein of your poor little robot companion Floyd. Every player who completes Planetfall will have experienced the same basic story. She may have seen that story in a slightly different order than another player and even solved its problems in slightly different ways, but Floyd will always sacrifice himself at the climactic moment, and all of the other major plot events will always play out in the same way.
Storytelling games are Calvinist in philosophy: free will is just an illusion, your destiny foreordained before you even get started. Still, fixed as their overall plots may be, they allow plenty of space for puzzle solving, independent investigation of the environment, and all those other things we tend to wrap up under the convenient term of “gameplay.” I’m of the opinion that experiencing a story through the eyes of a person who represents you the player, whom you control, can do wonders to immerse you in that story and deepen the impact it has on you. Some folks, however, take the Infocom style of interactive fiction’s explicit promise of an interactivity that turns out to exist only at the most granular level as a betrayal of the medium’s potential. This has led them to chase after an alternative in the form of the storymaking game.

The idealized storymaking game is one that turns you loose in a robustly simulated storyworld and allows you to create your own story in conjunction with the inhabitants of that world. Unfortunately, it remains an unsolved and possibly unsolvable problem, for we lack a computerized intelligence capable of responding to the player when the scope of action allowed to her includes literally anything she can dream of doing. Since an infinite number of possibilities cannot be anticipated and coded for by a human, the computer would need to be able to improvise on the fly, and that’s not something computers are notably good at doing. If we somehow could find a way around this problem, we’d just ram up against another: stories of any depth almost universally require words to tell, and computers are terrible at generating natural language. In a presentation on King of Chicago for the 1989 Game Developers Conference, Sharp guessed that artificial intelligence would reach a point around 2030 where what he calls “fat and deep,” AI-driven storymaking games would become possible. As of today, though, it doesn’t look like we’ll get there within the next fifteen years. We may never get there at all. Strong AI remains, at it always has, a chimera lurking a few decades out there in some murky future.

That said, there’s a large middle ground between the fixed, unalterable story arc of a Planetfall and the complete freedom of our idealized storymaking game. Somewhere inside that middle ground rests the field of choice-based or hypertext literature, which generally gives the player a great deal of control over where the story goes in comparison to a traditional adventure game of the Infocom stripe, if nothing close to the freedom promised by a true storymaking game. The hypertext author figures out all of the different ways that she is willing to allow the story to go beforehand and then hand-crafts lots and lots of text to correspond with all of her various narrative tributaries. The player still isn’t really making her own story, since she can’t possibly do anything that hasn’t been anticipated by the story’s author. Yet if the choices are varied and interesting enough it almost doesn’t matter.

The adventure game and the hypertext are two very distinct forms; fans of one are by no means guaranteed to be fans of the other. Each is in some sense an exploration of story, but in very different ways. If the adventure game is concerned with the immersive experience of story, the hypertext is concerned with possibilities, with that question we all ask ourselves all the time, even when we know we should know better: what would have happened if I had done something else? The natures of the two forms dictate the ways that we approach them. Most adventure games are long-form works which players are expected to experience just once. Most hypertexts by contrast are written under the assumption that the player will want to engage with them multiple times, making difference choices and exploring the different possible outcomes. This makes up for the fact that the average playthrough of the average hypertext, with its bird’s-eye view of the story, takes a small fraction of the time of the average playthrough of the average adventure game, with its worm’s-eye view.
Last edited by Кал on Sat Jan 01, 2022 1:43 pm, edited 1 time in total.
Reason: ... готово

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Re: Любимите компютърни игри

Postby Кал » Sat Jan 15, 2022 11:35 am

Mutazione явно няма да тръгне на моя Debian, въпреки героичните опити на техническия ѝ екип.

Поради което да кажа отсега: Като вляза в почивния си период (март и натам), ще си търся другарче с Уиндоус/Мак, на който да я изиграем заедно. Предполагам, че ще ни трябват две или три сбирки, за да изследваме всичките варианти.

От това, което съм видял дотук, е особено подходяща за хора с интерес към шамански пътувания. ;)
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Re: Любимите компютърни игри

Postby Darth_Sparhawk » Sun Jan 16, 2022 8:50 pm

За съжаление съм ампутиран от дарба за компютърни игри и се пускам на лесни нива, които невинаги са ми особено лесни. Най-много обичам файтърки - Street Fighter V Arcade, Soul Calibur от 3 до 6, Tekken 5 и 6 (седмицата не толкова). Допада ми големият брой готини герои в тези игри.

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Re: Любимите компютърни игри

Postby Radiant Dragon » Wed Feb 09, 2022 5:30 pm

От вчера си оправям вкуса от "Ерагон" с Metal Gear Rising: Revengeance.

METAL GEAR RISING Gameplay Walkthrough FULL GAME (4K 60FPS) (No commentary)

Because, MEMES, son! :mrgreen:

(А пък тая дума, "revengeance" звучи супер яко. :D Според Urban Dictionary означава "vengeance in the most violent way possible". Nice!)

ЕДИТ: В горното видео има две технически счупени секции. Пускам отделни линкове за тях.
Първата (към края): https://www.youtube.com/watch?v=YehAZK4Tomg
Втората: https://www.youtube.com/watch?v=_--gGMl8xsQ
IN ORDER TO RISE AGAINST THE TIDE, ONE MUST FIRST BE BELOW IT.

Аз съм графист, а не кечист.
(Ама вече разбирам и от кеч, ако трябва)
Аз съм. Това ми стига.

'Tis I, master of the first floor, aspirant to the last, the Radiant Dragon.


Accepting reality since 2017

And loving it since 2021


And now, I step fully into the Light, complete and replete. The way to Ascension is open.
-- some Dude, circa 2022

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Re: Любимите компютърни игри

Postby Кал » Sun Feb 13, 2022 2:10 pm

Насилственото „изчезване“ на Chris Avellone от игровата сцена преди две години беше едно от най-гадните ми преживявания покрай творци, които ценя дълбоко. Може би конкурирано само от съдебните разправии между Бийгъл и бившия му агент Connor Cochran.

Оттогава, минат се, не минат два месеца, ровя из Нета да открия нещо – нещичко – за съдбата на Крис. Дотук обаче удрях на камък. Никакви нови проекти, никакви споменавания... нищо.

Но днес открих:

It’s Come To This

И ми олекна. Или поне почва да ми олеква.

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Re: Любимите компютърни игри

Postby Radiant Dragon » Thu Mar 03, 2022 3:36 am

Днеска (тоест вчера, на 2-и) изиграх Shadow Warrior 3 - една доста дългоочаквана игра за мен. А принципно това вече рядко се случва (да чакам нови игри с ентусиазъм).

За мое огромно съжаление, играта се оказа разочароващ боклук. Още от трейлърите виждах, че нещата не вървят на добре - "детински" чудовища, прекалено ярки цветове, Lo Wang издокаран като cut rate екшън герой (in a bad way)... Но си казах, може би историята ще си заслужава. Това беше нестандартното в случая - аз съм предимно инвестиран в Lo Wang и вселената която обитава, а не в геймплея или франчайза по принцип. Особено заради двойката, където смятам, че разработчиците не само бяха направили една много сносна и забавна игра, ами бяха и построили наистина интригуващ (поне за мен) свят. През 2016-a аз и брат ми превъртяхме Shadow Warrior 2 и спекулирахме оживено накъде ли ще откарат историята, особено след изключително cliffhanger-ския финал.

Ама че работа... :(

Техническите характеристики на играта - геймплей, графика и левъл дизайн няма да ги коментирам. Казвам отсега "мега зле са" и точка. Реално единствените ми надежди бяха в историята.

Сюжетът започва епично, спор няма. Lo Wang стои в разрушеният си дом на върха на планината, частично побъркан и самообвиняващ се, че причинил краят на света. (Което се оказа continuity error, вижте видеото по-долу.) Идва Orochi Zilla и му вика "трябва да убием дракона" (който беше освободен в края на предната игра). Lo Wang, който вече е опитвал многократно да го направи, казва че няма смисъл. Двамата със Zilla спорят известно време (клиширана сцена, ама е добро клише) и накрая нашият устат герой се навива да направи един последен опит с помощта на бившия си враг и още по-бивш работодател.

Дотук добре, ама... това е всичко.

Цялата, цялата игра е посветена единствено на тоя тъп dragonslaying сюжет. Няма нищо повече - никакво светостроене, никакви обрати, никакви развития на персонажите (освен пред-исторните им промени в характерите), нищо. НИЩО! Никаква информация, дори намек, какво е станало с Камико, никаква перспектива как светът се е променил, нито какво ще правят героите когато най-сетне успяват да убият дракона... а самото origin story на дракона - нулево.

Трагедия. Ако толкова исках да гледам история за убиване на дракон, щях да си пусна Dragonslayer от 81-а.

Най-голямото ми съжаление, че това недоразумение (даже "игра" не заслужава да го наричам) опропасти канона, който иначе можеше да отиде в толкова много посоки. Можехме още дълго да се радваме на бате Уанг и неговите недодялани шеги и емоционална недораслост. Вместо това... уф... Това ли правиха 4 години Flying Wild Hog бе, да ги ***...

За справка - вижте края на Shadow Warrior 2 (https://www.youtube.com/watch?v=zhE9t_FmBN0) и го сравнете с края на Shadow Warrior 3 (https://www.youtube.com/watch?v=iLRv6-RRcNI):
- Тройката няма епична музика за грандиозния финал
- Финалния бос в тройката прилича на фъшкия
- Уанг няма нищо специално да го трепе (а в двойката получава магическа катана мятаща неонови лазери - к'во по-яко от това!!!)
- Финалната кът-сцена в тройката е... гигантско меме; докато в двойката се създава един от най-резките и мистериозни cliffhanger-и, който някога съм виждал в комп игра изобщо

Изводът е ясен - това ще поредната творческа вселена, която ще трябва да спасявам лично веднъж щом стана милиардер. :|
IN ORDER TO RISE AGAINST THE TIDE, ONE MUST FIRST BE BELOW IT.

Аз съм графист, а не кечист.
(Ама вече разбирам и от кеч, ако трябва)
Аз съм. Това ми стига.

'Tis I, master of the first floor, aspirant to the last, the Radiant Dragon.


Accepting reality since 2017

And loving it since 2021


And now, I step fully into the Light, complete and replete. The way to Ascension is open.
-- some Dude, circa 2022

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Re: Любимите компютърни игри

Postby Кал » Mon Mar 07, 2022 6:53 pm

Jimmy Maher's article "Accolade Gets Distinctive" took me down memory lane:

Кал wrote:Between 2001 and 2003, I studied Computing Science at Simon Fraser University in Vancouver. I had this classmate Jeff, who was much smarter (and quite a bit older) than all of us. Only after I left Canada did I find out what Jeff Sember had been doing in the 1980s.

For what it's worth, Jeff was one of the nicest, most helpful people I've ever met. I miss him. (Last I heard from him--more than ten years ago--he was headed for a job at Microsoft. Not game-related, I think.)
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Re: Любимите компютърни игри

Postby Кал » Thu Mar 24, 2022 12:53 am

My notes from The Digital Antiquarian, Vol. 9: 1987:

:) Knight Orc
In a hole in a mound there lived an orc. Not a clear, dry, sandy hole with only spiders to catch and eat, nor yet a comfortable hobbit hole. It was an orc hole, and that means a dirty, clammy, wet hole filled with bits of worms and a putrid smell.

It had a perfectly round garbage heap, blocking the doorway, with a slimy yellow blob in the exact middle for spitting practice. The doorway opened onto a sewer-shaped hall — a deeply unpleasant tunnel filled with smoke, with secret panels, and floors snared and pitted, provided with treacherous chairs and lots and lots of booby traps — the orc was fond of visitors.

But what is an orc? Orcs are not seen much nowadays, since they are shy of human beings. They are a pungent people, little bigger than overweight elves, with the charisma of blow flies and the appetite of gannets. Orcs have little or no magic, except a rudimentary skill with knives and strangling cords and, in short, they are evil little pits.

This orc was unusually ugly, even for an orc. His name was Grindleguts.

Grindleguts had lived in the neighborhood of The Mountain for about a year and most people considered him two steps lower than a tapeworm, not only because of the smell and the plague, but because he kept eating their household pets.


:) Accolade's Comics

:) Habitat and the joys of multiplayer online gaming
Addiction!

From the bureau of things that never change: some users promptly became addicted, which was a real problem for them given that this was a paid beta test, billed at the usual QuantumLink “premium” rate of $3.60 per hour. Some were soon racking up monthly bills of $200 or more, corresponding to well over 50 hours of play. One managed to hit $1000 in one month, despite warnings sent to his email address at $300 and $600 that he might want to “check out his usage in the billing section.” Horrifying as this was on one level, Lucasfilm and QuantumLink couldn’t help but note that in theory they would only need twenty more users just like him to cover all of their operating expenses and make Habitat profitable.

The One-Percenters

Seeking to make Habitat a believable place, Lucasfilm included richer and poorer areas, discount shops and luxury boutiques with largely the same goods but very different prices. Trouble began when a few players realized that they could actually pawn items in a rich area for more money than it cost to buy them new in a poor. They spent an entire night trekking back and forth, buying low and selling high. By morning they had effectively wrecked Habitat‘s economy, inflating the money supply by a factor of five and making themselves almost inconceivably rich in contrast to everyone else. This nouveau riche began to usurp power for themselves, getting others to do their bidding for trifling (to them) amounts of money, dispensing bread and circuses to the masses in the form of games and treasure hunts. With little outlet for their immense fortunes in spite of all their best efforts to spend them, the superrich ended up establishing a lucrative trade amongst themselves in what became Habitat‘s most ostentatious symbol of conspicuous consumption: custom heads for their avatars.

Robbery! Murder!

Weapons could be purchased in Habitat and player-versus-player conflict was allowed in the so-called “wilderness areas” outside of city limits, although the consequences of “death” were relatively mild: everything the dead avatar was carrying would be dumped onto the ground where she had been standing, and she would then be teleported back to her home turf, once again intact. Of course, it took about five minutes for someone to start randomly shooting people in order to take their stuff. This led to…

Law and Order Must Be Imposed!

The inhabitants decided that a police department must be established, and held elections for sheriff. Inevitably, the guy who won by a landslide was one of the one-percenters, who could afford a campaign on a scale of which the other candidates could only dream. Did someone say something about the role of money in politics?

Christianity Under Siege!

The first virtual church was opened by a Greek Orthodox minister. Those who wanted to join his flock were forbidden from stealing or engaging in any sort of violence. Unfortunately, whenever the minister and his flock weren’t around other players would march in, strip the church bare, and pawn the lot. The minister finally had to appeal directly to Lucasfilm for a special dispensation: a lock for his church.

Family Values

While there is no record of any relationships formed inside Habitat escaping into the real world, there were at least three virtual-world weddings, all taking place in that aforementioned church. Lucasfilm helpfully joined the newlyweds’ turfs together for cohabitation. The first virtual divorce followed the first virtual marriage by just two weeks.

Dangerous Bedfellows

It was possible for players to “sleep over” in other players’ turfs rather than their own, if invited inside. Soon con artists started finagling such invitations from naive players, then logging in while the victim still slept blissfully and absconding with everything in the room.

It’s About Ethics in In-Game Journalism!

A couple of enterprising players founded a newspaper, The Weekly Rant, consisting of as many as fifty pages full of news, fiction, classified advertisements, and announcements (including news of weddings and divorces). Absolutely everyone in Habitat was soon using it as an essential resource until, after a dispute about editorial content — the publisher wanted a shorter newspaper with less fiction — the editor abruptly quit. Habitat felt the loss keenly for all of its remaining days.

Arms Negotiations

For a special area they were creating called “The Dungeon of Death,” two players convinced Lucasfilm to build them special “elephant guns” that could kill another avatar in one shot instead of the usual twelve or so, on the condition that they would use them only in the person of their alter egos “Death” and “The Shadow” who lurked within the dungeon. Embarrassingly, one day while playing Death on loan Randall Farmer himself managed to get himself killed by another player, who promptly scooped up the gun. An ordinary player, unbound by any strictures whatsoever, now had this massively destabilizing weapon in her hot little hands. After threats and negotiations, a deal was struck: 10,000 tokens to buy the gun back. Echoing a thousand Hollywood thrillers, the two parties met on the grounds of Habitat‘s largest public park to make a tense exchange through a neutral intermediary; one can’t help but imagine their respective posses lurking tensely in the bushes all around in case trouble started.


-> "The 14 Deadly Sins of Graphic-Adventure Design"

:) After trying to have his bank update his mailing address for two years, Douglas Adams resorted to this:
My address is at the top of this letter. It is also at the top of my previous letter to you. I am not trying to hide anything from you. If you write to me at this address I will reply. If you write to me care of my accountant, he will reply, which would be better still. If you write to me at Highbury New Park, the chances are that I won’t reply because your letter will probably not reach me, because I don’t live there any more. I haven’t lived there for two years. I moved. Two years ago. I wrote to you about it, remember?

Dear Miss Wilcox, I am sure you are a very lovely person, and that if I were to meet you I would feel ashamed at having lost my temper with you in this way. I’m sure it’s not your fault personally and that if I had to do your job I would hate it. Let me take you away from all this. Come to London. Let me show you where I live, so that you can see it is indeed in Upper Street. I will even take you to Highbury New Park and introduce you to the man who has been living there for the past two years so that you can see for yourself that it isn’t me. I could take you out to dinner and slip you little change-of-address cards across the table. We could even get married and go and live in a villa in Spain, though how would we get anyone in your department to understand that we had moved? I enclose a copy of my new book which I hope will cheer you up. Happy Christmas.


-> Call of Cthulu sounds like an early inspiration for Unknown Armies:
Given the nature of the Mythos, it would be quite the stretch to call Call of Cthulu “non-violent.” Yet it was certainly a different and in its way a more realistic take on violence than had been seen in RPGs before. Violence here is horrifying, as it should be. It’s also swift and deadly and deeply damaging to characters’ psyches as well as their bodies, just as it is in reality. Call of Cthulu feels like a game for grown-ups, a game capable of producing real drama.


-> The Fool's Errand + The Fool and His Money

-> "Bill Williams: The Story of a Life": heartfelt and moving
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Re: Любимите компютърни игри

Postby Кал » Mon Apr 04, 2022 10:46 am

My notes from The Digital Antiquarian, Vol. 10: 1988:

-> Gnome Ranger
The other inhabitants of the village are described with delightful wit.

He was a dwarf from the gnorth, who measured for pleasure with his pole in a hole and his theodolite on the right.


He was the local fishergnome, gnow doubling as the ferrygnome since the Dribble Bridge collapsed. He gnever did much ferrying because he was always busy fishing to supply the Green Gnome, which was crowded with stranded travellers who were waiting for the ferry.


He was a travelling leprechaun, who spent his days peddling his charms to housewives everywhere. He was very small, but very jolly, and given to saying that size wasn’t everything.


He was the family rabbit-herd. He couldn’t decide if he was keeping rabbits for their meat, milk, or fur, but it didn’t matter anyway because the rabbits wouldn’t let him have any of them.


And a key point about the (ab)use of violence in narratives:
I should take a moment to note that by “dispatch” I don’t mean kill; no one ever has to die in either of the Gnome Ranger games, something else I like about them. The Austin brothers regarded violent games with a certain contempt, calling them “vomit games” after the squelching sounds of blood and guts. Pete Austin:
Most advertising seems to emphasize the violent aspect of games, and, while nobody wants things like My Little Pony prancing about, it would be better to point out that computer programs can be interesting, informative, and broaden the mind. Unfortunately, violence does succeed in selling. If you have an essentially boring concept, the best way to jazz it up is to add some blood. This is what Hollywood has been doing successfully for years, but what you really need is a good script.
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Re: Любимите компютърни игри

Postby negesta » Mon Apr 04, 2022 1:35 pm

Попаднах на интересен проект за игра... Tales From The Wild.
Все още разглеждам и изграждам впечталения, но съм приятно изненадана от перспективите и мога да наблюдавам процеса на подготовка малко по-отблизо.
Ако ви е любопитно и имате дискорд, можете да хвърлите някой поглед, по-долу в спойлер пускам покана за сървъра им там.

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Отначало е малко объркващо, но после за мен стана забавно. Ако пък се интересувате от неща като NFT, Web3, ethereum и как това се комбинира с ново поколение игри, още по-добре. Аз в това отношение съм начинаещ. В случая ми е по-ценна общността около този проект и стремежа към устойчиво развитие.

Повече за проекта: Tales From The Wild

Покана за сървъра (без никакви задължения - може да влезете, да разгледате и да го напуснете, ако не е за вас): https://discord.gg/gxA653xfGu

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Re: Любимите компютърни игри

Postby Кал » Sun May 01, 2022 1:52 pm

Кал wrote:Mutazione явно няма да тръгне на моя Debian, въпреки героичните опити на техническия ѝ екип.


Малко след като написах това, добри хора в Дискорда на Solarpunk Magazine ми дадоха техническо решение. (Казва се Lutris.) Подкарах играта, минах първия ден от историята... и спрях.

До днес не можех да си отговоря защо се назлъндисвам да продължа. Но сега знам.

Основната линия в Mutazione е за девойка и нейния дядо, който е тежко болен. Може би даже на път да си замине.

Не съм я пипал досега, за да мога да я завърша довечера.
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Re: Любимите компютърни игри

Postby Кал » Sun May 01, 2022 10:45 pm

Moments from Mutazione:

Miu: Do you like screamy vocals? (...) Screaming is just like any instrument. Once you understand it, it becomes beautiful.

MC: She sounds really... free.

Miu: I think that's the point. Sometimes you just need to burn up and float away like a piece of ash from the fire.

~

Tung summarizes the quintessential soap opera: (...) And everyone is in love with someone. And when they're in love it's like they're dying.

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I'm not missing the references to the main story, either.


(Also, you can hear the occasional word in Italian. 8-) )

~

Grandpa isn't just a healer. He's a shaman.

MC: "Shaman"?

Nonno: You come from a different world. Don't let it close you off to possibility, hm?

~

Waaaah! Spike is swimming commando! :shock:

(Also, best bubble butt? Ummm ....)


~

Tending a garden where each plant makes a different melody is sooo soothing.

~

MC: What does an... editor, like, do?

Yoke: Editors are invaluable, dear girl! They're the bird's-eye view of a volume of writing.

:oops:

~

When it's been a shitty day--I mean, literally; your toilet overflew *blargh*--and then an assistant plumber farts at you:

Ailin: As if things weren't stinky enough!

... Yeah. I can relate.

~

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Hmm. Each garden reflects the mood of the corresponding day plus the community aspect we get to see, yes?


~

Two people sitting in the rain, keeping silent. Eventually:

Ailin: Just leave me.

Tung: If you're going to sit in the rain getting all wet, then so am I.

The pinnacle of passive aggression! :twisted:

(And, okay, subtle care.)


~

How did the ancients get so ancient?

By playing chess!


Nonno: Come on now, let's get me one last victory before I shuffle off this mortal coil.

Yoke: Oh ho! That's how I'm to keep you hanging on. In perpetual defeat!

~

MC throws a tantrum.

Nonno: So why are you here then?

MC: To help you! I came to help.

Nonno: And why do you assume help must be given on your terms? Surely help should be defined by the person to whom you wish to give it?

~

Best words to diffuse an awkward situation:

MC: Can you just imagine I'm saying something here that's, like, the right thing to say?

~

On binge watching:

Spike: It's nice to escape, but after a while, it can be hard to come back.

Mori: It's giving him a totally warped sense of how things work, too... And when he argues with us, I can swear he's repeating lines from the shows.

(And binge playing? Who am I to talk, after five hours of Mutazione?)

~

Tung: Wait! She's my mom. She can't like anyone!

Miu: What, you think she suddenly stops crushing on people because she pushed you out of her--

Tung: I just-- I thought--

~

Hmmm ... so who's up for writing Breaking Hearts for Dummies? The ultimate break-up guide?

Seeing how many love stories we already have ....


~

Crowning Moment of Heartwarming: It takes a village ....

~

Yoke: In any case, he's going to "meditate".

Nonno: Surely you're better than those air quotes, old friend.

Yoke: Skepticism about its efficacy in his case! Not in general.

~

Shamanism 101:

MS is about to go on her first spirit journey. Understandably, she asks:
Will I see my dad?

Nonno: The Spirit World is not one place. While we can sometimes communicate with the memories of those we have lost, they do not dwell there.

~

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Aye ... it's a story about moving on--or getting stuck.

And a reminder that your child or grandchild can still be your spiritual guide.


~

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Regret, regret ... lest we forget.

Control, control ... when do we let go?
Last edited by Кал on Thu May 05, 2022 12:26 pm, edited 4 times in total.
Reason: ... done
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Re: Любимите компютърни игри

Postby Кал » Tue May 03, 2022 5:05 pm

On Solarpunk Magazine's Discord, Кал wrote:After @alxd (he/them) helped me with starting Mutazione on Linux, I'm currently playing it ... as a way to cope with grief. (I'm about to lose one of my best friends and spiritual dads.) The interactions between the MC and her grandfather relate to some of the things I wished to tell my friend when his mind and hearing worked fine. The shamanic elements help me prepare for the transition. And all the other relationships strike pretty close to what I've gone through or witnessed around me over the years.

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Re: Любимите компютърни игри

Postby Radiant Dragon » Mon May 16, 2022 6:46 pm

I Made Minecraft, but It's 4D

Вече и геймърите започват да се ровичкат в по-сложните състояния на Вселената.
IN ORDER TO RISE AGAINST THE TIDE, ONE MUST FIRST BE BELOW IT.

Аз съм графист, а не кечист.
(Ама вече разбирам и от кеч, ако трябва)
Аз съм. Това ми стига.

'Tis I, master of the first floor, aspirant to the last, the Radiant Dragon.


Accepting reality since 2017

And loving it since 2021


And now, I step fully into the Light, complete and replete. The way to Ascension is open.
-- some Dude, circa 2022

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Re: Любимите компютърни игри

Postby Кал » Mon May 16, 2022 10:52 pm

Уаааау...

Това е първата компютърна игра, която бих показал на Наско не заради сюжет или кинематичност, а заради образователния аспект: как се игровизира една от най-трудните за визуализиране концепции.

Трябва да помисля кой още би се впечатлил от нея.

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