OK, let's try this again.

The point is that you will end up destroying yourself. This is not a competitive spreadsheet with a board-game skin. It's about how far you can go.

Most games use an external force to test you.
For example, Dwarf Fortress uses endless waves of monsters. And if you figure out how to deal with that using trap hallways, you'll get another bad shock when you find more monsters in your basement.

There are also stealth incursions of various sorts.
But at the end of the day, even DF knows it has to have internal mechanics to create stories, so it's infamous for its tantrum spirals.

However, these internal mechanics don't shift too much based on what kind of fort you want to make.

What if they did?
The basic idea behind this not-4X game is that as you pioneer a unique path, you create weaknesses involving the paths you didn't take.

For example, if you follow an alien biome integration path, the industrial path is locked on that planet.

Just... plain old locked.
The bigger you get, the more that's going to hurt... especially when you start building facilities that drag industry down even further.
This stands in stark contrast to the balancing mechanism of a 4X game, where it's a race to get the most resources in a competitive board game.

Even if a competitive board game has "stories" or "biomes", it is not the same thing.

At all.

Even vaguely.
With that in mind, the planets have two fundamental narrative mechanical drives.

The first is the idea that you must do a major project to make your colony appealing and economically viable to the population. These plus the slowness of people actually moving in creates long arcs
When you decide to integrate with the alien biome, it may take twenty years to do that, and another 20 to get your population up to the next locked level so you can choose another project.

But you're not on your ass that whole time. There's a local production queue.
The local production queue might seem familiar, because it's what most 4X games use.

The things you can create are based on your locally unlocked paths.

For example, endemic farms if you're integrating with the biome, or bioshields if you're cutting it away.
Although each facility has good and bad elements, the game is not focused on exact spreadsheet calculations.

The idea is that the facilities scale with the population. If you build a shipyard at 100 people and a shipyard at 10,000,000,000 people, it "costs" the "same".
Because it's about the path you're choosing.

Obviously one is going to be a rinky-dink little fueling station and the other is going to be a massive orbital fleet of space stations... but the people consider them to be the same indication of what their future holds.
And if the 100-person planet grows to be a 10-billion-person planet, the shipyard will evolve with them.

You're choosing a path, not a spreadsheet.
As the planet gets older it'll undoubtedly have more facilities and stuff.

The limitation on these things is twofold.

First, you can't build it if you haven't unlocked the path. So... do you go a short way down a lot of paths, or a long way down one? Which ones can be locked?
Second, the facility downsides are significant.

Some downsides might be things like drifting you towards a new species or creating political problems.

Some might close paths.

Others might be resource-related.
The shipyard might take one industry as upkeep. This may sound like a path towards spreadsheetdom, but the numbers don't inflate:

A strip mining facility will give you a point of industry, but close the environmental paths to you forever.

How will you get another point?
Now, my favorite little detail here is that not all paths are well-behaved.

Sure, you open up a biome integration path, it unlocks some new facilities, maybe you go further down that path later or maybe not.

But what if you unlock a thorny path?
What if you go down the psionics path? The AI path? The, I dunno, demon-summoning path?

These are "thorny" paths. They advance automatically.

You *must* build the next facility on the list before the path advances... or your civilization tears itself apart.
There's also a lot of potential about what "further down the path" means.

What's "further down the bio-integration path"?

Obviously, it means more exotic facility options, but how do you get there?

Do you choose it on the same planet, again? Or do you need a second planet?
Can you only reach second tier bio-integration by choosing bio-integration on another garden world somewhere else?

Or... can you now integrate with a more exotic biome on a more exotic planet, and that's how you take the next step?

Or is that another path?
It's fun to imagine how this can fork in order to drive the larger game and the stories it contains.
Yup yup, here's the idea: you can select the same path again on the same planet, but all it does is re-unlock the facilities so you can build them twice.

Selecting it on another planet doesn't advance anything, but you get a big discount on the time it takes to build stuff.
In order to get to the next level, you have to find a more exotic, dangerous planet.

So you can safely settle xeno-A biomes. When you go down that path, you can settle xeno-B biomes safely - until then, you'll have to actively clear the xeno-B out to live there.
Oh, you can mine that ind-A planet with its surface deposits of easy ore. But if you want magical space ore, you'll need to mine an ind-B planet... and you can't do that until you've completed the ind-A path.

Can you even find an ind-C planet for super-magic-space-ore?
You can settle these planets. You can settle a xeno-F planet. But you can't follow that path. It's too alien, too difficult.

You'll have to use it as a science outpost or something.
Pretty basic, right? But think about how this creates a story of a space civilization.

Can you even survive long enough to go down that xeno-C path? Your people are mutating and stuffed full of psychic spore juice and whatever else, and you've got almost no industry...
Because you destroy yourself.

Can you reach that next tier before you do?

If you can only reach that next tier, the path unlock can carry over to whoever you are after your civilization collapses... you can rebuild.
Anyway, that's what I'm thinking about today.

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More from @craigperko

6 Dec
Well, I was stuck on the Sam & Max remaster's only bad point last night. The ambient occlusion was so awful I woke up at 4 AM thinking about it.

So let's talk about big cartoon mouths.
Small human mouths don't really move much. You can presume the back teeth are hidden and the front teeth can be simply lit because that's how tiny human lips work.

The problem is that as the mouth gets bigger, you see a lot more of the teeth.
You see the outsides of the teeth as their cheeks roll back, you see the crowns and the inner faces as they open their huge, hinging jaws.

Cartoons are really disturbing if you think about it.

Anyway, how are the teeth lit when this sort of nonsense happens?
Read 5 tweets
6 Dec
So, the thing I adored about these games is that you could play them.

Most adventure games aren't made to be played. The puzzles are meant to "challenge" you, which for me always boils down to "read the dev's mind and then get a walkthrough".

Not these. Image
These are basically just interactive movies - in the best sense of the term. They're fun to watch and fun to play and they don't ever make you stop to look shit up online.
They are - strangely, given the humor - the least "meta" adventure games. You never have to leave the game to find a solution.

You can just stay in the game and play it.

That's the best! It's great!
Read 8 tweets
5 Dec
Me: "Oh, I'm really in the mood for a game just like X..."

Everyone: "Oh, that exact thing came out two days ago, it's called Y"

Me: "No, not that one. I heard it existed, so I'm not interested."
A major part of the problem is that I've simply stopped buying any game with an expansion pass.

I know the game's not done, so why would I buy it? I'll buy it in two years, when you've finished it.

Sigh... but this game isn't full price, so maybe... :\
Oh! It's a Paradox Interactive title.

So fuck that. Why would I ever buy another game from them?

Sorry. I meant to say:

Why would I ever buy another 15% of a game from them?
Read 7 tweets
5 Dec
It's interesting to me when people talk about sci fi as if it needs to be realistic. That's, uh, that's not the point of sci fi.

Even hard sci fi isn't about that. It may be realistic, but only because it's a more effective story with that feeling of realism.
But what really is interesting to me is when people talk about the social currents of today, and whether sci fi should portray them as ongoing or solved.

Obviously, this is an authorial choice... but it's an interesting one.
Do you portray a world where we've gone past the stupidity of homophobia or fascism or whatever?

Or do you portray a world where we're still struggling with those things?

Since the point is to tell a story to people of today, both choices are absolutely valid.
Read 12 tweets
4 Dec
Waiting on lunch, so let's talk about an imaginary not-quite-4X game.

Each planet you settle has a population cap. You can only raise the cap with 'projects', large scale endeavors that create a reason for the colony to exist.

These also create the colony's place in the stars.
If you land in a strange alien ecosystem, one project might be to adapt it. Another to study it. A third to clearcut it.

Each would lock and unlock 'paths'.

Clearcutting would lock the alien biome path, the other two would unlock it. But clearcutting unlocks other paths...
Once a project is completed, the unlocked paths create a set of facilities you can build. There are also generics, but they suck.

For example, alien biome unlocks might allow endemic farms. These are very good, but create colonist biodivergence from species norm or whatever.
Read 7 tweets
4 Dec
There's something charming about just... endless text crawl in an indie game. Especially clearly translated stuff. Clearly you must know all of this before you go pew pew with your space ships.

It just goes on and on and on, it's amazing. ImageImageImageImage
The smeerps of 1022 were particularly gromulent in their unending assault on the Tromblelands of Karpolina 9. The great science-monks of Zosorch unveiled their greatest masterpiece, the Maque Starland Bumbergloss. Unfortunately, it was defeated on the Yuyumaigrek Nebula battle of
I'd take more screenshots, but the alt button skips dialog in the game proper, so I can't do it easily.

OH NO I MISSED EIGHT SCREENS OF DIALOG
Read 11 tweets

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