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While reading the YSRF manifesto, I couldn't help thinking of Pikmin. Admittedly, it was already on my mind (I already mentioned it in my own manifesto), but the game technically satisfies many of the manifesto's requirements.

You're a human-ish explorer stuck on an alien world, with your only speaking companion being your ship's sassy AI. While the titular Pikmin have debatable sentience, they don't speak your language. The only friend you have is a talking machine, whose well-being is tied to yours. It knows its purpose, and it complains about it sometimes, but its grumblings never amount to anything. Meanwhile, you're exploring a post-apocalyptic Earth where humanity has gone extinct, only known through small baubles they left behind - many of which are electronics. There's even some hybrid animal-machine creatures that have become a natural part of the ecosystem after literal eons of human absence, suggesting human technology has permanently and profoundly changed what "natural" means.

As to whether the game "explores the relationships between humans and technology", I'd say no. Your ship's interactions are limited outside of brief cutscenes; it does things, but its lack of agency makes it easy to forget. Yeah, it accompanies you throughout your adventures, but it always feels distant, like its sentience doesn't change much. Characterizing humanity through their possessions is neat, but the characterization only comes through diary entries segregated from the gameplay; neat, but too easily missed to be communicated clearly. And the whole machine ecosystem thing is only explained, again, through optional diary entries. And the living machine entries don't even reflect gameplay.

I think that might say something about YSRF as a genre. You can have a YSRF narrative, but without gameplay integration, you aren't a YSRF game. There needs to be some reason to take notice of machines' personalities, or else they become just another source of exposition. If your gameplay is the narrative ala visual novels or Telltale-style adventure games, then you're set. But if you're making, say, an FPS, then your talking gun needs to be more than a gun. Though considering how frustrated players become when they have to look after their equipment, YSRF might be incompatible with action games. Then again, personifying technology gives the player a ton of new stuff to get emotionally attached to, which might make the tradeoff worth it.

Okay, one manifesto down! Aaaaaaaaand about a dozen more to go. My "overanalyze everything" approach might need tweaking.

Oh my gosh, this is beautiful! "You can have a YSRF narrative, but without gameplay integration, you aren't a YSRF game." is such a powerful phrase and it's really gonna stick with me moving forward. Both the Machine and Human working together -- not only through narrative but through gameplay as well --  is definitely a big theme that I think is valuable in YSRF games.

I've (sadly) never played a Pikmin game, but I'd love to look into it for inspiration. Thank you for the mention!