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yoshi's island

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A member registered Mar 26, 2015

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Posted in Hell comments

Hi, I rated this 3/5 stars, which isn't a rating I give easily.

A star was detracted by some oversights such as "paino" for "piano": I don't like this absence of proof-reading, all the more in a game otherwise as individual and remarkable as this.

What else to say?
If our culture will reach past its rationalist religion and myths, we'll be able to call "surreal" "reality of the soul", and "walking simulators" by a far less mortifying name — such as soul simulators.
**
I have of late conceptualized a human mind as a egg... where, in normal cases, the ego is a point (or shape) moving only all over the surface, and the shell has no linings.Then, for some, with the contribution of natural inclination and trauma (which means "hit", literally, in Latin), the shell can line. It can start leaking... and at the same time, while the others are alarmed by the sight of albumen, the ego can slip (or "willingly" venture) into the inner substances. The albumen, which I think is lucky, and the yolk, which I don't wish on anybody falling into their own. 

I wrote this here... wondering how much in common, if anything, this has with the in-game egg.

Haven't you been sued yet? lol 

"With an average walkthrough time of 15 minutes, "Thing-in-Itself" is not a game in a traditional sense – it doesn't have win or lose conditions and doesn't present challenge to the player."


I know what motivates adding that to the game description.

However, let's be frank: a challenge, and chances of winning and losing, are always there.

It's just that the player himself has, in an introverted fashion, to define/become aware of them on his own.

Hello,


I want to comment on "Update 1.1 : add a checkpoint and rename another to improve one of the challenge. 1.4 : Rework of almost each puzzle to be a bit more accessible and hint in the correct direction."

specially since it's the second game in a row I came into today with a Patch n. 1.1 made to address this problem.

Fact is, programmers and game makers are so smart that they have a hard time empathizing with the bulk of their player base -- even the player base that interests themselves in a game like this -- when they are faced with the puzzles in their games.

We see this all through the first decade, and maybe the second too, of PC games, when the PC world was insular, and (I am thinking of the 1980-1990 span of time, mostly) those who played the games were much alike those who made them. Think of adventure games dating to that period. 
We stopped seeing it when games became an "industry": salespeople and marketing folks made sure to enlighten game designers about the abilities of most players.  (Granted, the most talented players find such games almost offensive, but they have no weight in the sales charts, have they.)

Nowadays we meet with such a problem (too tough condundrums) only in Indie games, made by programmers who, for the most part, are used to talk and deal only with other programmers, and with, well, their programming tools.

Then poor sales and people's complaints come, and 1.1 hardship-watering patches along with those.
But I say: why not do what they did with The Last Express' Steam port? eave your creation as you felt it had to be originally, just add a 3-tier help system.

When the player is at the end of their wits and wants to chuck the towel in, he/she asks for the first, more indirect, hint. If they wont more help, they click again, and grade-2 hint comes. And a third click delivers the straight solution.
This is the system that, while it leaves authors free to be themselves 100%, matches the needs of as wide a player base as possible. 
Why so few games have it, I wonder.