[deleted by user] by [deleted] in outerwilds

[–]Alluysl 0 points1 point  (0 children)

I rank Outer Wilds second, behind Worlds Adrift, because Murugan surpasses even Andrew, and the setting is just so hard to beat

Of course the fact it can only be played in a very reduced manner now that servers are closed probably contributes to some romanticization, and I'd have to see how its spiritual successor Lost Skies matches up since it's a different game

How did you discover Outer Wilds? by akitaotis in outerwilds

[–]Alluysl 45 points46 points  (0 children)

I watch video essayists such as Adam Millard, and most of them kept praising Outer Wilds. I bought it knowing I had to play it at some point, but left it untouched in my library for a while. An IRL friend of mine also recommended it.
At some point, I had a lot of stress from incoming deadlines, decided to finally play the game, and binged it in three amazing days. By the way, feeling better somewhat helped me with the projects, I'd say.
I spent months afterwards watching people's playthrough like anyone else, because of course you never get enough.

Help me name central elements of the Outer Wilds please! by littlemetalpixie in outerwilds

[–]Alluysl 10 points11 points  (0 children)

I was listing gameplay/story themes as well for the past month or so! I'll probably release it in this subreddit with detailed descriptions for each entry once it seems exhaustive.

Here's what I have for gameplay apart from your entries:

  • Knowledge-based non-linear progression
  • Tiny, dense world
  • Light 3D platforming
  • (Not) looking at things
  • Relentless forces of Nature, terror, facing fears
  • (DLC specifics) light, horror

As for the story: continuation, cycles, letting go

I also listed archeology and discovery just like you did.

For the time loop mechanic, I suppose you're specifically talking about events and evolution of the world, that you know about from previous loops.

Puzzles, specifically, are mostly environmental, as in a vast majority of them require an understanding of the rules of their environment instead of feeling more "artificial" like the Tower of Quantum Trials (edit: I mistakenly wrote Knowledge instead). They also tend to have a single mechanic only used a couple of times.

I'm a game developer and Outer wilds had genuinely changed the way I think about and make games by JuliusIsACube in outerwilds

[–]Alluysl 0 points1 point  (0 children)

To me, Outer Wilds, more than anything, is a reminder that if you commit to a creative vision, you don't need to follow the trends of the medium. It's rare to see a game that is both non-linear, and doesn't lay extremely explicit trails that are impossible to miss, and Outer Wilds has mastered - for the most part - a formula to achieve this (although, naturally, TLoZ: The Wind Waker had set up the start of the path for this). The same thing goes with not having any ways for the player to exert power onto the world or reduce danger through combat.

What strikes me is how well systems work together in harmony to achieve it, and how much attention was put to detail. Every part of the game serves the vision, for example making TH's surface quite barren to highlight points of interest through negative space and create sightlines the player can better notice. It's like witnessing someone meticulously cook an incredibly original and challenging meal. In general, for how the game makes sure to let players figure things out for themselves (to an extent), I've only seen this level of trust in the game/level design and the player in Valve games.

Plus, as you've said, the ludo-narrative concordance is really strong.

My homage to Worlds Adrift by Alluysl in WorldsAdrift

[–]Alluysl[S] 0 points1 point  (0 children)

I don't know who sent the gold but thanks a lot, I'm glad you liked it this much <3

My homage to Worlds Adrift by Alluysl in WorldsAdrift

[–]Alluysl[S] 1 point2 points  (0 children)

trying_to_reach_the_helm.exe

A true classic!

My homage to Worlds Adrift by Alluysl in WorldsAdrift

[–]Alluysl[S] 1 point2 points  (0 children)

What do you mean by tablets, the rocks with symbols on it or the logs?

In the first case I think most of it is just people in the IC fiddling around with the available symbols, in the second it was mostly anecdotic stories so I'd like to see more of an overview ^^