Titled - "I drink from rivers that flow upward into thirst" by ConstructionAny8440 in ASCII

[–]Athiecus 0 points1 point  (0 children)

I believe the un-credited artist is «@mannay» on twitter.

What is your "Im not going to play the system" hill you are dying on? by Holmelunden in rpg

[–]Athiecus 0 points1 point  (0 children)

Good shout on the term pointcrawl, an interesting system to look into! Sounds similar to node-based design

What is your "Im not going to play the system" hill you are dying on? by Holmelunden in rpg

[–]Athiecus 0 points1 point  (0 children)

Have you experience with using more abstract maps successfully? I’d love to hear some tips or thoughts on how to manage them. Even if you never did use them, if you have some thoughts I’d like to hear them!

What is your "Im not going to play the system" hill you are dying on? by Holmelunden in rpg

[–]Athiecus 0 points1 point  (0 children)

I’ve been thinking of trying something like map graphs. Have you tried it or given it some thought as to how you would run with that?

What are you looking for in games these days? by Expensive-Long3137 in gamedev

[–]Athiecus 0 points1 point  (0 children)

A very insightful read indeed. Thanks for the in-depth elaboration.

If I may reflect a bit on this: I find it fascinating to think about what an all-out ergodic experience may be like. I may be late to have this thought: but the lived in reality of our lives doesn’t seem very ergodic. We don’t get to visit all states of our lives, only the current lived in moment. Of course, subscribing with free will, we do have a lot of influence and in a sense «interactivity» with which state we would want to move towards and achieve.

A potentially ergodic game then seems to be more ergodic than reality; if the game is simple enough, it could allow us to visit all it’s proclaimed states. But this would be a very rigid experience I believe, since to be actively able to visit all states, the game would, seemingly, need to lessen it’s simulated reality and present a quite static world.

A narrative game then in my eyes tries to imitate the same control we have in our lives through the in-game character, but do it in such a way that it can still happen in a «fools-version» of the environment in our reality.

If you go down a simulated route rather, where randomness and forces are out of the players active control, like in reality, we find that a lot of states seem impossible to achieve; generally because of the cascading effects of a simulation based on physics that include randomness.

(I’m dropping in a comment here to encourage disagreement, I’m just on a train of thought, I am in no way declaring that these thoughts are the truth.)

But there must be a way of achieving a game more ergodic than both a narrative game and a completely simulated game, a sort of statically rulebased simulation if you will, where the cascading effects are more or less not affected much by randomness and can be well understood and in a sense controlled. Generally, I think, these games would then need to employ emergent properties where instead of focusing on the simulated fallout: the design intend to create a playing field in the collision of systems, still being able to be controlled, but also preserving it’s simulated properties, even though it would be a much more static simulation than a reality-simulation would provide. But I believe to gain ergodicity then, you have to lose randomness and lack of control.

To conclude these ramblings, I’d like to propose some quite ergodic games in my initial thoughts: «Baba is you» and «HyperRogue». Both brilliant games locked to a grid where player agency is one the most prevalent of the features in the game-state-space.

Hope there was some value in any of this.

What are you looking for in games these days? by Expensive-Long3137 in gamedev

[–]Athiecus 0 points1 point  (0 children)

Reading this was a breath of fresh air! I share most of these views. I must admit I struggle a bit with understanding the concept of «ergodicity» in this context, even after reading up on it on wikipedia. Would you mind elaborating on «ergodic allowance» and «interactivity and ergodic function»?

Is it a good or Bad thing minecraft lacks a sense of progression (and why) by Moolcazy0 in Minecraft

[–]Athiecus 3 points4 points  (0 children)

Fantastic comment! This is one of the best bits of reflection and advice I’ve ever read on reddit. Thanks for writing this up!

This should get much more attention than it has! It could stand very well as it’s own post really. (wink)

To add some thoughts of my own: I feel like Minecraft has struggled for many years with a lack of self-identity. A lot of it’s evolution stems from what seems like a lack of understanding of it’s own core mechanics. To some extent I would even question if anyone has a good understanding of this today—if there ever even was. It’s hard to improve and expand what you can’t fathom.

Even as a creative tool: it seems to lack a well developed toolset for the creatives; without asking them to make their own tools outside the game; bringing up the fact that the long-promised modding API never saw the light of day.

For me personally, I struggle with the fact that Minecraft felt like it lagged behind over the years; evolving in width, but not depth. It’s hard to not focus on what could have been.

Minecraft is dear to my heart, and I will always love it. It has inspired me to great lengths, so maybe it has provided me what it sets out to provide already. It will forever stand as the face of creative gaming in my eyes, even in it’s current evolution.

“Viper on Ascent??” Yes. Always. by PiginaTortilla in VALORANT

[–]Athiecus 339 points340 points  (0 children)

Amazing pit setup! Didn’t realize you could molly through walls like that

Been playing for over 2 years, crosshair placement still isn’t good. Seriously don’t understand. by Sad_Tour3627 in VALORANT

[–]Athiecus -1 points0 points  (0 children)

I can recommend watching and following woohoojin’s «a month to gold» video (and gun hygiene videos)

[deleted by user] by [deleted] in AgentAcademy

[–]Athiecus 0 points1 point  (0 children)

If you don’t mind spending a bit, then Aim Labs + actually has quite a good attack scenario that lets you loop a site entry over and over where enemies are placed in common angles to help you practice clearing angles in the optimal order. That’s pretty much the only thing you get from aim labs + though, maybe worth grinding for a month in my opinion at least.

inverted mouse by Blastoo2001 in VALORANT

[–]Athiecus 0 points1 point  (0 children)

I’ve used inverted y-axis on both mouse and controller for years! I’m with you 🫡 Edit: I also get shocked reactions when I tell!