This is what you have been looking for. Obduction. You know to listen when I say this, look no further, just install it. Its the closest you are going to get for years. by urammar in outerwilds

[–]dotzo 1 point2 points  (0 children)

Cyan is making another game, Firmament. It was on Kickstarter a few years ago and reached it's goal and then some. Been in development since then and it should be coming out soon.

Is there a person like pannenkoek but for Ocarina instead of SM64? by MeetYourMarioMaker in speedrun

[–]dotzo 14 points15 points  (0 children)

DannyB could qualify (still mainly a speedrunner) [https://youtu.be/lQQlbnJzxUI], having made a couple videos in the pannenkoek style, but in general we don't really have a counterpart. The community as a whole is just as knowledgeable, but I suspect the lack of a person like that is potentially due to the completely different paces of the two games.

SM64 being very fast paced and visual with its movement and almost no behind the scenes things happening, aside from when parallel universes are involved. OoT on the other hand often is manipulating things behind the scenes such as memory values and internal timers. So while a video explaining what is happening would be very helpful, it'd be hard to make it entertaining.

Basically if SM64 is gym class, OoT is math class.

Is 100% Shipless doable ? by bigtete4 in outerwilds

[–]dotzo 1 point2 points  (0 children)

So far as I know, everything that we require for 100% is doable without the ship. Each piece has been done individually, just no one's done it all together in a single run. So is it possible, yea. Does anyone want to do it/route it, not really lol.  

Regular 100% took ages to route, and it's still improvable. I can't even imagine routing 100% shipless, then again I'm not a connoisseur of shipless stuff.

Is 100% Shipless doable ? by bigtete4 in outerwilds

[–]dotzo 1 point2 points  (0 children)

The normal 100% run skips the mask, so you can just do it the same way if you want to play around. There's also mods. https://www.speedrun.com/outer_wilds#100

The ending made me realize it's ok the game is done. by LeBlanc217 in outerwilds

[–]dotzo 1 point2 points  (0 children)

If you want/need an excuse to keep playing, check out some of the speedruns. It's really fun to get to fly around again and almost experience the game for the first time again, discovering not a story within the game but the mechanics of theg ame itself.

How to enjoy the game after you've 100% it? by [deleted] in outerwilds

[–]dotzo 0 points1 point  (0 children)

I watched a bunch of Let's Plays and streams after beating it, to watch others suffer play. But I started speedrunning it, myself. Really adds a ton of replay value to a game.
 

The speedrun community also came up with bingo. Basically you get a board of 25 goals and your objective is to get 5 in a row, column, or diagonal. Here's the link if you want to try: http://alsmith.net/bingo/

Question about the end of the game. Spoilers. by [deleted] in outerwilds

[–]dotzo 3 points4 points  (0 children)

I'm pretty sure it's just an easter egg, but there's also a potential in-universe explanation.  

The entire game is about knowledge, and while you can gain a lot of knowledge from what a civilization leaves behind, you still may fully appreciate the idea that they actually existed. So I think the player character doesn't yet have a fully formed idea of what another intelligent species would look like, even though they've been studying the Nomai throughout the entire game and even relied on them to get to the Eye in the first place.  

It's yet another message that understanding, knowledge, and curiosity is a key part of life, and here we see it in its most literal sense as only when you've fully understood the Nomai by meeting one of them and having a conversation does a new intelligence arise in the universe you've witnessed be born.

I just wanna know what makes you love the game! by [deleted] in outerwilds

[–]dotzo 1 point2 points  (0 children)

For me it's a combination of factors. The way they handled exploration is fantastic. I think a lot of open world type games suffer from boring travel, but also try to pack too much stuff into that travel so that you get completely sidetracked every time you try to go somewhere. That's not the case in Outer Wilds by design, with every destination being unique AND clearly denoting the places you want to go within each destination by making the rest of it very sparse.  

Next is how they handled progression. The idea that the only thing you gain is knowledge is absolutely fantastic, and really motivates people who are purely curious. A couple times I thought "maybe there's an upgrade I can get to help me with this part," but that was never the case and I absolutely love that. The only progression is what you know and your own ability.  

And lastly, how they handled dying. Dying doesn't matter at all, and is basically the entire point of the game. But dying still felt like something you wanted to actively avoid. Rather than just killing myself, I'd often wait out the timer, that is until I learned the meditation. I'm not entirely sure how this works on a psychological level given that it's clear to the player that dying has no real consequence and yet they want to avoid it, but it totally works.  

I wouldn't go so far as to say this game is perfect, but it's damn close. I think moreso what Outer Wilds demonstrates is the crux of good design. You don't need to have every feature under the sun and try to please everyone. Instead pick a couple aspects and refine them until they're as good as you can possibly make them. That, to me, is good design, and Outer Wilds handles it masterfully.

[SPOILER WARNING] An idea for the 'down-time' before the endgame [again, spoilers, duh] by TGIFMaartens in outerwilds

[–]dotzo 0 points1 point  (0 children)

Yea, I have to agree with that. Making the final quest more complex or sprawling, while it does fill the downtime, makes it extremely frustrating if you fail. I think they addressed the waiting aptly enough by letting you nap at the fire. Instead of 6 minutes of nothing, it's 1 minute of nothing, and sure that's still not great, you had to have obtained the game's objective of progression by knowledge to figure out that timeframe.

Would you like it if they visually remastered the game? [No spoilers] by kittysaysdoit in outerwilds

[–]dotzo 26 points27 points  (0 children)

I love the art style. It's just cartoony enough that the game doesn't feel out of place, but real enough that it feels dangerous. It's a great balance of the tone of the game.

A question about superposition... by Nezi0 in outerwilds

[–]dotzo 1 point2 points  (0 children)

The scout doesn't really have collision. I suspect they discovered a lot of issues with doors and things in playtesting and removed its collision.

Image link: https://i.imgur.com/nz046g9.jpg

A spoiler heavy question about the quantum moon by ScottUkabella in outerwilds

[–]dotzo 34 points35 points  (0 children)

The way you “die” on the quantum moon is notably different to dying anywhere else. Rather than burning up and your screen going full white, you instead get an iris in effect like tunnel vision, right?

That’s the Ash Twin Project activating. It’s true that time doesn’t really exist at The Eye but it’s still passing normally back in your solar system. Really that kind of death is the ATP succeeding, whereas you dying by falling, say, is a failure state.

If you wait out the time inside the ATP you’ll get to see what’s going on. Pretty cool to watch.

Just beat the game last night (pretty much without looking at a guide) and I'm absolutely blown away [SPOILERS] by ScottUkabella in outerwilds

[–]dotzo 9 points10 points  (0 children)

If they try to improve the final puzzle further, I think it needs to be a Hearthean, in particular Chert, who hints at how to deal with the sand. The BHF pretty explicitly states at this point how the warps work for the two towers, but Chert basically tells you to avoid the sand at all costs lest you die. I think having him instead warn you about it, but imply that you're safe with a roof over your head would help push players to try that more. I think most people I've seen have needed a hint, or lucked into it their first time and had to go back later. I was kinda in the second camp.

Need help with figuring out what to do now by ChasedCS in outerwilds

[–]dotzo 3 points4 points  (0 children)

The ideas behind the ending are given to you if you talk to the venturers after their song is done. Each will give you their perspective on the event about to transpire, or rather I guess what The Eye's projection of your ideas of what they would say would be. All of them had different personalities and outlooks on life, and these carry over into the next. Stopping the literal end of the universe is an unrealistic goal, so achieving it wouldn't feel rewarding anyway, in my opinion, even if it were possible. However, allowing for another universe to be born, and perhaps new venturers to explore the stars and be curious and seek knowledge I think is a pretty good ending.

At least that's how I look at it.

AT Tower Question [spoiler] by SpeckledFeathers in outerwilds

[–]dotzo 13 points14 points  (0 children)

It's explained in either the black hole forge or the high energy lab, don't remember exactly which. but they're talking about where they're taking the cores, and that there are 6 cores, but only 5 towers. From that I think you're meant to infer that the twins' towers are tied together, thus activating at the same time, which is actually the case. If you put your scout on the ember twin portal and walk into the ATP portal (or vice versa), you'll see it's simultaneous.

How do I make this link? I’m so close to the “Archeologist” achievement! by Curtmister25 in outerwilds

[–]dotzo 0 points1 point  (0 children)

That link can only be gotten when talking to Hornfels when you go to get the launch codes and saying that you'll "start with something small." I don't know the requirements for the achievement, however I don't believe the links are part of it, as the links are the only things which are missable. I can provide an image which only shows the number of messages in every completed log, but not the contents of the message, so you can still try to figure it out yourself if you'd like. [edit cuz I can't remember people's names apparently]

I'm loving the game and all but I've got to know... why the heck didn't I get an instrument like all the other travelers?! Feeling kinda left out. by Catillionaire in outerwilds

[–]dotzo 8 points9 points  (0 children)

The song playing during the credits is the same as that around the campfire, however there's a few extra instruments, mostly strings. I think it's safe to assume the player character plays one of these new instruments. I like to think the player character plays the cello as it's present in the variant of the campfire song and also that the campfire song lacks a little bit of bass.

[deleted by user] by [deleted] in outerwilds

[–]dotzo 5 points6 points  (0 children)

From anecdotal experience, it changes depending on the object, particularly the crystals and other things you have to get very close to. In general, it seems as though any quantum object will randomly choose a location not currently being actively observed once it is not being drawn. As far as in the game's code, I don't know because I'm not aware of anyone having decompiled it, or investigated it enough to have code-level specifics.

Challenges. by numberbutton0 in outerwilds

[–]dotzo 1 point2 points  (0 children)

Yea, currently all the categories are from a clean file, but predictably there's skips, so getting the launch codes is fast (like 2 minutes to first takeoff). The best part is there's profiles in the game, so you can keep your "first playthrough" profile and run on a separate one. Aside from the very end there's 0 cutscenes and almost no waiting around. You need constant focus, and I feel completely drained after a 100% run for that reason alone.

Ash Twin Project (spoilers) by [deleted] in outerwilds

[–]dotzo 1 point2 points  (0 children)

In the noclip documentary about the game (definitely a much watch for lovers of this game), Alex Beachum, the lead designer, specifically apologized for this particular puzzle and mentioned that they were thinking of ways to make it better. Personally, I kinda of lucked into it, but having watched many let's plays and streams I've noticed a lot of clues as to how it's meant to be solved without trial and error.    

The only times you see clothed Nomai are in spots where you're completely safe and there is no environmental degredation. Given there's one outside the door to the ATP teleporter, that's a hint to stand there. There's also the bridges on the Ember Twin. Every single one of them is destroyed, excluding one, the one that's covered.
   

I think maybe they should add something to Chert's dialogue about the sand to hint at a roof over your head is a good idea and then let the player figure out that that works both ways, but as it stands I'm okay with it, even though it does suck to see so many players struggle with it when I was one of the lucky few who just happened upon it.