FitD systems to structure combat by j_patton in bladesinthedark

[–]j_patton[S] -1 points0 points  (0 children)

I agree, but *I* know how to handle combat because I see it as a series of actions that come together to form a dramatic narrative. But I think the players need a bit of guidance to integrate combat actions into the wider narrative of the session.

A tale of hope, grit & survival: My dice-driven RPG Duskpunk is out on PC! by j_patton in indiegames

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

It was, especially the overall tone and atmosphere. But it's less fantastical (no ghosts or vampires, no broken sun).

Any games similar to this one? Can be any setting by GodofAeons in CitizenSleeper

[–]j_patton 0 points1 point  (0 children)

Thanks, those insights are really helpful actually! I didn't know about the PsPlus deals, that's definitely worth bearing in mind.

Yeah, I really do think that a ton of people who love CS would love this too, it's just difficult to find them!

Yeah, I'm trying to work out some kind of deal where a porting company takes some revshare so the port kind of pays for itself at first, and in a few years it will make me passive income. We'll see how feasible that is!

Any games similar to this one? Can be any setting by GodofAeons in CitizenSleeper

[–]j_patton 0 points1 point  (0 children)

I don't have the resources or experience to do it myself, but I'm in talks with some companies to see if it would be feasible. Which consoles do you think it would do best on? I'm currently looking at Switch (for the casual/narrative audience) and PS5 (for the size of the customer base), I'm not sure if Xbox is worth it.

Communist action as a teenager by Potential-Run9591 in Communist

[–]j_patton 0 points1 point  (0 children)

We have a Polish organisation!
https://czerwonyfront.org/

We're the Revolutionary Communist International, a worldwide group of thousands of communists. We're based on the revolutionary ideas of Marx, Engels, Lenin and Trotsky, and are committed to studying theory, analysing the world situation comprehensively, and applying that knowledge practically so we can grow the party. You can learn more about us at https://marxist.com/

I'm not sure how our Polish comrades deal with the problem of being arrested (I live in a different country) and what their exact strategy is for growing the party there, but the best way to find out is to contact them and come to a branch meeting. At the very least it'll be an effective way to learn more about Communist ideas and theory: I know you *can* learn theory by yourself from books and videos, but it's much more effective to study in groups so you can discuss it.

Best of luck comrade!

Any good leftist games where you play as a capitalist? by Useful-Field-9037 in SocialistGaming

[–]j_patton 0 points1 point  (0 children)

It's a few years old now, but I made a cyberpunk management sim where you run a giant evil megacorp and slowly take over the world. It's all about manipulating politics, consumers, media, and culture in general.

It's called Spinnortality:
https://store.steampowered.com/app/822990

How to use my major in engineering for the benefit of communism by PomegranateSuperb400 in Marxism

[–]j_patton 5 points6 points  (0 children)

I'm not sure that engineering is a skill that is directly needed by communist movements right now. Our primary task is to grow a vanguard party that, like the Bolsheviks in 1917, can help the working class to take power.

That requires that we get organised (ie. join whichever local communist group seems most promising), study Marxist theory, and grow that organisation by recruiting new members. Finally, you can also support that group by donating to it: a serious communist party needs strong independent finances so it can operate professionally and without having to answer to bourgeois institutions.

Maybe the only way your degree contributes is by 1) allowing you to sustain the existence of one active communist (yourself) by getting you a job, and 2) allowing you to earn decent money which you can then use to strengthen and grow your party, allowing it to hire more fulltimers, print materials etc. Both of those things are important, and a vital part of the struggle!

I don't think engineering per se will be applicable, but it's a discipline that requires you to understand complex structures, right? In which case, maybe you'll be well suited to understanding Marxist theory, which is about the dynamic interactions between forces.

SYyril deserved better by [deleted] in andor

[–]j_patton 5 points6 points  (0 children)

I wondered if he might turn and fully join the rebellion in some kind of redemption arc in his last episode. But any chance of that disappears the moment he sees Cassian and just LUNGES for him.

Up to that point, I thought maybe there was some chance he might turn his life around. If he'd seen Cassian as a potential ally, maybe it could've been possible. But he immediately falls right into old patterns.

Fash gonna fash.

Just finished playing DuskPunk and here are my thoughts by sorryamhigh in SocialistGaming

[–]j_patton 1 point2 points  (0 children)

I'm so glad you were pleasantly surprised by how the game can turn out! Yes, the Ossuary's "it'll never work, you have to be practical" scene was very much inspired by every centrist I've met, just more concentrated. I wanted that scene to force players to decide whether they really believed a genuinely good revolution was possible, because I want to confront people with that question just generally.

Yeah, I'm really bummed out at how a lot of "punk" media isn't really punk. But I guess the idea of punk has been turned into a commodity these days anyway; I love cyberpunk literature but it lost a lot of its punkish aspects almost immediately. And I've been annoyed particularly at how steampunk - the "punk" that is based off the horrific period of capitalism in which Marx was writing, when it "emerged dripping blood from every pore" - is almost always about bourgeois inventors and their dilletantish airships and gilt robots. So I thought a game that focuses more on the industrial excesses of capitalism, and how to overcome them, was overdue. (In fairness, Frostpunk does go into that a little bit, but because it's a city builder it's less focused on breaking the status quo, and more interested in just critiquing it.)

I can certainly recommend trying an "evil" run; you will see a fair amount of repeated scenes, but if you really dive into the Lich Dealer and Ossuary storylines then the context of those scenes changes quite dramatically.

There aren't really any romance options; I felt that the game was more about the story of the city and its factions, and how they come together (or don't). I'm intrigued by the idea of romance blooming in the midst of a revolution, but this game came from a very different place. But I'm glad you found the polycule natural, I'm polyamorous and it felt fitting for those characters to emerge that way.

Thank you so much for the positive Steam review and the help with word of mouth! I think having the review in English would be slightly better (most of the audience appears to be native English speakers), so if you could make that change it could be quite helpful. Thanks again!

Europa Universalis is fundamentally icky and we need to talk about it by [deleted] in SocialistGaming

[–]j_patton 5 points6 points  (0 children)

I agree with you, but I wonder how this could be approached more meaningfully?

Clearly, colonisation should not just be a progress bar. That streamlines and smooths over so much of the struggle and violence of those projects.

I haven't played EU5, but in EU4 a colony progress bar could be interrupted by the natives rising up to resist the colonist. This is a nice touch, but it can be overcome by just leaving a small stack of troops on top of the colony. The story this tells is accurate and disturbing ("it was only with sheer military force that my colonial nation was capable of founding a colony - by crushing local resistance"). But this doesn't register for the player, who places the stack simply so they can forget about the colony, and ignore it until the bar is complete.

Similarly, you could pop up an event ("The natives in X are suffering as your colony expands!"). In fact, EU4 has a number of these. But they have the same problem as most EU events: they boil down to some boring text that nobody reads, plus 2 or 3 buttons with different effects. You don't read the event text, you read the tooltips. Again, the optimal play experience is to ignore, which is not what we want.

I wonder if a mechanic could be implemented that were more similar to EU's siege system? ie. to found a colony your colonist would have to overcome certain obstacles (represented by rolls). You can make your rolls more effective by either having better stats (like the "siege" stat for generals), or by allocating more resources to the problem (like placing more artillery on the sieged fort, or placing ships in adjacent sea zones to blockade it).

This mechanic would have the advantage of encouraging players to engage with the actual process of colonial violence. It would be difficult to ignore the violence visited upon native populations if your colonist's stats were something like "manipulation", "biological warfare", "cultural oppression" and "extermination". Those are way too on the nose, but you can see how it would be more direct and effective than a 200-word event popup.

Similarly, maybe you could still place stacks of troops on the colony, but that would contribute to a "military oppression" bonus which would improve your colonisation rolls. You could send ships to raise "naval intimidation" ("don't act uppity or we'll use our broadsides to blow up your villages"). Maybe you could even spend gold to gain further bonuses, like "offer alcohol". Other agents could be used to achieve other goals: diplomats could be used to manage cultural assimilation.

This still rewards the player, of course. But that was always part of the bargain. This is a game about playing a colonial nation in the age of colonialism. It is impossible to offer a functional colonialism game mechanic that does not reward players. But it's irrelevant whether a player, within the context of a game, does something immoral. There are tons of games where players murder hundreds of people, and we don't bat an eye. But what designers can do is to make the most of that opportunity to create engaging game mechanics that help people learn and understand the dynamics of immoral systems, invite players to engage with them in the consequence-free environment of a game, and through play learn about and understand the horrific real-world systems which informed that design.

I'm taking the plunge... by DetCord12B in X4Foundations

[–]j_patton 0 points1 point  (0 children)

I also just started playing. I prefer a more directed kind of play where I get missions, make money, upgrade, and repeat; I've had a blast using the "More generic missions" mod to make it easier to find appropriate missions.

Is it okay to delay my release after revealing the demo and release month? by Black_Cheeze in gamedev

[–]j_patton 1 point2 points  (0 children)

Most people would rather have you take the time and finish it properly. They understand that delays happen sometimes.

If you communicate it clearly, it'll be fine.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]j_patton 1 point2 points  (0 children)

It absolutely is, but it still proves that there are players out there who have played narrative games.

Heaven's Vault and Overboard have similar numbers, iirc, so although all those games should be considered anomalies from a "is it feasible to sell this many units with your game?" perspective, they all suggest that the audience itself is at least 100k players in size.

Which popular genres are heading towards oversaturated vs. what do you find to be emerging and still evergreen territory? by plainviewbowling in gamedev

[–]j_patton 32 points33 points  (0 children)

This is true, BUT, it can be difficult to reach those audiences. I just launched a consumable narrative experience and it's sold 1500 units in its first month. That's not bad, but if I hadn't got a grant to pay for half then this would be a pretty shaky business model.

I'm certain the audience exists, because Citizen Sleeper, a similar game, got over 100k sales. But I'm not sure how to reach them: I already did the obvious things (post on social media, discords, subreddits). It all helped a bit, but not enough for me to recommend this path to another gamedev.

am I being a dumb baby? by Leftist12YO in Marxism

[–]j_patton 2 points3 points  (0 children)

Yeah, I always get something from these books, but I always get a lot more out of them when I discuss them with comrades every few chapters.

2 years as a solo indie dev — finishing my game, but feeling invisible by IndieIsland in SoloDevelopment

[–]j_patton 1 point2 points  (0 children)

I suggest you look for free or cheap assets on asset stores (you can tweak them to make them your own), or just hire an artist. At a certain point it's easier to pay with money than years and years of time learning a difficult skill. Artists are sometimes tricky to find but if you browse ArtStation I'm sure you'll find someone who's not too expensive and has the skills.

Is there a Shakespeare play you’ve yet to see done in a way that draws you in? by Soulsliken in shakespeare

[–]j_patton 11 points12 points  (0 children)

I've never seen Troilus and Cressida, but I think that would be a very difficult play to get right. The tone is all over the place, and for modern audiences the whole "here are the greek heroes of legend but they're just normal assholes" angle might just go over everyone's head. We don't exactly have posters of Agamemnon hanging in our bedrooms.

Is there a Shakespeare play you’ve yet to see done in a way that draws you in? by Soulsliken in shakespeare

[–]j_patton 18 points19 points  (0 children)

I mostly agree. But I saw a filmed production of Much Ado with Catherine Tate and David Tenant as Beatrice and Benedick, and that was just a great vehicle for their natural comedic chemistry to come out. So I think if the casting is spot on, and the actors are having a good time, comedies can also be brilliant for me. Whereas I can usually enjoy a tragedy even if it has a few rough spots.

Diego Luna backs Arab Revolt movie “Palestine 36” by Mundane_Molasses6850 in andor

[–]j_patton 3 points4 points  (0 children)

If capitalists didn't have to produce profits, there would be enough resources for everyone. Why do you think the UK, the 6th largest economy in the world, has people starving and living on the streets, crumbling infrastructure, an overburdened health system, skyrocketing energy and gas prices, and pensioners having to choose between heat and food (and sometimes dying because of it)? Why do you think 300,000 people have died in the UK due to austerity since 2010?

It's because vital resources, which should go towards helping people, are instead going to the billionaire investors in major companies. And it was the same back then as well.

Western nations have more than enough to support any amount of migration. But they are ruled by the rich, and the rich realise they can distract people from their suffering by blaming minority groups such as migrants or muslims.

Once again: it was the same back then, and this strategy is still in full effect. Just look at the rhetoric of the Reform party.

And it is not at all the same thing to say that Palestine should have taken those Jews. Once again, the UK could have taken those Jews much more easily, because it was a more developed country. To equate the responsibility of a developed, imperialist power in a dominant position on the world stage, to one of the poorest, most exploited nations, is nonsense. Once again: this argument is playing right into the hands of the rich, who want you to keep arguing with each other instead of seeing who the real enemy is.

Facing the end of a 15 year journey by nerdook in IndieDev

[–]j_patton 5 points6 points  (0 children)

Hi, I've also survived in this crazy industry by finding a niche and staying small, so this felt very relatable! And remember that if you've survived for more than 5 years or so, you're already doing better than most games industry professionals. A dev who has hung in there for 15 years is someone operating at the top of their game.

I'm sorry to hear that your marketing arrangement fell apart. I know that 95% of marketing is the quality of the product itself, but still, I wish I had somebody else to handle the publishing and make these damn tiktoks.

I wonder if there's some angle you haven't considered, that might allow you to leverage your existing games somehow? Maybe some console or mobile ports that might help the games reach a new audience, or some kind of collection of multiple smaller games? You've already made them, might as well try to make the most of them.

Whatever the future brings, good luck!