“Tim wants, like nothing else, to find the Princess, to know her at last. For Tim this would be momentous, sparking an intense light that embraces the world, a light that reveals the secrets long kept from us, that illuminates – or materializes! – a final palace where we can exist in peace.”See the epilogue text:
“She stood tall and majestic. She radiated fury. She shouted: “Who has disturbed me?” But then, anger expelled, she felt the sadness beneath; she let her breath fall softly, like a sigh, like ashes floating gently on the wind. She couldn’t understand why he chose to flirt so closely with the death of the world.”and
“He scrutinized the fall of an apple, the twisting of metal orbs hanging from a thread. Through these clues he would find the Princess, see her face. After an especially fervent night of tinkering, he kneeled behind a bunker in the desert; he held a piece of welder’s glass up to his eyes and waited. On that moment hung eternity. Time stood still. Space contracted to a pinpoint. It was as though the earth had opened and the skies split. One felt as though he had been privileged to witness the Birth of the World… Someone near him said: “It worked.” Someone else said: “Now we are all sons of ***.”posted by empath at 6:33 PM on December 25, 2010 [1 favorite]
“People like Tim seem to live oppositely from the other residents of the city. Tide and riptide, flowing against each other."To spoil it a bit more, there are two results of the final level, depending on your actions before and changed simply by how obsessed you've acted throughout the game. Either Tim reaches his ideal, or he doesn't.
"Tim wants, like nothing else, to find the Princess, to know her at last. For Tim this would be momentous, sparking an intense light that embraces the world, a light that reveals the secrets long kept from us, that illuminates – or materializes! – a final palace where we can exist in peace.”
“But how would this be perceived by the other residents of the city, in the world that flows contrariwise? The light would be intense and warm at the beginning, but then flicker down to nothing, taking the castle with it; it would be like burning down the place we’ve always called home, where we played so innocently as children. Destroying all hope of safety, forever.”
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It's only about exploiting the players and yes, people report having fun with that kind of game. You know, certain kinds of hardcore game players don't find much interest in FarmVille, but a certain large segment of the population does. But then when you look at the design process in that game, it's not about designing a fun game. It's not about designing something that's going to be interesting or a positive experience in any way -- it's actually about designing something that's a negative experience.
It's about "How do we make something that looks cute and that projects positivity" -- but it actually makes people worry about it when they're away from the computer and drains attention from their everyday life and brings them back into the game. Which previous genres of game never did. And it's about, "How do we get players to exploit their friends in a mechanical way in order to progress?" And in that or exploiting their friends, they kind of turn them in to us and then we can monetize their relationships. And that's all those games are, basically.
Speaking of games that shouldn't be made, a co-worker downloaded a smurf game on his iPhone for his 4 year old daughter to play and she ran up $400(!) in charges in 15 minutes, because the iphone doesn't ask you for a password for 15 minutes after you enter it to buy something.
Completely morally bankrupt, and if I ran into the assholes that designed a game for 4 year old children that let you spend $100 at a time on 'smurfberries', I'd punch them in the mouth.
That's the first time I've ever seen a game and though that something should be against the law.
posted by empath at 10:10 AM on December 25, 2010 [14 favorites]