2025-03-12T13:56:28Z
Wow. The price. Wow.
Thatâs going straight on my âshouldâve been a video gameâ list.
Interestingly, at the end of the video, Efka says that some people make games because they want to tell a story, and others because they want to sell a product.
This struck me as odd, because I usually seek something else entirely: I want an experience that makes me feel involved and clever because I encountered interesting choices and, hopefully, made some good decisions to navigate those.
If I want a story, Iâll read a book. Maybe if the story really made the decisions pop, thatâd be good. But Iâd hate for a situation where the decisions put into the finished product had to be made less interesting because they wouldnât be supported by the narrative.
Thatâs probably why Iâm simply not the target demographic for âadventureâ games.
If I want to play an rpg, Iâll play an rpg, a real one where my character can try to do anything and thereâs a human intelligence driving the mechanics of the world. I was bored with the âfight bigger monstersâ story when I was still a teenager.
inb4 Betteridge Law
200 QUID!? I really want to know the stats that the industry have access to today. Because I would thought that this sort of thing wouldnât be so appealing in the age where triple digit kickstarters are so common (market saturation)
How many Gloomhavens do you need?
Apparently, N+1, where N = The Amount of Them that Currently ExistâŚ
This has always been my feeling about these kinds of games.
I played a session of Descent when the app first came out and just found it frustrating. One scenario had the app taking an action every round that nullified what I was trying to do, leaving us with no choice but to abandon the mission (it was to rescue some prisoners and weâd got a couple out, so that counted as a success).
Then the game ended when it gave us no choice but to start the next mission without recovering any resources, so we just all died in the first round.
This is exactly the kind of story-first design space I was thinking about.
Let the decisions be interesting so the players feel clever, rather then the designers putting things on frustrating rails so that they feel clever as the story unfolds, despite the playersâ efforts.
At this point I donât need to watch the video to know this is not a game for me.
I donât even play narrative driven games on the computer where all the boring parts are automated
As soon as I saw that card with the conversation prompts, I was like âThis shouldâve been a computer game, are you kidding me?â
Kept watching, of course, but man, that game looks like the height of tedium.
I did watch because (I needed a break from frustrating things) and even so it felt like a waste of time. My kickstarter ennui doubled for every 10 minutes the video lasted. So maybe that was good?
Iâm still annoyed at the price.
My dude, you can get a Crokinole board in the UK for that. A tournament quality one.
You could get a Crokinole board and half a dozen advent calendars.
And Baldurâs Gate 1 and 2 in remastered editions (BG3 is probably also on sale right now⌠because itâs always Steam Sale).
Or just half a dozen LEGO advent calendars. Eight if theyâre on sale.
I saw this in the wild at Airecon yesterday! It is a very big box.
Think how many really big Toblerones you could get.
âCampaign length: 647,000 kcalories.â