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From one Detective Grimoire game to another! I started The Mermaid Mask basically right after I finished Tangle Tower, and having something like this, where I mostly knew what to expect was a good choice for this week. I had a lot of not-fun work stuff to deal with, a little bit of complicated home stuff added on top, and this game carried me through the worst of it and provided a soft landing now that it's all over.

Playing them right in a row also gave me ample room for easy comparison between the two games, and I'm happy to say that everything I liked about Tangle Tower, I liked even more about Mermaid Mask. It had fun characters, excellently voice-acted, clever opportunities to explore and deduce. I felt proud of the clues I'd worked out on my own well in advance of when the game required them, and pleasantly surprised by the twists and turns that the game guided me through in the moment.

Of course, there's another sort of challenges to work out in the game too. I think I talked about the puzzle design only briefly in the last game, and this feels like a good time to do it more. Nearly every room in the game has at least one 'puzzle' in what I can best call the Professor Layton sense; the screen changes to a new interface with specific mechanics and a goal to meet. What really charmed me about this game though is that every single one of them feels like an actual contraption in the world, and was sorted through with some wonderfully tactile operations. It maybe strains credibility that someone has a security system that runs on categorizing skulls or aligning rotating patterns, but I've learned to enjoy this in games like Myst, and I don't see why I can't do the same here. They all feel like delightful little toys to play with for a few minutes each.

Mermaid Mask was also paced better than Tangle Tower; my main complaint about the first game was how a few of the 'gates' felt a bit force, and how it wrapped up in a pretty abrupt climax with a few strains in credibility and som annoying unanswered questions. The newer game handled this much better; the gates were structured more like a classic mystery progression, and it took its time with a dramatic climax and satisfying denouement.

Once more time well-spent, I'm happy to have something that built on itself this way, not just in mechanics but also in some clever character connections and a very sweet epilogue. I found this game to be a comfort in a different way than the previous one, while re-demonstrating the value of my monotropic focus. It's easier and easier to let go of the shame there, and now the only thing I'm left wondering is what else I can do to fill that interest while I still have it.
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I did not expect to come back from over a year without posting and then post two things in two days, but here we are. I sat down to play Tangle Tower a little before dinnertime today, and I just finished it. It's been a long time since I've played through a full narrative game all in one sitting, and it honestly felt great for a few reasons.


Monotropism is a cognitive style where someone's attention tends to get pulled very strongly to one thing at a time. It's a way of talking about things like hyperfocus, and special interests in a holistic way that centers neurodivergent experiences. And it's something I've developed a lot of shame and hangups about.


I have a list of things I want to focus on that's a mile long, and I'm prone to switching (intense) focus pretty rapidly. This leaves me with the typical neurodiverse patterns of a lot of slightly-started and half-finished projects. Combine the stigma that sometimes comes with that, a complicated relationship with "productivity" born of both protestant work ethic and starting a career in the age of life-hacks, and a difficulty with interoception that sometimes leaves me pretty messed up in terms of hunger/fatigue/excretion when I'm focused... and you might see why I ended up spending several years trying to not be that way. I would tell myself "Oh I should only play this game for an hour, and then I'll work on writing for an hour, and then I'll read something for an hour." This has left me feeling like I don't have enough time in my days... while STILL having a lost of things I want to focus on that's a mile long.


I'm trying to change that. Today, I figured I'd play the game until I reached a part where it felt good to stop. Maybe it would be after I had a conversation with all the cleverly-written and immaculately-designed characters in the weird rambling mansion. But by then I had found several fun little visual puzzles leading to many things to ask them all about. So maybe when I exhausted all those dialog options. But by then I was starting to see meta-puzzle patterns. So maybe when I worked that out and found out what that unlocked. But then all the other little parts of the game were clicking into place and it was five hours later and the credits were rolling.


And I feel great about it. It was time well-spent, and not just because the game felt like the sort of thing I always wanted but didn't get out of Phoenix Wright (Replacing picky read-the-writer's-mind dialogue interactions with fill-in-the-blank things that organized my thoughts while still letting me feel clever) and Professor Layton (Avoiding "this reminds me of a puzzle" and instead making every puzzle diagetic and at having something resembling motivation behind it). It also reminded me how good it feels just to focus on something like that... and then come up for air and excitedly look for folks to share it with.

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When I was little, our house had a big black clothbound, full of lots of words and pictures about space. I never read the whole thing through, but there was a picture I was obsessed with, a lot of dark and colored squares representing a message that was sent into space. I spent a long time trying to figure it out. I'm reasonably sure it's part of how I learned to count in binary.

When I was just starting high school, I read another book by the same author as that one, which included a very detailed description of a much more complicated message sent to Earth using a lot of the same principles. I spent a long time imagining what it looked like. I'm reasonably sure I covered several notebook pages with my interpretation of parts of its message.

A couple years later, I saw the movie version of the book in a fancy theater downtown. It was the first movie I ever went to see entirely by myself, no friends or family or anyone. I loved the movie (though I was a little disappointed that all the cool details about that alien message were condensed down into one simple scene.) I used a quote from that movie as my email signature for years. I'm reasonably sure it's the movie I've rewatched more times than anything else.

All of this is to say, it feels like The Message from Deep Space is something I've been waiting for, for my entire life.

The Message From Deep Space consists almost entirely of typing. You could literally call it an over-20-hour-long text adventure. It requires some amount of skill at math, several sciences, linguistics, and quite a bit of lateral thinking. It made me feel incredibly dumb, and incredibly smart, sometimes simultaneously. Playing it, I got to know more than I expected about both alien species, and four individual humans.

The game made me laugh, often at the sort of playful bickering that I'm very familiar with from real-life experience being in a small room with others trying to make sense of something inscrutable on a screen. It made me cry, feeling something like the sensation of being at the edge of a mesa, looking down over the vastness of a living desert… or of peering through the wall of a spacecraft, witnessing some celestial event.

I'm not sure there's much more I can say about it. It's like nothing else I ever played and I wish it wasn't over. If any of this sounds appealing to you, try it out. Struggle through it. Maybe it'll be a bit much for you; it was for me at points too. But there's a whole community out there, and I guess I'm part of it now too. Understanding is a strenuous task, but we have each other.
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So, I talked about the Conflux a little in my last post, and I guess that got Dad thinking I should share more. I’ve actually written a basic info post about it before, but that was a while ago, and there’s definitely more to say there. This week, Dad suggested that it might be good to talk about history.

It’s hard to point to a specific origin for the traditions and beliefs that go together under the word Conflux, since they really are that, a sort of grouping of ways of thinking and acting that have roots that are older than writing. It’s not the sort of religion that has a specific founder or central figure. Instead it came out of the habits and experiences of groups of people who spanned a pretty large part of the world. Specifically, there’s a lot of roots of it what we see of the pre-writing cultures who lived along the Whiteshell and Cottonwood rivers of Western Stonespine. This isn’t too surprising, since Confluence, the historical center of Conflux belief, is where those two rivers join together. It looks like there was lots of migration along the rivers, and the folk who gathered together at that big junction began practicing together.

This of course sounds a lot like the mythic origin story of the Conflux, where the Wanderers built that city as a place to live and provide shelter for other folks who, like them, were looking for a place to be accepted in the world. Most folks don’t hold that as literally true, and Confluence itself predates any stories or rituals that are recognizably Conflux, but the story certainly reflects the land it came from and has served as a template for how the city, and the religion, have developed.

The first written Conflux myths date back a little over three thousand years, found on clay tablets from right around the same time that writing itself arrived in that area of the world. However, archaeologists have found cave inscriptions and paintings which seem to relate to them that are centuries older, suggesting that they were using writing to record stories that already existed. These stories seemed to be passed around and collected in different ways throughout the centuries, in a really similar way to how people craft and share codexes today.

Starting about twenty five hundred years ago, we have a bit better records, starting with the temples constructed by the Braidtail clan, apparently after previous smaller temples were washed away in a flood. These were taller and sturdier, made of stone blocks and set on high ground overlooking the river junction. Those were a different construction than how we do temples now, with a large central area and alcoves for specific Wanderers. There were a lot more alcoves than the Wanderers we most commonly talk about now, so no one’s sure if they focused on a larger group of gods, had them divided up in different ways, or something else. As usually happens in the Conflux, the specifics of traditions are always being rethought and places being repurposed, so it’s hard to know specifics. But that temple still exists, preserved as both a historical site and a place of worship, now allowing people to temporarily set up whatever shrines they want in those alcoves.

Moving ahead nearly a couple thousand years, I can talk a little about how Conflux beliefs spread in the Modern Migration Period. This is when books (mostly hand-bound and hand-written) were really starting to spread across the three continents, and an inventor called Cayra Duskrain popularized the practice of printing small sets of pages (all from hand-carved printing plates) and then gathering them together into reconfigurable books. These were easy to distribute, collect, and create at home, leading to a lot of spread of Conflux ideas, and eventually the traditions that came with them. The themes of belonging and hope for the outcast, as well as the flexibility of how they meshed with other belief systems, helped the ideas catch on far and wide throughout the world, which is a big part of why the Conflux is so widespread today.

Those are the big things I can think of that count as “history” without getting into big boring lists of who wrote what when, so it seems like a good place to wrap up. But if there’s any more detail that anyone wants to know about, please tell me, because gathering this all up together is really helping me learn it better myself, and I’m finding this sort of historical context really helpful as I keep trying to figure out my own place in these traditions.
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This week it’s time for something cool and new, based on something I’m starting to really study this year in school: The language of Koshesis. This is one of the most commonly-seen languages on Rheos now, even though not many people speak it as a first language. The reason it’s commonly heard anyway is because it’s the language a lot of old Conflux myths and commentaries were originally written in, and that also means it’s made its way into Conflux ritual in big and small ways. That’s a big part of why I’m interested in learning it; I think it’s cool to be able to read stuff in its original language, and it can add a lot to ritual to be able to speak it directly as well. Despite it not being pretty much anyone’s first language, it’s a common second language to learn, both because of that and because, compared to many other languages spoken around the planet, it’s relatively easy to learn.Read more... )
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It’s been a while since I’ve talked much about my world so I was really excited this week when Dad suggested I write a bit about some of the particularly impressive structures that folks have bult throughout the history of Rheos. There’s a lot of ways to look at that sort of question. One is to think that we’ve built most of the most impressive things in the past century or so, which is true if you’re looking at some of the biggest and shiniest things, but it’s hard to say how long those things will endure. There were some even more outrageous constructions attempted during the early Industrial Shift, but those definitely didn’t stand the test of time, given all the wasteful resources it took to even start constructing them, much less maintaining them. So, for this assignment, I’ve been looking at the things that have endured the longest, either thanks to thoughtful construction, or continuing care, and I’ll talk about one thing from each of the three continents, to get a nice global view. Read more... )
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Arranger is a delightful puzzle game that I played on my iPad, which was a perfect way to play such a tactile where the main controls is moving up down left and right, which I could do on the touch-screen with swipes. The basic mechanic is very puzzle-game-y, you play a character on a tile grid who moves by shifting the ground under herself, meaning most other things in the same row or column with her will move when she does. Adding in some things like wrapping around the edge of the map, certain objects that don't move with you, and lots of other clever elements for different puzzles made it a really fun and inventive game whose core mechanic never wore out its welcome. But that's not what's really special about the game.Read more... )
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I returned to this series a bit sooner than I expected to; I didn't have my steam deck for a while, and when I got it back, I wanted something simple and playful to dive deep into. There's not a lot to say about the basics of this game that I didn't already say about the previous one, it's a cute Zelda-like, packed with little things to do in its map, and told in a cute frame story of a grampa telling his grandkids a story while they're out camping.Read more... )

Fireball!

Jul. 10th, 2024 09:53 pm
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Got something a little different for you this week! For some reason, me and dad were talking this weekend and started coming up with ideas for sports for other kinda of creatures, and before we knew it, we had a very fun idea for a dragon sport. So, for my homework this week, I wrote up a little “article” to share this sport with more people!Read more... )
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This week, me and Dad agreed that a good thing to talk about is another topic that apparently can be pretty different on Rheos from how things are in other worlds: Clothing, specifically what we wear (or don’t) and why (or why not)

The thing to start with, that is apparently different from other places (as my dad explained it) is that a lot of the time, especially in hot months like now, a lot of people don’t wear clothes. Plenty of folks have thick-enough fur that adding clothes onto it can be pretty overwhelming in the summer. Not everyone lives in the places where their form was originally most adapted to, after all, and a polar bear in the tropics is gonna get heat stroke pretty quickly, to use an extreme example. On an average day in the summer in Whitewaters, for instance, probably only half of folks are going to be covering their body, and a lot of those who do will likely only be wearing something pretty light, that only covers for instance their top or bottom half. As it gets cold, people will cover up a lot more, but in pretty much any weather other than a heavy storm, it won’t be hard to find folks going out in nothing but fur.

This leads to the question then of why do people wear what they wear, when they wear it. Like I sorta said above, part of it is definitely weather. Not everyone’s body is suited to their environment, and not everyone likes every season. Personally, I don’t really mind getting wet (part-otter) so I’m not the sort who worries about covering up when it’s raining, but my dad does. On the other paw, I really don’t like the cold, but it doesn’t seem to bother Dad, so lots of times in the winter, I’ll be bundled up and he’ll be shirtless.

Another reason worth mentioning is privacy. Obviously, going naked shows off a lot more of someone’s body than wearing clothes, and not everyone feels the same way about that. This isn’t just about body image; lots of people don’t like how they look when they’re shedding or molting, but sometimes they have to interact with the world anyway. There’s also… what’s the right way to say this… certain attributes of certain folks that might be more or less obvious at certain times that they might not want to have on display for everyone. That one gets especially complicated in some areas that have different ideas about what is and isn’t “proper” for other people to see at all, though in most cases that’s not a big deal where we live.

I saved the fun answer for last: People wear clothes for decoration! Whether that’s a cool t-shirt or a super-elaborate designer suit, clothes are a way to help express yourself. Really, most folks who go out without much covering clothing on still often wear jewelry or other smaller adornments. A lot of this can be very personal, whether it’s a style someone put together for themself, or something that expresses something about their culture. It’s also a helpful way for people to recognize folks that they might have something in common with, everything from a geeky slogan to a scarf that’s traditional to a specific biome on the other side of the planet.

Getting a bit personal, I tend to not wear too much clothes, especially in the summer and especially especially when I’m not going out anywhere. If it’s warm and there’s no one else to see, it feels a lot more cozy and free for me to especially not have to worry about pants. Still, pretty often I will wear a colorful t-shirt, or just a bandana around my neck, because I figure I can never have too much color. Last week, me and my dad and a friend visited a waterpark, and I went without swim trunks (you can slide faster that way!) but with a cool rainbow bandana that I just got that week. I was in pretty good company too; this is one of those situations where way less than half of the folks were really wearing anything notable at all. Sometimes I felt a little overdressed just in my bandana, but I still really liked the style.
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It's finally more-or-less summer here, clear skies and nice views up on the mountain, and we've been enjoying them as much as we can. This summer it's not just me and Dad at the lodge; my boyfriend Zephyr is visiting for the summer while his family's house gets some work done. It's been fun to have someone else around my age, especially someone who's not really used to living like we do. Showing him things helps me notice what I take for granted otherwise.

One of the things like that is stargazing. I'm actually not that good at stargazing; my night vision isn't as good as I wish it was, and I've never been very good at imagining the beings that the constellations are supposed to be. But still, I love learning about the night sky, both the stories and the science, and it's really cool when I can point out the things I do know, especially to someone who usually lived in a city where there's too much light to see the good stuff.

Read more... )
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This week Dad gave me an assignment to write about a more recent shift in relationship between Rheos and the people on it, one that started kinda badly, could have gone worse, and yet still managed to end up with us ending up in the best harmony we've ever been in with our world.Read more... )
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People say, to the point of cliche now, that nostalgia isn't really about specific pieces of media, but it's more about how you felt when you experienced them. Maybe the excitement of something brand new, or the rush of freedom, or maybe just the comfort of a plare where you were well-cared-for. I thought about this a lot when playing Videoverse, because it gave me all of those feelings wrapped up in a nostalgic context that I have never really taken part in.Read more... )
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Kraken Academy (The two exclamation points are in the name but I'm not gonna type them every time, sorry dad!) was an unexpected game in a few ways. Unexpected genre, unexpected vibe, unexpectedly short. None of these are a bad thing at all, I really enjoyed playing it, but talking about those unexpectednesses is probably the best way for me to talk about the game in general. Read more... )
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Dad gave me another "describe-my-world" writing assignment this week! This time it's about the places where Conflux folks gather together for worship and support. (Since I haven't talked about it for a while, quick reminder that the Conflux is the religious tradition that me and my dad are a part of; it's a polytheistic system that does its very best to be inclusive and non-dogmatic).Read more... )
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Sometimes it’s really really clear what a game is trying to be. I remember when Trace first took a peek at this game when we were working out a game for me to play (before I’d even looked at it much myself). He said something about it having good classic games feelings that I’d probably like. I said “Yeah, Zelda-y, right?” And he said “Oh yeah, very Link to the Past especially!”
 
Read more... )
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The Bobiverse is a science fiction book series by Dennis Taylor, so far consisting of four books: We Are Legion, For We Are Many, All These Worlds, and Heaven’s River. The first three form sort of one big story, and the fourth one feels like a more self-contained sequel (and is quite a bit longer than the first three). They feel very much like classic science fiction of the sort published in the 80‘s and 90’s, the sort I read growing up... and that’s both a good thing and a frustrating thing.

Read more... )
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After reading my last assignment, my dad pointed out that I mentioned something pretty significant from Rheos prehistory, but I didn't really explain it, and it might be pretty different in other worlds.

What is the Sapient Shift? )

Museums!

Mar. 2nd, 2024 01:47 am
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The weather has been pretty lousy lately and that means we’ve hade to find a lot of inside activities to do. So the thing dad suggested I write about this week is some of the cool museums in and around Whitewaters.

More good inside places to be when outside is awful (and one outside place to go later, when it's not!) )
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FixFox is a cute little game that's hard to describe. The word I keep coming back to is "adventure", but in the Zelda sense, instead of the Monkey Island sense. Except that there's no fighting, and a lot of inventory puzzles, so maybe there's more Monkey Island in it than I first thought. It's a game that's stuck with me a lot, and I'm really happy to have played it, even if I think there are some things it could've done better.

Fun with foxes! )
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