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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.

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Fleuret Blanc.

I think there are as many tales as there are final objects. At least each one refers to one of the tales I've read. I believe the caterpillar is the right one as well - and I guess it's one of the secret conclusions.

Fundamental RPGology

Congrats soulkeeper, and thanks Treason for caring about us :P

Concerning "giving the system away", please note that building-up suspense is great for players in the final version of your game, but it's counter-productive for judges in a contest or coworkers in a research effort (but don't worry, even researchers get it wrong; I've sat through countless seminars where people tried to keep their brilliance for the last slide, while everyone stops caring after the third)

If the deadline is a real problem, we could have a kind of vote about extending it (I don't mind personally, not certain about my co-judges). I'm just not sure whether people would do more with a longer deadline, and I don't want people to spend insane amounts of time on this contest nor forget it altogether.

In any case, I'm thinking that after the end of the contest we should have a forum thread where everyone can discuss everyone else's ideas and we try to synthesize some of the best things to come out of it all. That way, even people who drop out of the contest can contribute by telling us what they would have done or making suggestions for other people.

Fleuret Blanc.

Haha no problem, on the contrary I would be sad if you'd stopped responding since I also like these design conversations (I am counting on them a lot to inform and transform my own design practices) And believe me, when it comes to defensiveness, your comments do not even register on the typical scale of indie game making, so I wasn't worried :P


To clarify, I don't necessarily mean that these little gamifying things (flashy UIs, QTEs and unrelated puzzles) are worse than having nothing at all - sometimes they can be (e.g. if they divert the focus from the game's vision), sometimes not (e.g. if they provide a pleasant break in the tension).

But I think they're definitely not as good as what you could do with the same basic ideas and almost no additional effort. What I call "superficial" gamification makes sense for people who are primarily film writers trying to shoehorn their script into a videogame - Heavy Rain and so on - as an expedient to make the experience a little more engaging; it's not an optimal use of the medium, but if the story is really cool, I honestly don't care.

On the other hand, I believe that you think much more like a game designer. Your UIs and popups and stuff are suggesting tons of ways of doing just this:

"making gossip more fun than just reading to get to the next spot where you read more"

But concretely, getting to the next spot to read more is still what the player does, despite the UI (because we have no way of knowing what to do to advance on a given conclusion, so we just read everything). Whereas you need very little more to make this UI useful as more than a pretty quest journal. Simply by keeping the exact same ingredients (such as a grid of POIs, with conclusions being tetris-shapes on it) and making them meaningful instead of just aesthetically pleasing - for instance, by turning them into hints on how to advance.

Anyway I think I'm starting to repeat myself so I will stop there. Of course you are entirely free to completely disregard these suggestions :P It's just that I feel you've gone 90% of the way to a stronger, and very unique, game experience about collecting information in a non-linear, non-brute force, clever way... and stopped there, which makes you a terrible tease in my personal universe.


I'm really curious about these secret conclusions now!
And unfortunately I lack a console to play Catherine, but I will wait until emulators are good enough I guess :P)

And thanks for the link to that talk, it was one of the funniest and most useful ones I've seen in a while. Juiciness is definitely one of the main things I have to work on (and I'm glad that they refer in passing to Emily Short, because I think the sort of juiciness found in IF is deeply different from that of their example or a Mario game, yet no less interesting, but far less commonly explored outside of that really niche community).

Edit: I've just stumbled upon this train of thought (an Extra Credits video which makes a non trivial point for once :P but mostly the notgame linked in the description) which makes me think that even while striving toward juiciness, one should at least consider the mechanics as meaningful; not all need to have deeply embedded narrative weight or to contribute a whole new dimension of tactical decisions, but the core ones probably should make an effort in either or both directions.

Fundamental RPGology

Well despite my previous message, I prefer an overcomplicated system to no system at all! ;)

Plus no system will be perfect. As in any contest, you just have to do at least as well as the other entries, and it's not only a contest but also a collective research effort so sharing things, even a bit rough, is important. In any case it's up to you!

Fleuret Blanc.

Too bad for Squeaks, I was really hoping that you had a chihuahua with a polka dot tie.

Actually I'm not let down by this and Lost Word more than I would in a less mystery-like setting, it's just that I feel you are very close to doing so much better than CRPGs on that matter, and I would love to see it in any genre.

Mostly my criticism hinges on the fact that information collection proceeds pretty much as in any CRPG (talking to everyone about everything until something new pops up), but is presented as a more elaborate game mechanics, with a specific puzzle-like UI (with geometric shapes for the conclusions, and levels in Last Word, and other game-like trappings).

This really made me wish for a game where that UI would actually be more than a fancy way of representing something usual. Where instead it would be part of the game - for instance, based on the positions of the POIs and the shape of the conclusion, there would be some way of guessing who may have some missing information needed to complete a conclusion, or how to obtain it. Anything that goes beyond brute force.

Even better if it's actually suboptimal to talk to everyone about everything, and if there's some way of guessing what our choices will influence instead of making them blindly, so we now have real stakes and trade-offs going on. Not necessarily trying too hard to turn this into a full-scale investigation game, more like a GM behind the scene rewarding the player for elegance and good roleplay, or intuition, or theme-sensitivity.

I am fine with weird metaphors by the way, as long as they are not excuses. I haven't played Catherine, but if there's really a sense to how puzzles are used to represent the narrative, even a very abstract one, well there's a weird but consistent metaphor relating what you do to what it means. Which is not the case in RPG fetch quests where the devs are obviously trying to give the player something to do, anything, to pad the game in-between two cutscenes. In my eyes, Fleuret Blanc's bouts are valid gameplay insertions, but not To the Moon's jigsaw puzzles, as the latter are not meaningful in any way to the narrative - sorry to the puzzlemaker ;)


And by the way, I don't know if you've seen Caro & Jeunet moves like Delicatessen, but I figure you would enjoy the atmosphere and characters, although it's a touch more grotesque.

Fundamental RPGology

Haha well actually I have already taken a look at some of the already released systems, and while I won't comment in detail for the sake of fairness, I have to say I was both
- impressed by some of the ideas involved
- occasionally at a total loss on how to use them (strategically or at all, though in the latter case I suspect a few implementation bugs :P)

So perhaps having some dev info floating around wouldn't be so bad :P More seriously, people who already have their game out there needn't feel unduly concerned, but I am thinking that it might become a common issue in this contest, so I probably should give a general friendly suggestion to all contestants:

Communicating the logic of your system and making it sufficiently easy to use creatively is also an important part of the contest Edit: but this comment shouldn't prevent you from releasing your game!

(I am not talking about fancy GUI, but more in terms of "what you tell the player and what you don't, how much the player needs to memorize/analyze/calculate before being able to do anything...")
Of course I will do my best to try to understand it in any case.


Anyway I'm already very excited to see some creative formulas around, and I'm really looking forward to find more of those in other entries!

Fleuret Blanc.

Haha I realize my comment was perhaps ambiguous, actually I don't have any problem with the bouts
Perhaps it's because decades of playing RPGs have conditioned me to the idea that anything with a battle system requires more suspension of my disbelief, but here I do think that the bouts are, quite remarkably,
- almost nonintrusive
- internally consistent and not "metaphor breaking"; at any given time the protagonist has as much reason to want to bout as the player. (Moreso than in Last Word for instance)
- useful to the narrative: more plot points arise from the bouting thing than are devoted to trying to justify it, so the slight awkwardness of some of the latter is really no big deal. It's easily accepted as part of the base conceit of the story itself, as it would in any medium (for instance, many gambling mangas have more artificial premises involving people trapped on boats and forced to play mahjong or whatnot)

It's really the POI system and the whole "talk to everyone" mechanics that I feel is deceiving: it is made to look like something gamey but it doesn't allow you to play with it, doesn't give you ways to perform. You can only follow and generally hope to be as thorough as possible. In a slightly obsessive way which arguably fits the theme, but still :P

I have the same problem with Ace Attorney games, which are very often frustrating because the whole gameplay seems to suggest that you are here to make leaps of intuition, but you're only allowed to follow a totally linear path which doesn't even always make a lot of sense. It's like QTEs on a gamewide scale: you're just here to find the one action that the devs want you to do, and do it to progress to the next step; for me that's dirty cheap gameification, but the real problem is that what the interface and premise advertise is constantly at odds with what you're doing in the game.


And gosh, you are a very lucky man to have such an adorable yet creepily wise storytelling dog. I really hope his head doesn't rotate that much though.

Fleuret Blanc.

Finally found the time to play this! Ended up taking a whole day, you weren't joking when you said 12 hours. More like 14 in my case because I share some unfortunate character traits with Junior; I am Rage because I ended up missing half of the conclusions by one fact each.
(chaining Le Neuvieme's resolution to Masque's was slightly evil, although I have only myself to blame for not tasting the much-advertised double exotic lunch)


Apart from that, you have some gosh-darned beautiful writing and music in there, pal. I think I'll write a proper review, but in a few words: Squeaks for the win. I love games that create a tangle of narratives interspersed with asides, rather than a linear (or even branching) epic, because the former is one of the rare writing paradigms that really benefit from an interactive medium instead of just being "like a book/movie but not as good" (Tristram Shandy nonwithstanding).

My only criticism would be one that I had roughly formulated for Last Word: a lot of things are there just to make the conversation part look more gamey, without really adding "true" gameplay (even in the most basic sense of "some perception of, and mastery over, stakes"), and they can be counterproductive.


Certain aspects do work: the clear hierarchy of optional and mandatory events, the e-Virtuelle as a way of keeping track of what happened before, with a clear indication of newly collected messages/facts.

Others less so: the endless backtracking to change the active topic, the time management on a completely uncertain schedule (I guess that one works better in New Game +, but the game is pretty long as it stands), and the fact that, even if the e-Virtuelle screen looks like a puzzle, this is only aesthetic since there's no way to use it to guess what to do to advance a given topic.
On one hand, you are playing to player expectations in order to make the whole thing more rewarding to the gamey centers in our brains; but on the other hand, you are actually tricking them, giving them a broken metaphor, means of perception that are not in phase with means of action, and that's really bad.

I need to insist on that criticism, because I think if you can correct this tendency in your future games, they will be essentially perfect. Apart from that, the tone, the setting, the characters, the ingenuity in exploring extremely uncommon and ambitious intertwined themes, all of it is just superb and will haunt me for days, and I'm a bit angry at you for diverting my attention from it with superficial game bits. Note that I have the same problem with Reives - both of you are great writers who do not need cheap tricks to capture your audience's imagination (contrary to many JRPG/VN writers, I am sorry to say) - but I'm even angrier at you because I think you are closer to being an actual game writer, whereas Reives is essentially a (fantastic) director. I can see how close your system is to actually working as a game, and I think if you'd stick with your metaphor and create a real gameplay out of information collection, you'd get something completely unique and pretty amazing.

...

Well. that short comment degenerated a bit. Oh, whatevs.

PS: you seem to like stories about stones and words, I gather :P

Fundamental RPGology

Sorry to hear that Ilan, but thanks a lot for giving it your best shot! If you feel like sharing an incomplete version, not for the contest but so that other people see your ideas, please feel free to do so.


soulkeeper> It's really thanks to y'all :)

Delusions of Duty

Cool, I'll give it a play as soon as possible!