>>6253137>it is FUNNYI believe the Vorticist artist, painter and author Wyndham Lewis once said, "Laughter does not progress", in fact none of the innumerable shades of emotions progress, they are all quite primitive and unchanging, whether it is Hate, Fear, Laughter, Adoration, Shame, Joy, Sorrow, Jealousy/Envy, Disgust/Scorn/Contempt... etc
Maybe AI can succeed when it invents some new transcendental man-machine hybrid emotion lol (it is cringe, cringe is the currency of technology
>>6245804 )
>>6245401>>6253123>Cultist Simulator as a storygame design template?Whilst I was infuriated with aspects of the UI and jigsaw card stopwatch art design, I did appreciate the conceptual ambition of the game design.
When I mentioned the idea of "gamification of lore" ie instantiating assets like character/relationships, locations, memories (as trinkets or item objects etc) to entangle the player in interactivity as opposed to just reading monolithic lore text blocks
>>6246827Cultist Simulator is the pinnacle of this form of game design loop. I marvelled at how formerly intangible roleplay notions, sensations and feelings, the idea of "working at a dull monotonous job producing ennui" turning into existential dread that kills you and ends the game lol, all these are cards and stopwatch currency loops that can be fed into rituals and choice sequence patterns, this is very clever.
I was particularly impressed by one segment in The Exile, where exploring produced a vista of The Dawn, daybreak, which could be used in a very short span like 15seconds lol to heal a gunshot injury with magic (staring at the Daybreak, whilst spending the stolen decade of magical mortal years etc) My critique of the game is just that it is very repetitive and formulaic (you must use the exact cards and slots and allotted timings, it quickly becomes very tiresome) if you were a human dungeonmaster you should permit any freeform combination of card slots and assets and opportunities and fleeting timed emotions / inspirations to always produce SOMETHING (it could be a rare thing or completely useless emotion concept) but obviously as a programmed computer game the logic of it remains rigid and constrained and somewhat stultifying, but there is so much potential there. In particular it would be cool if cross-pollinating occult ideas from the different books and factions produced new cults or forms of magic etc, but I guess this just was not possible, the game follows an unrelenting hierarchy of formulas and card slot rule equations