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Path: ...!eternal-september.org!feeder3.eternal-september.org!news.eternal-september.org!.POSTED!not-for-mail From: candycanearter07 <candycanearter07@candycanearter07.nomail.afraid> Newsgroups: comp.sys.ibm.pc.games.action Subject: Re: Begun the Anomaly Loop wars have Date: Sun, 7 Apr 2024 21:20:02 -0000 (UTC) Organization: the-candyden-of-code Lines: 54 Message-ID: <uuv2m2$30ou0$1@dont-email.me> References: <jaj51j9sfdi2s34o03sjul483k7t47b2h4@4ax.com> Injection-Date: Sun, 07 Apr 2024 21:20:02 +0200 (CEST) Injection-Info: dont-email.me; posting-host="4ffb56ad28b3ee07a82d192d763e7ceb"; logging-data="3171264"; mail-complaints-to="abuse@eternal-september.org"; posting-account="U2FsdGVkX1+SlI1y6t9i0srtw/ExKvXFapSpJmmY7Uyh35c+Sc6ROg==" User-Agent: slrn/pre1.0.4-9 (Linux) Cancel-Lock: sha1:tj7JXXcXqiv6jjPWYHaRnjNx5uM= X-Face: b{dPmN&%4|lEo,wUO\"KLEOu5N_br(N2Yuc5/qcR5i>9-!^e\.Tw9?/m0}/~:UOM:Zf]% b+ V4R8q|QiU/R8\|G\WpC`-s?=)\fbtNc&=/a3a)r7xbRI]Vl)r<%PTriJ3pGpl_/B6!8pe\btzx `~R! r3.0#lHRE+^Gro0[cjsban'vZ#j7,?I/tHk{s=TFJ:H?~=]`O*~3ZX`qik`b:.gVIc-[$t/e ZrQsWJ >|l^I_[pbsIqwoz.WGA]<D Bytes: 4105 Spalls Hurgenson <spallshurgenson@gmail.com> wrote at 17:01 this Sunday (GMT): > > The other day, I praised "Exit 8", a game with a very simple premise: > you walk down a corridor, and are presented with a simple choice: if > the current stretch of corridor you are in is identical to the last > bit, keep moving forward. If there is something different - an anomaly > - then turn around. Repeat until you get to the end of the corridor. > It was a simple premise, wonderfully atmospheric, and quite fun. It > was also a game you could finish in five minutes. But given its > limited gameplay, I think that was fair: enjoyable as the concept was, > it alone couldn't carry a longer experience. While not the first to > explore the idea (arguably, Kojima's "P.T." demo was the originator) > "Exit 8" explored the idea so thoroughly that little more needed to be > done with it. "Exit 8's" biggest sin was its cost; even with today's > inflationary prices, $5 for 5 minutes of gameplay was a bit steep. > Still, it was well received by both critics and players. > > So of course now we're starting to be inundated by clones of the game. > > Well, perhaps 'inundated' is a bit excessive (then again, we're only a > couple of months since "Exit 8" was released). Still, already three > new games using the exact same concept have been announced: "Platform > 9" (from the same developer as "Exit 8"; "Anomaly Loop", and now > "Stairway 7". None of which do anything to really expand from the > original idea. > > We often praise Indie developers for helping to push new ideas, > especially in comparison to so-called 'triple-A' publishers who are > often seen as stick-in-the-mud developers who shy away from any game > that doesn't rehash tried-n-true 'safe' mechanics that will appeal to > the largest audience. Nonetheless, we should also recognize that > Indies are equally likely to fall back on 'safe' ideas too. In fact, > Indies are often even worse, doing little more than skinning over > somebody else's game and then calling it a day. It makes the worst > 'Doom clones' or 'Mario clones' of yesteryear look expansive in > comparison. > > Indie development is a double-edged sword, and as much as we condemn > the big-name publishers for their lack of innovation, so too should we > be wary about Indies. Good ideas can come from anywhere, and so too > bad trends like lazy copying. > > It's a shame. I quite enjoyed "Exit 8", and felt that its ideas - used > in moderation in a much fuller game - could be quite effective. But I > fear that - like crafting and survival games - it's going to end up > being used everywhere, watering down its effect. I mean, "poorly coded generic indie game ripping off stuff" is so common someone made a parody game about it (tERRORbane) also Exit 8 sounds vaugely familiar to the Stanley Parable. -- user <candycane> is generated from /dev/urandom