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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
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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