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7/23/2025, 2:30:38 AM
Oh and one more autism post since I have a moment-
I think the ultimate idealized perfected greatest-possible GOOD Quest wouldn't need "minigames" at all and would have these "gamified" aspects involved in the mechanics of the quest itself. Having a game with random chance (through cards or dice or unseen information) is difficult in this specific medium. For linear storytelling, one could argue the world reactivity and progression is itself the "game", but this feels too loose and broad of a topic for me. Games inherently exist to be beaten or at least wrestled with, where as real life or stories and simulations of a "real world" even if it's a fantasy or sci-fi "secondary world" with different people and cultures and laws of physics and all that provide the context and "game space". One could argue that a traditional interactive story is itself already then a game; but to me this is a cop out. Most people don't actually want the story of a Quest to flow 100% realistically or only care about the story. There are many novels and shows and so forth in which the "story" is great but absolutely sucks ass for the main character. The characters are stupid in horror movies because if they were smart there wouldn't be a movie, but in a quest it'd be infuriating for the characters to be dumb out of the player's control. I'd really prefer then that instead of the quest being wank for the player(s) power fantasy it was a "games" with more discrete pieces and mechanisms of interaction. I've long said my weird obsession with ARPGs mixing with Quests in a (possibly very bad) way; in a way that only 10 years of playing Path of Exile can do. You have no idea how much I love the idea of adding in those sorts of mechanics to a quest; choosing to upgrade and specialize your "build" and investing resources to make the quest even HARDER for a better reward later. Is it even possible to mix these aspects together? In a linear narrative you can't replay to test out new builds? Probably not. You could technically just replay a Quest again as the QM, but that sounds like worse torture then anything else I can imagine. But it has the APPEARANCE of being so; you have a quest that you can endlessly tweak and talk about and think over and occupy your months and years of idle existence and you can PRETEND you have made a game. What represents a significant portion of your life is just what it is; a story and interaction with a small group of people online; but you give it the appearance of something transcendent and genre-defying and creative as a game-master sort of way that games can be. In the end? It all comes back to MSPaint Adventures. YUCK!
I think the ultimate idealized perfected greatest-possible GOOD Quest wouldn't need "minigames" at all and would have these "gamified" aspects involved in the mechanics of the quest itself. Having a game with random chance (through cards or dice or unseen information) is difficult in this specific medium. For linear storytelling, one could argue the world reactivity and progression is itself the "game", but this feels too loose and broad of a topic for me. Games inherently exist to be beaten or at least wrestled with, where as real life or stories and simulations of a "real world" even if it's a fantasy or sci-fi "secondary world" with different people and cultures and laws of physics and all that provide the context and "game space". One could argue that a traditional interactive story is itself already then a game; but to me this is a cop out. Most people don't actually want the story of a Quest to flow 100% realistically or only care about the story. There are many novels and shows and so forth in which the "story" is great but absolutely sucks ass for the main character. The characters are stupid in horror movies because if they were smart there wouldn't be a movie, but in a quest it'd be infuriating for the characters to be dumb out of the player's control. I'd really prefer then that instead of the quest being wank for the player(s) power fantasy it was a "games" with more discrete pieces and mechanisms of interaction. I've long said my weird obsession with ARPGs mixing with Quests in a (possibly very bad) way; in a way that only 10 years of playing Path of Exile can do. You have no idea how much I love the idea of adding in those sorts of mechanics to a quest; choosing to upgrade and specialize your "build" and investing resources to make the quest even HARDER for a better reward later. Is it even possible to mix these aspects together? In a linear narrative you can't replay to test out new builds? Probably not. You could technically just replay a Quest again as the QM, but that sounds like worse torture then anything else I can imagine. But it has the APPEARANCE of being so; you have a quest that you can endlessly tweak and talk about and think over and occupy your months and years of idle existence and you can PRETEND you have made a game. What represents a significant portion of your life is just what it is; a story and interaction with a small group of people online; but you give it the appearance of something transcendent and genre-defying and creative as a game-master sort of way that games can be. In the end? It all comes back to MSPaint Adventures. YUCK!
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