Sword that Slays Wisdom
Adrian "Akasha as Space" Asura   Seattle, Washington, United States
 
 
I am the analogies that I teach.

I am the wisdom that I preach.

I am the enlightenment I give and take.

All else is experience.

I am that epiphany.

All else is wake.

As wit! As writ! As law!

I am that all-seeing eye!

All else is Joycean experience!

Superfluous to what experience?

Superfluous experience!

As wit! As writ! As law!


The door knocks thrice that thou might enter,


Akasha as that 'All-Seeing Eye,'
Akashic Beekeeper of the 12 Tribes of the Rainbow
Age of Ivory, Starting as Wood
Traps, Puzzles, Combat, and Exploration
Immersive Sims, Dungeon Crawls, Soulslikes, Metroidvanias, Blobbers, Action RPGs, Zeldalikes, Stealth, Survival Horror--anything which forgoes passive overworlds--dialogue, fetch quests, so forth; and emphasizes aggressive, active environments focusing largely on traps, puzzles, exploration, combat. I favor unscripted, emergent gameplay focused largely on active verbs and diegetic, interacting verbsets; such as arrows, internally, and consistently sticking in wood; yet not in metal; nor in stone, bricks, mortar; also, the lifebar on the back of the lead to Dead Space--so less AI-as-clutter, more design-into-narrative, self-expressive verbing, self-actualizing approach; as opposed to Nu-Thief & Sekiro's approach to monitor clutter: of highlighting every rappeleable surface with a glowing moron indicator--thus, AI clutter, and the illusion-of-choice; not logically, internally consistent gameplay mechanics, with logical lead-ins breadcrumbed into the narrative as naturally as the wordless escape from the dungeon in Dark Souls was pre-verbal, without the superfluous narrative of saving some king-or-other--or I'd have been 120 hours meditating, contemplating my bellybutton, in Skyrim; as well as the characteristic devils of bubble-AI and kiddie-pool level marketeer monopolized player agency, glued-down and stapled from creative "anarchy"--or without rulers, not rules; and thus, without limits. This espressive "creative agency;" along with "self-actualized verbing" and... well... the lack of any nailed-down negligence concerning the ripple, or domino, or butterfly effect self-exponentiating into unscripted anarchy; thus, functionally, robbing a rainbow of all color except a gradient, grayscale rainbow--sanitized of all uncontrolleable, spontaneous self-exponentiation; along with any creative, lateral, detailed, interacting, synchronized, synergetic--if probable--exploration; minus the one-way, ball-of-yarn like dungeon design of hall-like areas--not even labyrinths--much less mazes; void of traps, puzzles, hazards, reactive physics, emergent physics, destructibility, unscripted interactions, water-cooler moments, and other nu-physics and potentially interacting synergized core gameplay loop of three-to-four solid interacting core systems polished to perfection--inward or outward, in renditions--depending upon budget--as with Looking Glass Studios; or the "arena-like," ecotoplasmic blobs Bioware homogenously manufactures, last I checked--post their Black Isle phase...? Planescape, Bloodlines, Shadowrun, Witcher, Disco Elysium, anything by Chris Avellone; and, alas, anything by Looking Glass Studios! RIP! Also, props to Ultima, Wizardry, Might & Magic, as well as a few token 4x games such as Tactical RPGs/Wargames, and X-Com, and Jagged Alliance for existing; along with more interesting variations--and atmospheric--such as survival-horror and stealth; with increasingly non-linear exploration and gameplay, and thus more tinkering, more replay value-per-inch, or per-metric. Also, I believe all such games--in active environments, or dungeons--should merely be titled 'dungeon crawls,' with the rest labeled as subgenres, or subcategories, thereof: to enable branching innovation, and allow more room for players to experiment within gameplay parameters that forego fetch-quests; bubble AI; and passive, non-reactive, towns & dialogue; as well as pedestrian, static, fed-ex, glued-down, overly-stapled overworlds--minus any player agency; and lacking any reactive, defining environments--densely packed with hidden easter eggs and cryptic, hidden, non-didactic secrets; as well as cleverly-concealed, subtly-disguised zones; and buried, gated, guarded, sub-areas--all of which are enigmatically engineered and carefully hidden: thus discovering--and finding--all of the above is its own singular reward, for both careful and detailed cross-examination; as well as evading or navigating environmental hazards and obstacles; and cautious, as well as dangerous, exploration--which ties-in progress with player agency; and carefully-nuanced observation that rewards player curiosity; intrigue; and detailed, astute investigation with compensation, rewards, and minute discoveries! Also--creative metaphors, nested analogies, and non-verbal archetypal symbolism are all welcome! Show, don't tell! Avoid riding cliches! Actions speak louder than words! Also, contextually, I appreciate randomized riddles; and/or randomized and procedural environments, along with % chance-of-spawning set-pieces, NPCs, areas, subareas, items, hazards, bosses, puzzles, encounters, quests, riddles, traps, and other variables. Along with varying the metagame with added elements, and progressions, which keep gameplay fresh.
Comments
Sharp72 17 May, 2023 @ 12:36pm 
Sorry Pal, no Last Epoch in the Library. :tta_smile_very_happy:
Lyralen 7 Jun, 2022 @ 9:57am 
Did you say you were interested in a real-time multiplayer RPG blobber?
https://store.steampowered.com/app/853450/Nevergrind_Online/
Sharp72 1 Jan, 2022 @ 2:01am 
Happy and healthy New Year! :tta_smile_very_happy:
Jordan1989 24 Dec, 2015 @ 1:33pm 
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:agathacross: