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from glaivemaster

Ingredients

  • 80g cashews
  • 80ml water
  • 1 – 2 tbsp apple cider vinegar
  • 1 tbsp olive oil
  • 1 tbsp tahini
  • 15g grated carrot
  • 1 – 3 tsp salt
  • ¼ tsp paprika
  • ¼ tsp mustard powder
  • 1 tsp garlic powder
  • ¼ cup nutritional yeast

Method

  1. Add all ingredients to blender and blend. If it's too paste-like, add more water until it's all flowing around nicely. If you ever add too much water, it can always be reduced for longer on the heat.
  2. Add to cooked pasta (or lasagne, or top a pizza, or...)
  3. Heat until desired thickness (~20 minutes)

Notes

I tend to do this by eye, so some of the ingredients listed may not be a perfect amount. Experiment to find your preferred amounts.

Cashew milk

The base of this sauce is cashews blended with water to make a sort of thick cashew cream/milk. I've not tried using pre-made supermarket cashew milk before, but you may be able to get it to work roughly the same (I reckon it might end up a bit watery)

I usually soak the cashews and drain before blending. This helps soften them for weaker blenders, but also I've read (no citation) that eating too many cashews can be harmful. Since I use cashews a lot, and it does make blending easier, I err on the side of caution. If you have a strong blender and aren't subsisting on a cashew-based diet, you probably don't need to.

To soak: Either soak in cold water for an hour or two, or boil a kettle and soak for 10 – 20 minutes. Drain if you're worried about cashew toxins.

This base of cashew milk works as a vegan substitute for most cream-based dishes. It's thick by itself, thickens even more with heat, and holds air really well. Keep it in your back pocket.

Garlic powder

It's important that this is garlic powder, not garlic cloves (or garlic granules). There's just something about powdered garlic that has the right combination flavours.

Nutritional yeast

If you've never heard of this, you're right, it does sound gross. But it tastes delicious. It's a yellow, flaky substance you can usually find in the vegan section of the supermarket these days. It has a sort of nutty, cheesy flavour that's good for adding umami to recipes.

It's not actually crucial for this recipe, but it's noticeable when it's missing, so I'd recommend trying to include it.

Optional ingredients

Cashew milk and salt/garlic are really the main drivers of this sauce, and a lot of other ingredients are optional to a greater or lesser extent.

Carrot is highly optional, and I usually don't bother with it because it's kind of fussy to grate a carrot. That said, I do notice the difference when I put it in, so I still include it in the official recipe.

Apple cider vinegar is a bit of an odd one. Mostly it just helps to thicken the sauce, but it also adds a lot of sourness if you like that (I usually do). However, it's not required for thickening, and I sometimes leave it out if I've run out, or forget. Lemon juice also works well here, or miso paste.

Olive oil could really be any nice, cooking oil. I usually use rapeseed these days, because it's cheaper and it's what I have to hand. It's another non-necessary ingredient that I don't always use, but it adds some fat if that's what you're after.

Tahini is pretty crucial. Technically I've done this recipe without and it's still fine, but it's really noticeable when it's missing. If you don't want to buy it in, you can still make this, but I'd probably look to increase some of the other flavours or make sure to include carrot otherwise it ends up a bit flat.

Salt is definitely important here, and this is easy to adjust to your personal preference. I also sometimes use soy sauce as well/instead, which slightly changes the flavour profile.

Mustard powder is pretty important, but also easy to use too much of. Add more than a dab and you've got a big mustard sauce (maybe you'll like that, but it's not what I'm usually aiming for). I've not tried using premade mustard in any quantity so can't advise on whether it works or not.

Heating

This needs heating to thicken up, but how you do that is up to you. I often just throw it in a pot with some already-cooked pasta and warm it gently until it thickens up. An even lazier version is putting it in an oven dish with cooked pasta and heating at ~180C for 20 – 30 minutes.

As noted in the recipe, this also works as a lasagne sauce, and I often use it to make vegan pizza. It tends to thicken well enough at the high temperatures used for homemade pizza (though I tend to make it a bit thicker to ensure it doesn't pool everywhere).

You could also just heat this by itself and top other things (like nachos) with it, or do whatever you want really. The world is your oyster and I'm not your real dad.

 
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from MagiKestral

FF9: More than just a Throwback

Final Fantasy, as a franchise, has always been in conversation with things that came before: from the original game bringing in several mechanics from Dungeons and Dragons to FF8's lunar base directly homaging 2001: a Space Odyssey, it should be no surprise that FF9 is often said to be in direct reference to the sprite based FFs that came before. The game, however, goes beyond those references, creating a story all its own that can stand on its own two feet.

I had played the game after experiencing 1-5 months prior, so I felt well prepared for any throwbacks the game would throw at me: I recognized the four fiends, knew who Josef was from Ramuh’s story, and all sorts of minor references that I could point at the screen for. What I quickly realized was that those references were just that, minor, and what was really at the forefront were the characters and their narratives, wrapped in the garb of familiarity.

Vivi is, of course, the stand out on this: while on the surface he is a young boy dressed in the robes of the original game's black mage, from that base arrives an individual who represents the heart of the game's thesis, one of identity and our place in this world before we have left it. So many characters of the game, from two bit parts to the other main protagonists all through to the main antagonist, struggle against these themes and ends up resulting in so many different characterizations. The game could have just been a celebration of the tropes that were shared by the prior games in the series, but expands past that into a game that truly has some of the best characterizations of the franchise, both past and present.

As with any game there is plenty to complain about (Tetra Master was a failed experiment), but they do not converge enough to overturn the positive aspects that make this game so revered. I can wholeheartedly recommend the game to anyone with any level of FF Familiarity.

 
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from glaivemaster

Ingredients

  • Vegan pastry (most frozen pastry is vegan, or see below for my recipe)

  • 480g cooked pumpkin (pureed to your desired consistency)
  • 150g white sugar
  • 4tbsp golden syrup
  • 2tsp cinnamon
  • 2tsp ground ginger

  • 100g cashews (soaked)
  • 150ml water
  • 1 tbsp lemon juice

  • 12tbsp aquafaba (see below)

Method

The ingredients section is split into 3 main parts, because that's pretty much how we make the pumpkin pie.

  1. Preheat oven to 180C.

  2. Line your pie dish with the pastry.

  3. Mix the pumpkin, sugar, golden syrup, cinnamon and ginger in a large bowl

  4. Make the cashew cream (see below) – add the cashews and water to a blender, and blend until completely smooth.

  5. Add the lemon juice to the cashew cream, blend for a second or two to whisk it in, then add to the pumpkin bowl and mix thoroughly.

  6. Whisk the aquafaba to stiff peaks. Add to the pumpkin mix and fold in.

  7. Pour the mixture into the pie dish. Put the pie in the oven and cook for 1 hour.

  8. Remove the pie and leave on the side until cool. Once cool enough, put in the fridge overnight to let it fully set.

Notes

The cashew cream is used to replace butter and egg yolk. It's fatty and slightly sweet, and gels together with an airy texture when cooked, perfect as a binding ingredient.

The aquafaba directly replaces egg whites in this recipe. It takes a little extra work than egg, but comes out about as good.

Cashew Cream

I prefer to make this at home because then I have complete control over the consistency. This is much thicker than cashew milk which you might buy at the shop (and contains less added stuff, if you care), and if you find that your pie ends up slightly too stiff or slightly too wet, you can easily adjust accordingly.

I recommend soaking the cashews before blending, just because it reduces the chance of creating a bitty cream, and is kinder to your blender. You could overnight soak them if you want, but usually I just cover them with boiled water and leave for about 30 minutes, then drain.

I cannot emphasise enough how important it is to make sure this ends up completely smooth. I let it blend for 5 – 10 minutes to make sure.

The lemon juice helps it to curdle and set. I'm not 100% certain if this is necessary, I haven't tried without yet.

Aquafaba

Literally “bean water”. This is the water that you get from cooking chickpeas, beans etc. and is also the water that those same items are stored in when tinned.

The easiest way to get access to this, therefore, is to just use a tin of “beans in water” – not flavoured water, or salted water or anything. Just water. I find that a 400g tin gives about 12tbsp as required in this recipe – I open just a slit with a can opener and pour to prevent any actual beans getting in.

Traditionally, chickpea aquafaba is the go-to for this sort of thing. It has slightly less taste than other beans, and is white like eggs so won't colour your recipe. Any aquafaba should be good, though, and I've had success with black bean aquafaba, too. Just expect a (very slightly) darker colour to the end result if you go that route.

For whipping, some people seem to say high speed, some say low. I'm not an aquafaba master, so I'm not sure. I tend to use my electric whisk at lowest setting, and it takes about 10 minutes to get to stiff peaks. I've done high speed before as well and it's not much quicker. Do what feels right – it's like whipping egg whites but it'll take longer and you need to use electric really.

Vegan pastry

Most pre-made frozen pastry is “accidentally vegan” already – oil is cheaper than butter, after all. If you want to make your own, though, the basic mix I use is:

  • 150g flour
  • 75g Trex (or other vegan solid baking butter, not margerine)

Mix into breadcrumbs, add a splash of water and bring together into a dough ball. Rest in the fridge for at least an hour.

 
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from Larena

Mild spoilers for some potential outcomes in Star Trek Resurgence

I’ve never been a big Star Trek fan. Growing up, Star Trek never stuck to me like other sci-fi franchises. The most recent entry into the franchise that I’ve (ugh) engaged with is the 2009 JJ Abrams film. In high school I watched a lot of The Next Generation when nothing else was on TV, or when I was waiting for the new episode of Doctor Who, as it would often air the hour before on BBC America. I found the sounds of the Enterprise’s halls and decks, and the often very soft-spoken dialogue of its characters very soothing, but I was never very engaged (god damn it) with the plotlines or characters. At my current age when I’m at my meanest, and it’s at its worst, I think I would say my lack of interest is because Star Trek is built on a type of neoliberalism that I find kind of naive at best. When I was a teenager I probably would have just said it's boring.

All this to say, I greatly enjoyed Star Trek Resurgence, the first game from Dramatic Labs, a studio that is one of the two currently ongoing attempts to salvage some sort of phoenix-like resurrection from the ashes of… temporarily defunct studio Telltale Games.

The game has you playing as two parallel protagonists – a trend I am always in favour of seeing be done more in these cinematic choice-based adventure games (can someone make a name for this subgenre already please) Commander Jara Rydek is the new second in command of the Starship Resolute, after its former XO was killed in a disastrous “experiment” you don’t get many details about. Meanwhile Petty Officer Carter Diaz is an engineer working the lower decks. Immediately you get a good sense of the differences between both characters. The game is choice-based, so a decent bit of either character’s personality can be decided by the player, but Carter will always be kind of the star player of the engineering team, helping out and being obviously popular among the rest of the people in his department (possibly excepting his boss) and Rydek will always be an up-and-coming officer who has to deal with a bit of distrust from the rest of the bridge crew, and potentially her immediate superior, Captain Zachary Solano, along with being a “Kobliad” (half-Kobliad? Her DNA scan is 50% human, I dunno how Star Trek works) who has to take regular injections of a particular mineral to live.

The relationships you build with the rest of the crew are essentially the most important consequence you’ll feel from the choices you make throughout the game. I’ve only done one playthrough, so I’m not entirely clear on the extent to which certain events can play out differently, but for the most part it seemed to be that if you make a choice someone doesn’t like – or one they do, they will remind you of it at the most dramatic moment. This sounds slight, but it’s also kind of always how these games have worked. In The Walking Dead, the choices you make still inevitably get you to where that game ends. Certain characters can die earlier, or later, if they get put on the chopping block. But ultimately the consequences are felt through how many friends Lee still has in the game’s final chapter. It’s a system that works well enough for me – depending on how it’s executed, honestly maybe even moreso than a game’s plot taking a wildly different path depending on your choices. I’m gonna feel it more if I piss off a character I like because they feel like I haven’t listened to their advice than something like the Witcher 2 having an entirely separate second act based on if you’re racist or not.

And the crew of the Resolute is good. A few fade into the background – Commander Urmott is the first character you meet and he… really did not leave an impression. Which honestly made me feel worse when late in the game I passed him up for promotion, and he chewed me out. Sorry bud, but the acerbic science officer Westbrook voiced by Keith Silverstein who I was able to play out having a fun enemies-to-friends arc with Jara just left a stronger impression. Standouts of the crew are Carter’s partner in engineering, Nili Edsilar – who as a nonfan I was very surprised to learn late in the game was apparently an alien called a Trill the whole time and not just a human with sick cheetah spot neck tattoos. Her relationship with Carter, as I played it, is very sweet. It’s unfortunately still exciting and surprising to me to see two characters of the appropriate genders for a heterosexual romance just be… completely platonic. Carter’s actual potential romantic interest, Miranda Maris was definitely not as interesting. Which is a shame because, avoiding spoiling too much, some Stuff happens that could have been fun and weird, but ultimately just fell flat for me.

The remaining notable characters on the bridge crew aside from the aforementioned Urmott and Westbrook are Tactical Officer Araxi Bedrosian and Captain Zachary Solano. Bedrosian has an… interesting arc. She starts out trying uh… very hard to be a good ally about Rydek being a Kobliad, and tells you how much she looks up to Rydek for overcoming adversity. Which I chose to… humor, and it thankfully did not come up much going forward. Overall I tended to agree with Bedrosian’s tactical advice when it was given until a point late in the story where her advice was… understandable, but kinda whack, and that basically destroyed our relationship and made her resign from the crew by game’s end. And Captain Solano… just kinda sucks. He opens by giving you a speech about how you need to trust his judgment as the captain when it comes down to it, and I immediately countermanded a bad order he gave at the first opportunity, so my Rydek did not have a strong affinity with him.

Where the game first started to fascinate me was the inciting incident of its central conflict. Early on you bring everyone’s favourite space elf Spock aboard the ship, now an ambassador (I dunno how long that’s been a thing for his character) and he briefs the crew on an erupting conflict between two species who aren’t part of the Federation. The Alydians are a nascent space empire who have subjugated their neighbouring species, the Hotari, and put them to work mining the Hotari moon. Unfortunately, the Federation have been making use of the Alydian’s exploitation of the Hotari, buying a portion of the minerals mined from the moon. I was pleasantly surprised that Bedrosian immediately points out how fucked this arrangement is, and Rydek likewise has dialogue options to point out that the Federation is culpable for the exploitation of the Hotari.

The meeting continues and you learn that the Hotari recently rebelled against the Alydians, and took the mines for themselves (hell yeah, workers rise up). But curiously the Alydians have not brought their superior military might to bear against the Hotari, even though they could easily crush them to dust. This resolves into Spock informing Rydek and Solano that he and the captain will descend to the Hotari homeworld to meet with their queen and attempt to negotiate a peace treaty, while Rydek tries to surreptitiously gather intel on what exactly is going on.

And unfortunately this isn’t just a story where you help support a worker rebellion, you do uncover there’s some shady business going on with the Hotari, and that quickly unravels into the game’s central plot being centered around dealing with the body-snatching Tkon Empire (apparently a semi-obscure one-time villain from the same episode that introduced the Ferengi? And… gotta say, the Tkon should have been the ones that stuck around, they’re interesting and scary and not an antisemitic caricature) But the introduction of the worker rebellion isn’t entirely forgotten. The situation between the Alydians and Hotari eventually concludes a little too cleanly for my liking, but to my thoughts about Star Trek’s neoliberalism, Solano and Spock end up representing that in the negotiations in a way I’m still not sure where the game is landing with them. They, to me, end up feeling a little out of touch, trying to talk past the Hotari’s concerns to push for some sort of “compromise” with the Alydians. But as Rydek I was given multiple opportunities to say, hey, no, the Hotari shouldn’t roll over for the Alydians, they suck and the Hotari deserve total sovereignty. And it doesn’t feel like the game thinks that’s an unreasonable position. The final time it comes up is with the Hotari Ambassador, Tythas – who ends up being really close with Rydek and I can’t believe the game doesn’t let them kiss but whatever it’s fine – who through the circumstances of the plot ends up working on the Resolute alongside Alydian soldiers who also end up there, and starts to think peace is possible. When I made the choice to caution her to remain wary of the Alydians, she smiled and said “I’m optimistic, not naive.” And that isn’t much, but it’s more than I expected?

As for the Tkon, and the main plot of the game, I ended up just finding it to be an excitingly escalating thriller. The beginning of the game is so sedate, and much like I remembered the soothing episodes of The Next Generation to be, but by the end I was biting my nails, bracing with dread about what would happen to characters I liked and even nameless NPCs, and crying over what happened to some specific characters. I think the ending… felt a little abrupt, and I don’t think I connected to Rydek proudly and poetically speechifying about standing tall and remaining “resolute” over a funeral for her fallen crew after what, to me, felt like a hell of a tragic victory. But that’s where the Star Trek of it all just doesn’t work for me, I think.

Regardless of the ending, however, the excitement and intrigue of the story, and my affection for the characters more than made up for the uh… gameplay. Most of the game is standard Telltale-esque fare, walking around, clicking on things, making dialogue choices, doing puzzles and minigames. But... sometimes the game tries to be pilotwings? Or a stealth game. Or maybe worst of all, a third person shooter. The first two modes really aren’t awful, the segments are just a little too long, and not very interesting. But god the shooter parts… the game gives you all the appearance that you are playing a cover shooter akin to Gears of War or Mass Effect, but it is so much worse than either of those. In those games, and in this one, your character is vulnerable while you’re shooting. So you want to stay behind cover and pop out when you see a safe opportunity. But in actual cover shooters you can, move the camera around while you’re behind cover. So when you pop out your reticle gives you a bead on an enemy you want to fire on and you can do it quickly and duck back down. Not so in Star Trek Resurgence. You can not move the camera at all while Carter or Rydek are ducked down. To aim you have to do a very long animation to stand up, and then try to quickly move your extremely overtuned cursor around and just really kinda blindfire and hope you hit something. And then… guess when you’ve spent enough time out of cover before you duck back to safety. I think there’s supposed to be a smoke effect or something to tell you when you’re about to get shot? But I could never make it out over all the phaser fire and just general franticness of trying to kill – sorry, stun? I think? – my enemies before they killed – definitely not stun – my friends.

At the end of the day I loved this game, though, it isn’t perfect, and I don’t think it truly avoids anything that’s kept me away from Star Trek for so long. But I enjoyed my time with the crew of the Resolute, trying to make sure my friends stayed alive and didn’t hate me. Maybe my actual biggest complaint is the game’s lack of epilogue. There’s the aforementioned speech, attempting to summarize the game’s themes and show you some consequences, but I want more time to see the new shape of the crew after all they went through. Maybe Dramatic Labs will get the greenlight to make a sequel, I’m not gonna hold my breath for that too much, but if they do… let Jara and Tythas kiss pleaseandthankyou.

 
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from Eyes Wide Open

- In Dutch (the original language of Huizinga's eye-opening 'Homo Ludens') spel can be used to mean either, Spel, play, as in the concept of play; Spel, a game, as in a game you can play; Spelen, to play, as in to play a game. -

Last weekend, I had the profound pleasure of celebrating at a party with friends, people I have taught and like-minded people. We gathered around a bonfire and burned memories of the past and pains of the now to make space for tomorrow. It's a ritual that has been among us ever since humanity put words on burnable material. And I'm certain it's not going anywhere soon.

As those pieces of paper fell into the flames, something happened to the people around me. Their normal reserved mannerisms became loud and shameless. Some tears were shed, laughter erupted. Others danced at the mixture of red, white, and gold in the darkness. For a moment in time, it wasn't just the words that burned, but the actual memory written down left this world.

A magic circle was evoked.

And sitting in it, surrounded by people that I know have their own complex struggles and relationships with topics like power, freedom and self-expression, some things fell in place. I felt a sense of hope for many of the oppressed and ignored voices around me, as the topic of play and my insights in power structures layered over one another. Suddenly I understood what Huizinga meant when he wrote those very important words over a hundred years ago:

Play is free, is in fact freedom. – J. Huizinga

When we talk about play, we must first be aware that play is older than (precedes) culture. After all, animals play as well. And we can be rather certain that they didn't wait for us to build pyramids and draw our hands on cave walls before they started doing so. We can see animals do this. Simply watch two dogs hang out together and see how they start play-fighting one another. They bite, bark, jump and tumble. And if one of them crosses a line, by for example biting too hard, a loud bark happens, and the play time is over. This is a form of play that crosses even the boundaries of (supersedes) species. One can run up to a dog, look them in the eye, do some wagging motions, and before you know it you are both rolling around in the dirt. And just like between dogs if somebody crosses a line and communicates this clearly. The play comes to an end.

Essential to understand before we move on is to understand that when playing, the world outside of play vanishes. We surrender to the play, so to speak. You will notice this in a heated game. Concerns outside the rules become irrelevant. In a social deduction game (and many card games) lying becomes fine. Even when done straight to the face of your significant other. And where normally a fight where punches are exchanged would be reason for alarm, in play we laugh about it and compliment a good right hook to the jaw. This is also where its magic comes from. It lets us practice skills that we normally can't give time and attention. Lying is something you can get good at, but can't (shouldn't) use regularly, this goes double for a good session of punching one another. This is a good thing. Play lets us explore things. And in that process we may even develop whole new techniques and ideas that would otherwise have gone undiscovered.

There is, however, a clear separation we can make between the play that precedes culture (that animals do), and the one that came later (the human one). And it's that second, that I want to talk about with you on this day some people long ago named Tuesday.

See, as much as I like messing with dog owners by giving the dog they are walking in the street a daring glance and watching it become the most excited creature on the planet, there is not a lot we can meaningfully say about this type of play. It is in some ways like breathing, or eating, or any other of our primal functions. The creature has no say in the matter. It happens to them. Why? That is something I will leave up to the smart biologists and natural sciences of the world. All I can say about it is that the dog doesn't sit down, writes rules, picks a location and then plans a fun bit of play with their dog pals. (If you ever make a short story / film / comic about that, please reach out to me) No, animals play because they must.

But we humans have a choice.

There are core pillars underlying play. There are rules, which must be followed like an absolute law. These rules give clarity about location and duration, they mark clear edges to the play. It isn't real, and everyone in the play is aware of that fact. And for play to really work, this must be clear. To grab our dog example and move it from the first (primal) type of play to the second (planned) form of play. When two boxers agree to a fight inside the ring (why is it a ring when it's square?) they agree that a punch below the belt is a no-no, nor can they keep fighting outside the ring, it ends when the bell rings, and also, this isn't a “real” fight.

Let's zoom in on that last observation.

What makes this fight a 'non-real' fight? The fact that these people have no real desire to harm one another and take precautions to prevent actual harm to one another. But this has some problems. In the end, they are causing actual harm after all. With every punch the body feels pain, a wrong hook can cost a tooth (or more) and it's hard to say how much a K.O. will affect the future of the person hitting the ground. Still, we don't consider this fight to be real. And this largely has to do with the fact that they both consent that this fight will happen inside certain constraints. But what happens with that 'non-real' fight if we introduce other factors. What if a player's performance during the fight might gain them a reward? A salary for a fight that was entertaining to a crowd? Or if a K.O. on their opponent allows them to feed their family? Does this make the fight less or more “real”?

Huizinga stipulates that play cannot have material ramifications precisely for this reason. It's easy to imagine that a player that is focused on getting a K.O. so they can prevent their kid from going hungry won't be able to fully absorb themselves into the play. The rules will become secondary to them. Where a jab on the chest may normally score them a point, it won't help them get closer to that K.O. they now need. This cracks the magic circle. The rules are no longer absolute, there are other rules in play.

This causes two tremendous problems.

One. If our boxers agreed to stop the match if one was in serious pain, but one of the two has a family to feed on the line, consent flies out of the window. One fighter keeps going even when their liver is sending stinging sensations through the body. They may be seriously injured, which is bad for the one being punched. But the other party may also end up having to live with consequences of this match that they never agreed on. Simply said, the whole situation has become a toxic mess.

Two. Our boxer now focused on getting that K.O. doesn't have the ability to vanish into the magic circle and dream away. They are no longer practicing the skills that belong to the sport. A duck and weave they would otherwise have tried, but is very risky, now gets a backseat to a jaw punch. Maybe some creative solution to winning the fight crosses their mind, but it won't be put into execution because there are more important matters at hand. Feeding their child.

Combined, these lead to a creatively dead and stagnant environment. See, our ability to play and power to create things are linked to one another. As said, play precedes cultures. Culture and creations are born from our playful nature. Every time we stack some objects on our desk for fun, we are creating the potential for a new insight regarding physics and building. The word jokes games you play with friends could one day form a poetic structure and spawn a whole genre of music. We are playful and creating beings at once. And if outside factors endanger our magic play circles, we lose a lot more than just the ability to have fun.

On a larger scale. If spaces are morphed and influenced in manners that prevent play, we lose our collective ability to mold and shape alternatives to the structures we live in. Put in a more poetic and playful manner. When we can't play, we lose our ability to test our dreams.

The magic fire circle.

The people around me on that Sunday evening engage in creative spaces for a living. Mostly in the game development world. And I know a lot of them are frustrated and sad. They feel caught in a web of complications where they can't make the games they believe the world needs to see. Not only because of corporate greed, but also because of the idea they have would actually create a financially healthy company. But the rules make it impossible for them to speak out, or to use language that doesn't fit inside the boxes designed for them. No matter how often the manager and bosses insist that they can say everything, the invisible rules outside the circles at the office prevent it from becoming a reality. In the end, only the powerful get to play, and their creations fill the world.

And that night we wrote down things from our past and present. Names of failed projects, angry rants at superiors, ills with society and as we spoke them out loud and tossed them in the flames a new magic circle was created. One where we could envision new tomorrows. Where our brains started playing with the ideas of what that could look like. Where we took the building blocks of the world around us and rearranged them into creations never seen. With tears, laughs, chuckles, chants and dance we shared this playful moment.

The power of it all was that we all agreed that we had to write our angers on one single piece of paper. Suddenly we were all confronted with ourselves. So many of our emotions are large, ungraspable, gigantic, things we can’t overcome. But after being handed a thick marker and a small sheet we had to look at it. And capture it. And once it was caught, we could all agree that by burning it, it would leave us forever. Things that were ruling our lives suddenly became beatable. By a simple flame and the act of our own hands.

In that little space of strict and simple rules. We upended all the unspoken rules of a society that held us back. We were, in fact, free.

 
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from Lucid

What do you do with a problem like Amnesia?

I don't consider myself a big horror gamer. The list of games I've noped out of is pretty long. There are games that have that reputation, such as Alien Isolation. The entire Outlast series is not something I can stomach. Even Dead Space and some of the Resident Evil titles were too much for me. Perhaps it's ironic then, that Frictional games' offerings have never made that list. I just have a different relationship to them.

I was first fascinated with Penumbra when a friend of mine enthusiastically showed me a tech demo of what this new development studio was coming up with. Frictional's in-house developed HPL engine stretches all the way back to this initial release in 2007. Physics modelling was settling around Havok, but developers were still experimenting with different possibilities. The somewhat quirky style of Frictional's interactions – the way you open doors and drawers by grabbing the handle and pulling back in an analog fashion, were defined in this era.

It's something that is still present today, though I'm not sure it's quite as impressive. In a Frictional title, the world is populated with objects that can be picked up and rotated and tossed about, as if the protagonist has telekinetic powers. Most of these interactions serve no gameplay function. Sometimes you might replace a pipe or gear, but these days that kind of “put the shape in its proper place” physics puzzle earns you just a paltry korok seed.

It's perhaps ironic that The Penumbra series starts off with Overture's (2007) awkward combat, which is quickly dropped in the Black Plague (2008), which focuses on the storytelling Frictional is regarded for. Requiem (2008) closes out that series with a focus on puzzle solving.

But it is Amnesia: The Dark Descent (September 2010) that really gained Frictional its fame and its reputation as one of the big names in horror games. It's initial release looms back to the earliest days of streaming, and has remained once of those games that audiences insist their favourite streamers play through, so they can watch how they react. It's reputation is one of bringing players to their knees.

The thing I must stress at this point is that I approach Frictional's titles as narrative adventures first and foremost. The erasure of combat in the post-Overture titles represented for me a release of tension that is ever present in games that place a gun in the player's hand. You do not walk into a room full of waist high walls in Amnesia. Creative Director Thomas Grip has said that “In Amnesia, we relied a ton on the player not understanding the mechanics of what was happening”. The monsters themselves are used sparingly. Audio cues and visual distortions mix with the darkened environments and for a large part of the game, the biggest source of scares is the player's own imagination. For me, this meant a wonderfully atmospheric narrative with a few mercifully short stealth sequences.

This focus on narrative might help to explain why SOMA (2015) is among my all time favourite games. If you have not, I implore you to play SOMA. The monster interactions are such a small part of that experience. They released a “Safe mode” that all but disables them. There is a survey built into the game. You get to take it twice, once at around the mid-point and again during the ending. One of the remarkable things about that survey is that your answers will very likely change as a result of your experience.

Frictional are no doubt influential in the genre of “horror games where you don't fight back”, but they are far from alone. Studios such as Bloober Team (Layers of Fear, Observer, Blair Witch) and Red Barrels (Outlast) have found large audiences for experiences that follow a similar formula. But the genre also received a general critique that is perhaps illustrated not jsut by the inclusion of safe mode in Soma, but by the promise (and inclusion of) an “Adventure mode” in Amnesia Rebirth (2020), Frictional's next game.

This critique is that, when you get down to it, what do the monsters really add to these games? Sure, having something scary chasing you in an interactive medium can be pretty compelling, but once the monster catches you and eats you, there's a certain catharsis that occurs. The worst thing that could possibly happen has happened. What does it say if removing the threat of these monsters doesn't detract from the experience, but opens it to a whole new audience? Frictional Games' Creative Director Thomas Grip says “If a horror game focuses on combat, you want that combat loop to be fun and once it's fun you want to deploy it regularly. One of the worst tendencies for a horror game is killing the player over and over”.

Which brings us to The Bunker, a game where I died 4 times in the first 2 hours. A game that is in some ways the antithesis of where Frictional has been finding it's success. It seems paradoxical given the studio's commitment to de-fanging its creatures to let players rummage through the environment reading diaries and collecting cranks and gears for puzzle solving purposes. But the Bunker doesn't luxuriate in killing the player either. There are no elaborate death animations. Just a series of earnest hints and tips encouraging you to persevere.

The monster is ever present. The game mercifully pauses when you are reading notes or browsing your inventory, but in order to solve puzzles and make any progress here you will have to encounter the monster. You'll have to survive that encounter too, because if you die, you lose all your progress since you last hit one of the game's few save rooms. In this game, the monster is the point.

These encounters aren't all scripted either. It's just more or less guaranteed by the various systems interactions that drive the game. In something reminiscent of a roguelike, each death is a lesson. Each encounter gives you more information about what the rules of this game are. If you want to progress you're going to have to make a bit of noise, and that's going to bring the beast to you. But that means you're largely choosing when and where the encounter is going to happen. At that moment, for me, the game started to feel like it was channeling something close to The Predator.

While the fear of dying does indeed give way to frustration, something else comes out of this mix. You are forced to grapple with your antagonist. You can plug up some of its entrances and exits, which won't deny it access to the area but will make its routing more predictable. You can throw bottles to misdirect its search. You can do much more, including shooting it with a gun (it doesn't bleed, you can't kill it) and the end result is you slowly learn to de-fang the monster yourself.

That brings a certain satisfaction. I think The Bunker has armed me with the tools to face my fears and play something like Alien Isolation. That's something. I am changed by this experience. But the cost to the narrative is also felt; the shorter run time and focus on shuffling things around to service repeat playthroughs has resulted in a story with perhaps the least fleshed out cast of characters in any Frictional title to date. The broad lines of the plot are laid out in a style reminiscent of earlier titles, yet we are whisked away to an ending without being asked to consider altogether too much about it. Frictional put the combat back in, but it's not what I come to their games for.

Sources: – How Amnesia: The Dark Descent Tricked Players Into Scaring Themselves | War Stories | Ars Technica) – How Horror Works in Amnesia: Rebirth, Soma and Amnesia: The Dark Descent | Ars Technica

 
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from axemtitanium

First they came for PlayStation Plus, and I said nothing...

Last year, Senator Elizabeth Warren and colleagues called on the Federal Trade Commission to investigate the Microsoft-Activision Blizzard deal in the context of monopsony—monopoly’s inverse cousin in which one entity exerts power by being the sole buyer in the market. The recent Ticketmaster hearings shed light on what that actually means. It turns out that Microsoft is just speedrunning the process of enshittification for Game Pass.

Platform capitalism and rent-seeking

The arc of enshittification usually plays out in three phases. First, the platform rapidly acquires users by any means necessary. Uber did this by massively subsidizing the price of rides (and forever distorting the price of transportation in the minds of users). Amazon did this by making Amazon Prime the best deal in town. Free two-day shipping for everything? And half price for students too? Sign me the hell up! Companies with enormous cash reserves—or backed by venture capitalists with low interest rates from the Fed—will spend millions or billions to jack up their user bases for later exploitation. They even have a fun acronym for this: Customer Acquisition Cost (CAC). Yes, companies know exactly how many dollars they need to spend to buy you.

Once they build a sufficiently large corpus of users, the platform can command producers to do business with them. Amazon used its customer base to lure in third-party sellers which could fill in gaps in its product catalogue. With access to a huge number of customers and sweetheart deals on seller’s fees, it was hard to see the downsides. And once they were in the system, the contracts made it hard to leave. Amazon quickly became most internet users’ one-stop shop… and most sellers had to go through Amazon to even get sales at all.

This is monopsony at work. By inserting itself in between producers and consumers, Amazon became the ‘sole buyer’ of all the producers’ work. Locked in a year at a time by Amazon Prime, customers no longer shopped around the web to find the best deal; they’d start their search on Amazon and usually picked the best price among Amazon’s options. Thus, Amazon acts as a great funnel for ecommerce—all third-party sellers had to go through Amazon and thus they could extract fees from both sides. A similar process happened with Ticketmaster. By controlling the vast majority of online ticketing and concert venues and therefore access to customers, Ticketmaster holds monopsony power over performers (the sellers in this example) and can force them into unfavorable contracts.

Once both buyers and sellers are locked into the ecosystem, the final phase of enshittification ensues. As Cory Doctorow aptly puts it:

surpluses are first directed to users; then, once they're locked in, surpluses go to suppliers; then once they're locked in, the surplus is handed to shareholders and the platform becomes a useless pile of shit

Amazon’s search gets infected with ads for unrelated products. Ticketmaster forces both users and performers to pay out the nose in hidden fees. Facebook forces publications to pay to reach their own followers. And Uber destroys the entire taxicab industry to replace it with a worse version of itself. Monopsony breeds monopoly breeds monopsony in one big enshittifying spiral.

Speedrunning enshittification

So how does this apply to video games, where arguably none of the players exert as totalizing a force as Amazon or Ticketmaster do in their respective domains? One way is to look at a service that’s already enshittified: PlayStation Plus. PS+ launched in 2010 as a monthly free game service to help build the install base for PlayStation 3, which was badly losing to Xbox 360 at the time. Over the years as PlayStation gained market share, Sony saw fit to make it required for online multiplayer and reduce the quality of the free game offerings. In a recent revamp, they somehow managed to “combine” two services (it and PlayStation Now) into three tiers without actually saving customers any money—the highest tier that gives full Plus and Now perks costs the same as the two services did individually before.

Thus, it’s important to realize that companies can exert monopoly and monopsony power long before they achieve the “mono” part of those respective terms. Large players with large warchests can swing their weight around by offering too-good-to-be-true deals that competitors simply can’t match, or by buying competitors outright. With this in mind, Microsoft’s strategy is clear. Since Phil Spencer’s ascension to head of Xbox, he’s pursued the first two phases in record time. Game Pass boasted an un-credible deal to upgrade existing Xbox Live Gold members to Game Pass for up to three years for just $1, to the tune of nearly 30 million active subscribers. From the other end, Microsoft is signing sweetheart deals left and right to get third-party games to launch ‘for free’ on Game Pass (and taking the loss on retail sales for first-party games from their newly acquired menagerie of studios). And that’s not to mention the $69B elephant in the room.

We are clearly still in the honeymoon period where both customers and game developers are benefitting from the surpluses provided, at great cost, by the Microsoft mothership. Game Pass is the best deal in gaming! Developers are tweeting about how Game Pass saved their studio! Don’t look a gift horse in the mouth! But Microsoft is still a business, not a charity, and these surpluses are provided with a specific goal in mind. The company believes, nay requires, that costs borne today to gain subscribers and build its ecosystem of partners will create the monopoly conditions and monopsony network effects necessary to generate revenues that far exceed today’s costs in the future. Subscriber count can’t grow infinitely and game development isn’t getting any cheaper so the only place to squeeze more blood from the stone is tightening the belt—charging more and providing less. In other words, enshittification.

But you can rest easy tonight. Game Pass is still the best deal in video games. For now.

 
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from tolinky

I believe RPG designs can centre around the clever use of a data structure. Many RPGs are based around tables and lists alone. The data structure you use heavily shapes how you interact with the data therein by changing the base verbs you use, so I think if we use a bigger variety of data structures we'll see a bigger variety of cool RPG mechanics.

Graphs

Outside of maths circles you probably know these as networks. Points (nodes) connected by lines (edges), like a train network map. The lines (aka edges) can go one or both ways. The nodes can hold data, but so can the edges.

Also FYI all graphs here are built with the markdown plugin mermaid

Why use them?

Graphs are a good way of pre-encoding complex relationships. These could be between people, places, things, actions that characters can take, or really anything. They can often limit choices, but sometimes that's exactly what you need.

Use Cases

Maps

  • one common use for graphs is in point crawl maps. These often use weights (numerical values assigned to the edges) to determine distance (and therefore resource usage!)

    • 💡 An Oregon Trail style game about a pilgrim having to prep, plan and compromise their ideals to reach the holy land, where their path includes both practical and moral considerations

Relationships

  • You can also use graphs for relationship diagrams. Nodes are entities in your fiction and edges are the relationships between them. You can use weights to represent closeness, or labels to show the nature of the relationship.

    • 💡 A strategic RPG of social manipulation to climb your machievellian ladder to Class President

State Machines

One other use for graphs is state machines. These describe a sequence of interdependent actions, and you move around it much like you'd navigate a train network. This is how video games will often manage the AI of NPCs. But why stop there? Sure you could use a state machine for an AI enemy or companion:

  • 💡 A Poirot inspired game of deducing the structure of the graph to uncover the truth behind the lord of the manor's murder

...but why not get adventure book-y with a mechanical GM?

  • 💡 Groundhog day: The RPG

or even have your PCs interactions be determined by a complex interlocking network of state machines tracking their different moods and compulsions (I got tired at this point and didn't want to make more graphs but you could try making one for yourself with mermaid). Imagine there's a cool graph here: 🧔→🤺→☠

Algorithms and Interactions

Graphs are cool because it's really easy to add and remove nodes to make or break relationships, or to change the labels and weights between them. But they also make it easy as a designer or GM to visualise stuff like:

  • How could Character A know character C? Who do they both interact with?
  • Which aspects of my fiction/game overlap and can affect each other, and which don't?
  • Where could I encourage players to take a more diverse range of actions to get what they want?

or to provide gameplay that can :

  • provide players with tough choices about what's important to them, given limited options
  • allow players to assess spatial puzzles as fictional dilemmas and vice versa
  • automate the fictional spackling that would normally be left to a GM to do to figure out the PCs place in the world

(originally posted to my Cohost but fuck social media tbh)

 
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from niko

This is your place for personal writing, hosted by the Waypoint Community. Think of it like Medium or Substack, except your content isn't owned by a corporation.

Feel free to create an account and use this space however you wish – whether you want to share some games criticism, a recipe, or maybe some creative writing, everything's fine as long as it falls within the community rules. You can even create multiple blogs if you want to keep different types of content separated.

Note that if you'd like your posts to show up in the public feed, you'll need to change your blogs' visibility to public. (By default they're unlisted, so other people will need the link can see them.) Also if you use Mastodon, you can follow blogs and their posts will show up directly in your feed on Mastodon. Pretty cool, huh?

The best part is, this software is super lightweight, so we're able to run it on the same server that houses our Forums and Mastodon without it impacting our server load at all.

As always, if you have any questions, you know where to find us! -Niko, on behalf of the Waypoint Mod Team

 
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