a multiplayer game of parenting and civilization building
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https://www.youtube.com/watch?v=nCcqft9 … dex=5&t=0s
I only discuss OHOL briefly, but I do talk about the background thinking and evolution that eventually led to OHOL.
One somewhat relevant highlight:
Why branching narratives in games that give you "weighty" choices will always have weak emotional impacts compared to similarly weighty choices made by character in a linear medium like a movie:
https://youtu.be/nCcqft9qQbI?t=1346
You can also see how the choices you make in OHOL do not have this problem, because multiple possible universes aren't available to explore later.
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We got interactive movies, it's called vr porn
Yeah, roguelikes and multiplayer games got more risk and reward. I think games give you the control what films can't. Ever seen a movie that is like "why do they do that?". Like the ending of Lost that you hoped for something meaningful that explains everything, like people, analyze it and explain it but just doesn't feel like it was good enough. Games also can be very random and comical, dramatic, films cannot really be that way, a character you make resembling you or someone you know. I just like active choices in games, in films i prefer when it surprises me and that kinda low chance after you watch a lot.
You should check out Disco Elysium, that game has quite a few unique mechanics, didn't play it yet but seems fun from reviews. The way they implemented skills into choices into quite a lot of paths is amazing.
https://onehouronelife.com/forums/viewtopic.php?id=7986 livestock pens 4.0
https://onehouronelife.com/forums/viewtopic.php?id=4411 maxi guide
Playing OHOL optimally is like cosplaying a cactus: stand still and don't waste the water.
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During choice we are computers. We analyze problem and choose solution, no time for cry. We can be emphatic when there is nothing we can help
Suggestions: more basic tools, hugs, more violence, day/night, life tokens, yum 2.0
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