{"id":6084,"date":"2019-12-19T16:58:03","date_gmt":"2019-12-20T00:58:03","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6084"},"modified":"2019-12-19T16:58:03","modified_gmt":"2019-12-20T00:58:03","slug":"sole-and-ciphers","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6084","title":{"rendered":"Sole and Ciphers"},"content":{"rendered":"<p><em>Sole<\/em> is a game that apparently I kickstarted? I don&#8217;t remember doing so, but it&#8217;s the sort of thing I kickstart. At any rate, it was released earlier this year, and I&#8217;ve played through it now, so I might as well post about it.<\/p>\n<p>It&#8217;s what you might call a beauty game &#8212; that is, it&#8217;s in the same broad genre as <em>Flower<\/em>, <em>Journey<\/em> and <em>ABZ\u00db<\/em> (and borrows aspects from all three). These aren&#8217;t quite walking sims, because you have some minor puzzles to solve and goals to pursue, but the main reason those puzzles and goals exist is that they&#8217;re a convenient way to lead you to the more visually impressive parts of the environments. In <em>Sole<\/em>, you&#8217;re a literal light in the darkness, a radiant rolling ball exploring a dark series of caverns and ruins, wreaking restoration in its wake, making plants spring from the earth and causing crystals to start glowing, a convenient way to tell where you&#8217;ve been already. The whole thing is a sort of katabasis myth, a journey through the underworld that starts with a long roll downward and ends in flight. It&#8217;s very solar. In fact, the Achievement for winning the game is called &#8220;Sol&#8221;.<\/p>\n<p>The title isn&#8217;t just a pun, though. Originally, the designers wanted the game&#8217;s dominant feeling to be one of loneliness. But they changed their mind at some point and decided to instead go for the feeling of being lost. I know this much about the designers&#8217; intent because they explicitly talk about it within the game, in luminous runic graffiti that appears when you get close enough to certain walls. Now, these design notes are in a made-up alphabet. There are optional collectibles that reveal the cipher key, one letter at a time, but to my mind, they weren&#8217;t really necessary. I&#8217;m pretty good at cryptograms. When I found my first runic message, I deciphered it immediately without knowing there was an &#8220;easy way&#8221; available. But in retrospect, it seems like in doing so I missed out on what the designers had in mind. I was supposed to stare wonderingly at the incomprehensible glyphs, contributing to that sense of being lost. Finding the keys was supposed to be meaningful, a way of making progress toward understanding, not just collectibles for collectibles&#8217; sake &#8212; although it would switch over to that for anyone eventually, I suppose, when you&#8217;ve found most of the alphabet.<\/p>\n<p>A peculiar thing about deciphering a made-up alphabet: Once you&#8217;ve made sense of a few words, you&#8217;re not so much deciphering the text as reading it. Nicklas &#8220;Nifflas&#8221; Nygren, the creator of <em>Knytt<\/em> and <em>Uurnog<\/em>, has recently been doing <a href=\"https:\/\/twitter.com\/Nifflas\/status\/1207769466907627523\">an experiment<\/a> where he&#8217;s been changing his system font to one of his own making, with made-up glyphs, to see if he could learn to read it as fluently as normal letters. As I note in the replies, I can read his script about as well as I can read katakana: haltingly, making mistakes sometimes, but also sometimes recognizing an entire word at a go. And this is something I can&#8217;t do with the more usual sort of cryptogram that represents letters with different normal letters. Essentially, it involves convincing myself that the glyphs I&#8217;m looking at are just variations on the more familiar ones. A few letters look very much like their standard versions &#8212; in both <em>Sole<\/em> and Nifflas script, &#8220;l&#8221; is a gimme. Others are close enough that you can swallow the differences: a Nifflas &#8220;e&#8221; lacks the middle stroke, but it&#8217;s a curve that&#8217;s open on the right, and that gives it some recognizable e-ness. And in other cases I&#8217;ll grasp at straws to fit a glyph into my mind&#8217;s conception of a letter, but still manage it somewhat.<\/p>\n<p>I think back to my experiences with <a href=\"\/stack\/archives\/5821\"><em>Dropsy<\/em><\/a>, which had a cipher alphabet that I somehow completely managed to fail to recognize as a cipher alphabet. Why was this so much less readable to me? Part of it is that you usually see it in smaller snippets &#8212; just a word or two on a shop&#8217;s door or whatever &#8212; and that these are inherently less easily decipherable than a full sentence full of short common words like &#8220;the&#8221;. Not all of the graffiti in <em>Sole<\/em> is design notes. Some of it is the equivalent of &#8220;Kilroy was here&#8221;. Maybe if I had seen some of those first, I would have had something more like the intended experience.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Sole is a game that apparently I kickstarted? I don&#8217;t remember doing so, but it&#8217;s the sort of thing I kickstart. At any rate, it was released earlier this year, and I&#8217;ve played through it now, so I might as well post about it. It&#8217;s what you might call a beauty game &#8212; that is, [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[627,638,637],"class_list":["post-6084","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-dropsy","tag-nifflas","tag-sole"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6084","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=6084"}],"version-history":[{"count":1,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6084\/revisions"}],"predecessor-version":[{"id":6085,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6084\/revisions\/6085"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6084"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6084"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6084"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}