{"id":6375,"date":"2020-10-31T15:05:41","date_gmt":"2020-10-31T22:05:41","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6375"},"modified":"2020-11-25T14:56:07","modified_gmt":"2020-11-25T22:56:07","slug":"ifcomp-2020-vain-empires","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6375","title":{"rendered":"IFComp 2020: Vain Empires"},"content":{"rendered":"<p>Here&#8217;s a lovely bit of high-concept gameplay. The player character is an incorporeal demon who can&#8217;t interact directly with physical things. Instead, your main way of interacting with the world is by manipulating people&#8217;s intentions. Find someone who wants to Explore, for example, and you can take that away from them, keep the &#8220;Explore&#8221; intention in your inventory, and give it to someone else. (A possible avenue for exploration: this mechanic without a player character&#8230;) It reminds me a little of <a href=\"\/stack\/archives\/2011\">PataNoir<\/a> and a little of <a href=\"https:\/\/xyzzyawards.org\/?p=303\"><em>Coloratura<\/em><\/a>. It even reminds me a wee bit of <a href=\"https:\/\/xyzzyawards.org\/?p=73\"><em>Counterfeit Monkey<\/em><\/a>, due to the wordplay involved: sometimes an intention has multiple different contextual meanings, as when you extract &#8220;play&#8221; from a musician and attach it to a child or a gambler. After the first act, your palette expands to include adverbs that modify the intentions, creating a combinatorial explosion that really should eliminate the utility of random guesswork, but I still wound up using random guesswork a lot of the time &#8212; mainly, my process was to try verbs until I found something that produced a special response, then iterate through the adverbs, effectively reducing the combinations from m*n to m+n.<\/p>\n<p>Like the protagonist of <em>Coloratura<\/em>, the demon here basically treats humans less as people than as things to be acted on, even to the point of using &#8220;it&#8221; as the pronoun for every human character. Treating people as things has been identified as the essence of evil by wiser minds than mine, and it&#8217;s a bit distressing to casually extract a child&#8217;s urge to play and see him just stand there listlessly afterward. And yet, the demon&#8217;s narration is quite amiable, chatting with the player with candor, even though he clearly regards you as human &#8212; he knows you&#8217;re not used to thinking in terms of spiritual essences, and frequently pauses to explain things in terms humans would understand.<\/p>\n<p>I suspect that my willingness to cut him slack has to do with the fact that manipulating humans is not his primary goal. He&#8217;s not here as a tempter, but as a sort of spiritual secret agent, hunting for pieces of a non-material codebook to decrypt an intercepted celestial communique. The setting is a hotel and casino where there&#8217;s an international diplomatic conference going on, giving it that cold-war spy story vibe on two levels, one of which isn&#8217;t his concern, but which he&#8217;s willing to exploit in service of the larger, more important cold war. Quite a few of the humans are various burglars, hackers, goons, and so forth, engaged in skulduggery of their own, excusing your exploitation somewhat. They know what kind of game they&#8217;re playing. They just don&#8217;t know all the players.<\/p>\n<p>As seems to frequently be the case in high-concept games, the parts where it falls down are the parts unrelated to the concept. There&#8217;s a handful of puzzles that don&#8217;t involve manipulating intentions, and those were consistently the puzzles where I got stuck, because they took my puzzle-brain out of the groove it was in. Also, the ending throws a win-or-die time limit at you for the first time in the game without warning you to save first &#8212; I still haven&#8217;t actually won, because my last save was a considerable distance back and I haven&#8217;t felt like replaying from that point. Nonetheless, the overall experience was pleasant enough to keep me playing well beyond the Comp&#8217;s two hours.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Here&#8217;s a lovely bit of high-concept gameplay. The player character is an incorporeal demon who can&#8217;t interact directly with physical things. Instead, your main way of interacting with the world is by manipulating people&#8217;s intentions. Find someone who wants to Explore, for example, and you can take that away from them, keep the &#8220;Explore&#8221; intention [&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":[84,53,682],"class_list":["post-6375","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-if","tag-ifcomp","tag-ifcomp-2020"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6375","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=6375"}],"version-history":[{"count":5,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6375\/revisions"}],"predecessor-version":[{"id":6462,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6375\/revisions\/6462"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6375"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6375"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6375"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}