Men go and come, but earth abides.
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you're good. I feel like the internet isn't a place that should have a lot of obligations.
I'm waiting for my bread to cook now. Kind of bummed because I misremember a recipe that makes the rounds look really nice, but hopefully they'll still taste good.
Had to make the bread thread so I could brag.
I've been making the same bread for 20 weeks now, just changing this or that to try to get things right. First I found an amazing local flour. Next I figured out how to not burn my bottoms. Now I think I understand how to make patterns in the tops. I think I'm going to try to figure out how to get natural cracks in the tops and more volume.
32 more weeks to go.
Alright, I've made an account and I'm on my free month.
I've been playing around with the experience and I wanted to start out by saying I love the bones of the service. It's a really neat way to try out a ton of games and see what grabs me without that sense of obligation I usually have when I buy a game on it's own. I definitely didn't think I was going to want to play any of these, but there were a few that were way more intriguing than I thought.
That said, I'm not sure I would have given the client much of a chance if you and I weren't in a conversation.
What I've been chewing on is the identity of the client. There's nothing in the client that really says who you are. From my perspective, this is a neat little indie game launcher and not much else.
And I keep going back to that idea of games as art and your client as a gallery. When I go to a museum or a gallery, a lot of my enjoyment comes from the information I get from the labels.
Take a look at this
It's a white rectangle with black, sans-serif text. It uses this very rigid but ultimately understated formatting to structure it's data. It's classy.
So let's apply that idea to one of your games.
A Blind Legend, 2015
The goal of A Blind Legend is to create a novel experience for players. To do this, Dowino developed a video game with no video. The game relies entirely on binaural audio, sound reproduced as the human ear would hear it, to direct the player through their journey.
Sighted players should appreciate the change to their senses as they play, noticing the rising acuity in hearing. Players should also take a moment to appreciate the depth of the sound design and how the developer layers different noises to produce a full and vibrant world.
So you've got your art, you've got your label, and you've got a wall. In the client, above the fold, you have a main exhibit. Commit to having a new set of game every month, every quarter, every year, whatever, that are tied together by some common theme - accessibility, aesthetic, developer location, engine, theme, etc. Do a little write up explaining the theme and why it's important to look at these works.
This does two things - it gives you a dynamic front page that provides a new value to your customers, and it opens up your service to much older games. There might be some classic from 1999 that was the first to implement rudimentary particle physics and it's worth looking at in the context of this exhibit.
Under that you can have your dynamically created exhibits - most popular, new art, whatever - but they're also exhibits that get their own static write up and gallery space.
Blow you can have an extended collection that is much more compact and only shows the information on hover.
I know I'm just taking an idea and running with it, but for me this cements your identity - you want games to be seen as an art. You want people to appreciate what games can be. You want people to have discussions together. You want gaming to be appreciated.
The way I see it, this design would push your users to see that identity on every page.
I'm making tedious progress on my framework:
When you talk to someone, you can take on one of three ego states - parent, child, or adult. These ego states are preconceived notions you picked up from childhood - parent is how you thought your parents acted, child is how you acted, adult is what you see as logical.
Each of these states has a charge +/-. A Child+ might want to play games or explore the world, a Child- might be stubborn and throw temper tantrums.
In interacting with another person, we take on one of these ego states and expect our conversational partner to react accordingly. A Child- might pout and demand they get their way, expecting the other person to play a Parent+ and appease them with sooth talks or gifts.
The first step in the program is recognizing this framework in our interactions.
The second step in the program is recognizing the game this framework creates.
The first "player" chooses an ego state.
The second player can respond accordingly or choose a different state.
The first player then chooses to respond accordingly, double down on their initial state, or move to a new state entirely.
The goal of the game is for both players to find equilibrium - for both players to agree they are in appropriate states.
"Appropriate states" are where things get tricky, because they change depending on the player's goals.
I think this is good, because while the framework is pretty simple it can be applied to a lot of different situations.
This is all based on transnational analysis, but I want to be able to make that structure more practical and immediately useful in an every day setting.