1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253545556575859606162 |
- BE PRODUCTIVE
- --
- phrases floated in my head right before i fell asleep one night, and i choked on my breath as
- i struggled to pull them out.
- 'no,' i told myself. 'do not lose these. you will not remember them in the
- morning.'
- i rolled over and thumbsmeared on my phone screen and then dropped deeper into
- sleep.
- when i woke up, these were the words i found:
- factory sim
- random nonsense parts
- regular drove collection
- seat contoured to support noon critical limbs
- scream and destroy drone to escape
- monitor tracking productivity
- DO NOT ENGAGE IN UNPRODUCTIVE BEHAVIORS
- --
- i started sketching this out in inform6. i haven't written a lot of IF; i
- haven't written a lot of inform. there's a sense of frustration that never
- quite resolves as i slowly build up from an empty room into a mostly empty
- room with a richly-described environment. i don't know the best practices for
- anything. i just want to create an experience that mirrors a thought i had.
- --
- i like making games that have no clear win state, leaving the player to decide
- upon conclusion whether or not that was enough. sometimes it feels like a
- cop-out on my behalf, but usually it's because i do not think i have the right
- or the capability to decide for someone else whether or not they've 'won'.
- --
- originally, i wanted to give the option of escape from this room by having the
- player destroy a drone that periodically appears to collect completed
- products. my interest and energy flagged a little in putting this together,
- just because i've had to get over the initial activation energy hump to even
- start writing inform to begin with, so i focused more on creating a setting
- that reflects the dreamstate that started this project to begin with. in
- retrospect, i wonder if having that possibility would give more agency to the
- protagonist than the setting would dictate.
- --
- i want the flavortext to convey a combination of accepted helplessness and
- unflagging dedication to a task and a system that is ultimately unfair; parts
- do not always show up regularly, and the parts that do aren't always the right
- ones. you never know why you're making them, only that you should, because
- there's nothing else to do. you can always start over and hope you get luckier
- if you want to make more. or, if you want to spend all your time just
- examining every minutia of the room, you will lose all of your time and fail
- to produce anything.
- the moral of the story should be self-apparent here.
|