meta.txt 2.4 KB

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  1. BE PRODUCTIVE
  2. --
  3. phrases floated in my head right before i fell asleep one night, and i choked on my breath as
  4. i struggled to pull them out.
  5. 'no,' i told myself. 'do not lose these. you will not remember them in the
  6. morning.'
  7. i rolled over and thumbsmeared on my phone screen and then dropped deeper into
  8. sleep.
  9. when i woke up, these were the words i found:
  10. factory sim
  11. random nonsense parts
  12. regular drove collection
  13. seat contoured to support noon critical limbs
  14. scream and destroy drone to escape
  15. monitor tracking productivity
  16. DO NOT ENGAGE IN UNPRODUCTIVE BEHAVIORS
  17. --
  18. i started sketching this out in inform6. i haven't written a lot of IF; i
  19. haven't written a lot of inform. there's a sense of frustration that never
  20. quite resolves as i slowly build up from an empty room into a mostly empty
  21. room with a richly-described environment. i don't know the best practices for
  22. anything. i just want to create an experience that mirrors a thought i had.
  23. --
  24. i like making games that have no clear win state, leaving the player to decide
  25. upon conclusion whether or not that was enough. sometimes it feels like a
  26. cop-out on my behalf, but usually it's because i do not think i have the right
  27. or the capability to decide for someone else whether or not they've 'won'.
  28. --
  29. originally, i wanted to give the option of escape from this room by having the
  30. player destroy a drone that periodically appears to collect completed
  31. products. my interest and energy flagged a little in putting this together,
  32. just because i've had to get over the initial activation energy hump to even
  33. start writing inform to begin with, so i focused more on creating a setting
  34. that reflects the dreamstate that started this project to begin with. in
  35. retrospect, i wonder if having that possibility would give more agency to the
  36. protagonist than the setting would dictate.
  37. --
  38. i want the flavortext to convey a combination of accepted helplessness and
  39. unflagging dedication to a task and a system that is ultimately unfair; parts
  40. do not always show up regularly, and the parts that do aren't always the right
  41. ones. you never know why you're making them, only that you should, because
  42. there's nothing else to do. you can always start over and hope you get luckier
  43. if you want to make more. or, if you want to spend all your time just
  44. examining every minutia of the room, you will lose all of your time and fail
  45. to produce anything.
  46. the moral of the story should be self-apparent here.