feotakahari: (Default)
Really, the main question Cassette Beasts, Crystal Project, and Crosscode make me ask is “if you’re gonna make navigating a 3D environment such a big part of your RPG, do you actually need the RPG?” Fighting all these boring trash mobs doesn’t interest me as much as figuring out the convoluted sequence of jumps needed to get to the top of a seemingly unscalable cliff.
feotakahari: (Default)
I was gonna compare and contrast Crosscode and Crystal Project, but I think that needs just one point of variance, and they have two.

One of several things Crosscode discusses is how a good designer creates gameplay, teaching the player to meet each challenge and using it as a springboard for another, harder challenge the player can also meet. “May every step form the path of your growth,” meaning, may you learn from and apply your experiences.

Crystal Project is about how a bad designer fails through an insistence on a single . . . narrative? Path? It’s not exactly “story,” but it’s not exactly challenges like in Crosscode, either. The throughline of the game is to linearly collect each of the crystals, and the Grand Master talks about punishing people for not following his vision. Meanwhile, the world is sprawling and non-linear, and there are a variety of ways to bypass the GM’s obstacles and explore on your own. In effect, the game calls for you to write the narrative yourself. Are you playing as the kind of person who goes after the crystals, or are you playing as the kind of person who sees what’s off the beaten path?

I feel like I could compare and contrast with a game about bad gameplay design or a game about good nonlinear narrative design, but I’m not sure what I would use. I guess Upgrade Complete technically qualifies for the former?
feotakahari: (Default)
One thing I really like about Crosscode is the degree to which it obfuscates which mechanics are on which level of “in-universe.”

Suppose Lea’s character within the MMO fails at a task. She leaves, return, and start over. She failed “in-universe” of the MMO.

Suppose Lea fails at a task within the MMO. She restarts as if it never happened. “In-universe” of the game you’re playing, Lea failed, but her failure is “out-of-universe” of the MMO.

Suppose you fail, but the plot requires Lea to succeed. You restart as if it never happened. Your failure is out of both universes.

Crosscode often makes it ambiguous which level you failed on. Is Lea breezing through the game, and all your failures are non-canon? Or is Lea struggling when you struggle? By not answering the question, it maintains suspension of disbelief for both Lea’s story and Lea’s character’s story simultaneously.

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