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#he would do numbers on the 'things to play in the background while mmo grinding' side of the internet
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"gale should be in the club" gale should be making four hour long youtube video essays on the most esoteric topics imaginable
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haloovfire · 7 years
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Nine Guidelines for Gaming
Monday night, after I finished running my bi-weekly Rhune game, one of my players asked me to hang back for a bit so he could get some feedback on his roleplaying; he also wanted to offer me a few explanations for his character's actions. After listening to his concerns (many of which were very common), I decided to type up this post.
Like a lot of gamers, he wanted to be better at the game, and wanted his actions to "make sense" in the context of the character he was developing. He also wanted to define his character apart from the others; he wanted incentives, aims, and a real reason for his character's departure from a "normal" life. Why would a simple farmer start summoning celestial allies and living on the open road, anyway?
Jaye's Gaming Guidelines
Generally speaking, I like to keep my rules light and fast at my tables. There's a number of reasons for this, but for the most part, my reasoning is simple - I prefer to focus on story and narrative. As a result, I'll bend the occasional 'rule' if it makes for a better story. That said, I'm not one for doing so arbitrarily. When I deviate from core "rules", it's because: 1) I already know the rule well and understand how it impacts other aspects of the game, 2) I have a good work around or alternative to that rule, or 3) my table has agreed that rule doesn't serve a purpose for our games(s).
That said, I still have some guidelines I go by, and when and where I get the chance, I like to share these with my players. So, I'm inviting you to my table and sharing these accordingly.
So, what are my guidelines for gaming?
Guideline One - Have Fun
While this may sound cliché, I think this is something folks forget time to time, especially when a campaign runs for any serious length of time. People develop goals in game for their characters or for their groups, and forget to have fun. Believe it or not, I've actually seen folks stress over games, over LARPs, and over countless MMOs. People get caught up in the grind, or chasing gear, or blah blah you missed the raid blah blah.
And.... meh.
We have enough things in life that add unnecessary stress; don't make your games one of them. There are countless things that can sneak in the way of that fun, so I always keep one on the top of my mental stack.
So when I address a problem, I'm always internally asking "But is it fun?" This naturally leads me to "How can I make this fun?" Or, in retrospect, "How could I have made that more fun?" All in all, when I keep fun in mind, I think the overall play experience improves for everyone involved.
And that keeps you young and me immortal. Or something.
Guideline Two - Hey Players.... Ask Questions!
While there are certainly exceptions, my experience with gamers has been largely positive. I've gamed all over the world; at one point, my table in Kuwait was dominated by women and I've run more than my fair share of multicultural games. And of course, every year I attend countless cons, as well. In short, I've gamed with a lot of people. I've taught a lot of people Pathfinder.
You know what I learned while doing this? I learned some of the most effective people I know ask the most questions. Of course, this makes perfect sense; most of us learn new things by asking questions and roleplaying games are no different. So, while you're learning to play, ask plenty of questions. When you do, ask questions that empower you as a player; ask where to find something, for instance, instead of a ruling on something.
Mind you, there are two general types of questions you get in an RPG. These are: 1) technical questions (you want to do something with your character, but you're not sure how) or 2) questions about the environment your character exists in (is it cold, dark, or dangerous where your character is?). When gamers are learning, they tend to ask a lot of both. However, as newer gamers learn how to play the game, the questions about "how to play" generally taper off and are (hopefully) replaced by the second set of questions.
I've noticed a lot of players shy away from asking questions, either because they don't want to slow down play or because they're somehow embarrassed by their lack of knowledge or understanding. I can promise you, that's rarely the case. So, what does asking questions do?
1) Asking questions helps you learn the game you're playing.
2) Asking questions helps you learn additional rules or guidelines that might apply to your game or session.
3) Asking questions shows the GM/DM you're invested in the game.
4) Asking questions shows the GM/DM you're invested in the story he or she prepared for you.
While that may not seem like a lot, all of those things are important, both to your GM, as well as your other players.
Guideline Three - Clearly State Your Objective!
Now before I dive into this, let me be perfectly clear - I always want players to ask questions (see above)! So please don't read this as a guideline that discourages that. Players - ask your GMs all the questions. Except for the questions about dinosaurs. Those go to my buddy David. ;)
In fact, most GGMs (Good Game Masters) encourage players to ask plenty of questions, especially when it comes to investigating the surrounding world or while learning a particular gaming system. As a player gains proficiency with a particular gaming system, however, that same player is doing to need to ask fewer questions. However, if a GM doesn't encourage a player to grow, or if a GM is just being a toxic, authoritarian type, this trait could become a big barrier to having actual fun while gaming.
That said, you don't need to know the rules. Sure, it makes doing this easier and learning the particulars of a given game can make your GM's life a whole lot easier.... but that doesn't mean you should let being new stop you from having fun.
Moreover, once you get in the habit of saying, "I want my character to do X, Y, or Z," moving between gaming systems becomes much less of a pain, especially if you have a GGM. Why? Because chances are, if you know what you want your character to do, your GM will tell you what steps you need to try and accomplish your task.... even if you don't know the gaming system you're playing at all. That doesn't mean you're going to win or even succeed, but it does mean you'll get a chance to try (if you want to).
Guideline Four - Invest a Little! (Or, Invest a Lot).
If you're going to take the 4-6 hours a week it takes to play a tabletop RPG, you might as well spend some time investing in it. Get to know the NPCs. Ask questions about the world around you. Give your character a back story or some connections to the larger plot.
If you've played any of Paizo's 20+ adventure paths, you already know that each time they release a new AP, they include a free Player's Guide for that AP. This guide will include traits, background info for PCs, Feats, special gear, and a whole bunch of additional items that players can use to better tie their new characters into the AP.
Mind you, you don't need a player's guide to accomplish this - most of this can be handled between the GM and the players in the first session. This is sometimes referred to as Session Zero and if you ask me, it's an absolute must.
My point, of course, is that GMs invest hours every week writing plots, designing NPCs, building monsters, arming traps, and in general, preparing encounters and stories that are aimed at engaging you. If you're planning on playing in a particular campaign for any length of time, do them a square and spend half that time preparing so that you know what your character can and cannot do.
Guideline Five - Don't Get Bogged Down in the Minutiae.
You may not know it, but the Pathfinder Roleplaying Game Core Rulebook is a long, long 578 pages. That's just the main book. When you add the dozens of additional books, and hundreds of supplements, you're bound to get overwhelmed. If you added the thousands of third party products, well, that list of options, ideas, and other material gets even bigger.
I've been gaming for over 27 years and you know what? I've learned that I can never know everything. There are still things in the Pathfinder Roleplaying Game Core Rulebook that I look up. So, unless you have an eidetic memory, plan on going back to the book time and time again.
Guideline Six - Session Zero is a Must!
l mentioned it above, but it's worth repeating; session zero is an absolute must. So, what is session zero? Essentially, this is the verbal contract between the players and the GM. It's the GMs chance to float ideas, guidelines, and hopes before launching into a full campaign; it's part mission briefing, part prologue, part ToS (terms of service), and part movie trailer. It should also be completely casual and GGM's will use this as an opportunity to answer all of the players' collective questions.
Of course, you don't need to limit yourself to a single session zero, either. In fact, I'm very fond of the idea of having update gaming sessions, where everyone goes over their characters, discusses the campaign, and shares their ideas and concerns. And you know what? You can do this whenever you want. So, have your session zero.... but don't think that's the last time it has to happen.
Guideline Seven - Use Character Names
I don't know about the rest of you, but I'm horrible with names.
So, unless I repeatedly use a name, it takes me a while to learn it (sorry Boomer). That extends to character names, as well. So, when I'm sitting at the table, I make a point to use character names instead of player names. It's a simple enough act, and when all the players do it, I've found it helps all of us stay in character longer, and by extension, make better decisions as those characters. In short, this helps both the GM and the players establish and maintain immersion; that's pretty important in my book.
The best part? I don't have to address meta-gaming as often.
Guideline Eight - Record Your Sessions!
When it comes to my growing list of guidelines, this is arguably the newest addition. But it's incredibly important. Let me tell you why.
I started making audio recordings of my sessions about a year ago when we started to play test episodes of Bloodlines & Black Magic. You know what I learned? I quickly discovered that players tended to stay "in character" more often, and for longer periods of time. Each player knew they'd have an audience, so we made the effort - every time we sat down - to stay in character. After about three sessions like this, I knew I'd be recording all of my gaming sessions going forward.
Of course, once we started recording sessions, a simple but effective benefit also revealed itself. Provided we weren't hitting pause too frequently (for side bars and the like), we were developing an audio record of the whole campaign - one we could reference if we had questions or concerns. If we missed a few weeks of gaming, I could also go back to the previous recording and take notes, getting back up to speed quickly while I worked on other tasks (I could listen to my sessions like I would a podcast).
And finally....
Guideline Nine - Respect Each Other
Each of us have our own reasons for gaming.
For some folks, gaming is an escape. For others, it's a chance to explore any number of concepts, roles, or ideas. The characters players create in RPGs often represent their interests, even when those interests (whether fleeting or firmly rooted in the individual's psyche) are unpopular, illegal, or otherwise inaccessible. RPGs are just great places to explore concepts and ideas; individual players need to remember that the dude playing a female elven bard isn't doing so to annoy you, but because they have a need or want to explore that identity.
Some gamers are only at the table for combat, while others are at the table because they love acting, while others just want to solve puzzles or solve mysteries.
When we sit down at the table, we need to respect each other, regardless of our reasons for playing.
And there you have it folks... my Nine Guidelines for Awesome Gaming.
Cheers, Jaye
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My Top Ten Favorite Video Games of All Time
As of right now.
10. Madeline European Adventures (Creative Wonders, Microsoft Windows, 1996)
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Keywords: point-and-click adventure, single player
This short, cute PC game from my childhood follows young Madeline on an adventure through Europe. The game has the same sweet, unassuming art style as the books and cartoon. You help Madeline by completing simple tasks like collecting flowers and piecing together a ripped up train ticket. The simplicity and childish wonder of this game fill me with nostalgia.
9. Spaceteam (Henry Smith, Android, 2012)
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Keywords: couch co-op, multiplayer, party game
I think this might have literally been one of the official tag lines of the game, or maybe it was in the trailer or something, but I commonly introduce this game as “a game where you get to scream at your friends.” Also, chaos. The premise of the game is that you work with your friends to fly a spaceship. Each player has a unique dashboard, and some of the instructions that appear on a player’s screen will be for controls on another player’s dashboard, meaning that everyone has to yell out their commands as they get them (while also listening for instructions for their own dashboard).
The aesthetic of Spaceteam is simple and elegant. The background music is a perfect fit. I love the uniqueness of the characters in the Waiting Room. Even though your character’s appearance has no bearing on the actual game, it’s a nice aesthetic touch that seems superior to simple sprites distinguished from each other only by color or something like that. It adds that small, additional silly moment of “I’m the pink guy with the elephant trunk and pageant queen sash.” (I also love that silly moment when playing with someone new: “Is that who I’ll be in the game?” “Nope.” “Oh.”) And the opening lines (“...as a SPACETEAM!”) are so satisfying and iconic.
I love the complexity of the controls; rather than just tapping buttons, playing Spaceteam involves turning dials, moving notched sliders, and swinging broken panels back into place.
The picture sectors are by far my favorite because of how ridiculous and diverse the verbalization that people come up with are. Sometimes it’s as simple as yelling “California! CALIFORNIA!!!” over and over again, but other times it seems impossible to communicate with anything less than “Partially drained pool on a hot day! PARTIALLY DRAINED POOL ON A HOT DAY!”
Spaceteam is a simple game and not as popular as it was in its heyday, but it’s still a fun icebreaker and party game.
8. Old School RuneScape (Jagex, Microsoft Windows, 2013)
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Keywords: role-playing game (RPG), massively multiplayer online (MMO), third person
I never played RuneScape Classic, I only recently got into OSRS, and I only play free-to-play (FTP) because I’m too cheap with money to spend it on RuneScape and too cheap with time to try to generate enough in-game currency to buy membership. As I understand it, RuneScape has something of a reputation as a game of mindless grinding and meaningless achievement. This is probably somewhat deserved. There is a lot of repetitiveness in improving skills (“skilling”) in RuneScape, and it’s not really balanced by any creative aspect in the way that the gameplay in Stardew Valley is. There are quests, but I quickly ran through all of the free-to-play quests (with the exception of two that called for me to murder innocent people and therefore, to this day, lie incomplete in my quests list...). There’s also player-versus-player (PVP) combat, but besides the aforementioned aversion to murder, I don’t really stand a chance against even a mediocre player.
But there’s a lot to love about OSRS. While I initially cringed at the extremely dated aesthetic, I grew to love it. Is it ugly? Yes. Do everyone’s eyes look like unholy, black, triangular voids? Yes. But the same things that make it dated and ugly also make it visually interesting and unique.
What really redeems RuneScape for me, though, is the other players. RuneScape was the first MMO that I ever played, and I was really pleasantly surprised by how genuinely kind, helpful, and thoughtful the other players are. Veterans are eager to help out new players. Multiple people have given me super high value items or gold for little or no reason, pretty much out of the blue. One player asked me if I help other people; when I said something like, “Most of the time,” he rewarded me for my honesty with gp and told me to always be good to others. Another gave me gold for complimenting his outfit. Someone gave me a shit ton of runes because he had just won a game of hide and seek and I happened to be walking by, and another person gave me a piece of gilded armor for doing a trivial task.
Part of this, as one player who I talked to pointed out, might be that veterans like to “flex on” noobs, as the kids are saying these days. But I think that part of it is really just that RuneScape is a world of abundance, and when people prosper, they’re eager to share that prosperity with others. I really love that, and I wish that the real world was more similar.
That same conversation leads me to another important point of the social world of RuneScape: surprisingly long and deep conversations. Conversation with the players around you is a way to pass the time while skilling, but, then again, maybe playing RuneScape is an excuse for or avenue to conversation. As far as I can tell, it’s near impossible to find someone to have a pleasant, real-time chat with on the Internet. Sites like Omegle tend to be plagued with bots and horny men (although, actually, I once met someone on Omegle and we’re Tumblr mutuals to this day. So sometimes good things do happen). But everyone I’ve met on RuneScape seems happy to chat about the game and life and whatever else, and I’ve had some really interesting conversations.
7. Swapples (OMGPop, Web, c. 2006)
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Keywords: tile-matching, match 3, multiplayer, online
It’s not that Swapples, a fairly generic tile-matching game, is especially stunning. The game is cute and fun, but what I really appreciate is the OMGPop model. One of my favorite things about playing video games has always been playing with other people. Back in the day, my friends and I would drop OMGPop links in our Skype group chat to invite each other to play these silly games. I love the simplicity of that: no one has to make an account, or friend the other user, or download or buy anything, they just click the link and you’re ready to go. Sadly, OMGPop no longer exists, and I don’t know of any other site that does this.
6. Mario Party 8 (Nintendo, Wii, 2007), Mario Kart Wii (Nintendo, Wii, 2008), Super Smash Bros. Brawl (Nintendo, Wii, 2008)
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Keywords: party game, competitive, multiplayer
I grouped all of these together because they’re the three multiplayer Wii games that I would play with my brothers and friends when I was a kid. I don’t have that much to say about them except that playing games with people is fun!
I’m neither competitive nor at all skilled, but I still enjoyed Brawl for the following reasons:
1) Chaos, comebacks, and rooting for one player or another. I think “Stay out of the way and try to let the big guys beat each other up” is a pretty standard tactic, but yeah; it’s a good one. Even if you don’t win, you get to watch the match, and hey, maybe one of them will kill the other and you’ll survive slightly longer!
2) Badass female character action. It’s superficial, but hey, I loved playing the female characters in Smash: Peach kicking people in the face in her pink high heels; magic-wielding, gender-bending Zelda/Sheik; Samus turning into hot as fuck Zero Suit Samus after her Final Smash.
3) The drama of the story, perhaps exaggerated by my young brain, but a factor contributing to my liking of the game regardless. The idea of all of these different characters coming together to resist being forced to fight each other to the death is pretty romantic.
5. Undertale (Toby Fox, Microsoft Windows, 2015)
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Keywords: role-playing game (RPG), single player, third person, overhead perspective, pixel art
It took me a looong time to get around to playing Undertale. I had known about it for awhile, but I only actually decided to play it after everyone on Tumblr started freaking out about Delta Rune.
I definitely wasn’t disappointed. This game is iconic.
The tag line pretty much sums it up: “The RPG game where you don't have to destroy anyone.”
Historically, I’ve had two problems with video games:
1) Too hard. Games that are too difficult are basically unplayable, and unplayable games aren’t very fun. While I get that if you work at anything long enough, you’ll probably be able to do it eventually, I’d still rather start with an easy game and work up to more difficult ones. I don’t have years of video game experience that would have improved my reaction time and hand-eye coordination and given me a knowledge of strategy. While any game is playable with time and effort, games are most fun (at least for me) when level of player skill and level of challenge are in some kind of balance (there are those masochists who will plug away at games like Getting Over It for hours upon hours, and power to them, but I am not one of them, at least not currently).
2) Too violent. This problem is twofold and relates to the above. The first problem is my general distaste for violence, even fictional. I’d rather help someone than hurt them, if possible. The second problem is that I often get bored by combat. Again, this is partially due to the difficulty being too high; repetitively training myself to improve things like my reaction time and aim seems rather dull to me on the face of it, although I now understand a little better how it could be a welcome challenge. Other times, it seems like combat boils down to just numbers (player stats, etc.), which again, I didn’t immediately see the appeal of, although I now get how it could be intellectually stimulating to calculate and strategize.
Undertale manages to craft a unique and entertaining game without having either of the above problems or reducing the game to a more visual novel-like format.
The save points (which sport the text “...fills you with determination”) feel like a promise from the game that as long as you stay determined, you will be rewarded. I really appreciate that.
This is a fantastic game. It’s sweet, ridiculous, suspenseful, funny, creepy, tragic, and inspirational. The pixel art aesthetic is wonderful. The soundtrack is excellent. Everyone, especially people who think that they don’t like video games, should play this game.
4. Stardew Valley (ConcernedApe/Chucklefish, Microsoft Windows, 2016)
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Keywords: farming simulator, role-playing game (RPG), single player, online co-op, multiplayer, third person, overhead perspective, pixel art
Stardew Valley is a lovely, whimsical farming simulator/country life role-playing game that feels like home. I haven’t played any other farming sims (other than a brief stint with FarmVille, which I pretty quickly abandoned), but what seems to set it apart is the relationships that you build with the other villagers. They’re simplistic in some ways; a big part of the social dynamic follows the typical RPG format of “give person gift, now they love you,” but each villager’s likes and dislikes are (mostly) unique, and the dialogue and cut scenes help to make the relationship feel more real. You can even marry one of them and have children.
You also get to know the villagers’ schedules to some extent and get used to seeing them on holidays, which is weirdly pretty realistic. Predictability makes things easier to code, but human beings also just are predictable. We have routines. We look forward to holidays. The game can get boring, and obviously there are limitations in what you can do to affect things in the game that would not exist in real life, but it still feels pretty real and satisfying.
Co-op mode, in which one player can invite other players to work on their farm with them as farmhands (and may ultimately propose to and marry them, if they wish) feels like a weirdly accurate simulation of what it’s like to run a household together. You worry about money and talk about how much each person should be able to spend. You think about the relationships that each of you has with other people. You collaborate on furnishing and decorating choices. It feels like good practice for the future.
3. Pokémon Leaf Green (Nintendo, Game Boy Advance, 2004), Pokémon Sapphire (Nintendo, Game Boy Advance, 2003)
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Keywords: role-playing game (RPG), single player, third person, overhead perspective, chiptune
My Pokémon games were me hand-me-downs from my brothers. I���m not really sure, but I don’t think that they’re the most popular ones of the series. Regardless, I loved them. I loved caring for each of my precious Pokémon, training them to grow big and strong, and watching them improve and evolve. I caught a Ralts very early on in one of the games, which is apparently quite rare, and lovingly raised it up to a Gardevoir. As a Psychic Pokémon, Gardevoir became kind of a sign of protection and positive mental health for me, a sort of good luck charm. I had a Blaziken named Peeta, after the Hunger Games character. I tried to make sure that each of my Pokémon got time to play and didn’t have to spend eternity cooped up in my Box; this wasn’t always super compatible with my other goal to “catch ‘em all,” but the thought was there. I have such happy nostalgia associated with this game and each of its different aspects: the different biomes and weather, planting berries, the shops and Pokémon centers, the Poké flutes, the different types of Poké balls, the ancient Pokemon, the thrill of potentially catching a legendary Pokémon, the music.
2. Humongous Entertainment suite - Pajama Sam (1996-2003), Freddi Fish (1994-2013), and Putt-Putt (1992-2003)
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Keywords: point-and-click adventure, single player
The HE games are point-and-click adventures featuring a young boy with a silly superhero alter ego (Pajama Sam); a fish (Freddi) and her friend (Luther); and an anthropomorphic car (Putt-Putt). These exploration games fascinated me as a child, and the Pajama Sam aesthetic had a huge impact on me. “No Need to Hide When It’s Dark Outside,” in which Sam journeys through the fantastical Land of Darkness that he never knew was in his closet, is the most iconic. The game is mostly dressed in shades of purple, blue, and black, with occasional pops of bright yellow and orange thrown in. The game effortlessly tows the line between creepy and charming, with characters like two doors that come to life and act as game show hosts to test Sam before he can pass through. Beyond those two doors lies one of my favorite scenes of the game, a hallway of logic-defying doors: doors of all sizes, shapes, and colors, on the floor, walls, and ceiling. Gravity doesn’t seem to work normally in this strange, liminal space. The mines in the game, in contrast to most of the other imagery, have a lot of stark red and gold, but black border and background elements make the mines just as creepy as the rest of the game, and perhaps more menacing. Like a lot of children’s games, “No Need to Hide” also contains a lot of wacky, mismatched imagery (hot dogs as the ends of cattails, giant paintbrushes next to multi-color geysers that double as paint pots) which, in this case, can be attributed to the fact that the Land of Darkness, for all its forests, rivers, mines, and more, is still contained within Sam’s closet. The confused chaos somehow feels very representative of what the inside of a child’s mind is like.
“You Are What You Eat from Your Head to Your Feet” and “Life is Rough When You Lose Your Stuff” are similar to “No Need to Hide,” but the soundtrack improves, bringing in varying kinds of jazz music, from swing to bossa nova, as the final element tying the Pajama Sam aesthetic together.
I also have to give a nod to the first Freddi Fish game. The aesthetic of “The Case of the Missing Kelp Seeds” is similarly bizarre and wonderful. The dark and creepy junkyard guarded by an angry “dog” fish, the sketchy manta ray watch salesman, the “peanut butter and jellyfish” sandwich that you have to feed to a hostile lurking eel, the fish cabaret. It’s just really creative and aesthetically interesting.
1. Paper Mario series - Paper Mario (2001), Paper Mario: The Thousand Year Door (2004), Super Paper Mario (2007)
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Keywords: role-playing game (RPG), single player, third person, player-controlled party members/allies
Paper Mario, Paper Mario: The Thousand Year Door: turn-based combat
Super Paper Mario:  real-time combat, action role-playing game, side-scroller, platformer
The only Mario games that I’ve played other than the party games, I used to play these with my younger brother. We’d take turns playing and watching the other person. I love the idea of Paper Mario, and of course the characters and art style are unique, creative, iconic. We started with Super Paper Mario, and I remember that one the most vividly. In Super Paper Mario, the paper version of Mario actually has the ability to go 3D, finding secret locations and paths inaccessible to those restricted to two dimensions. Something about that is just really cool to me, and it expands on the theme of exploration of all nooks and crannies (check ceilings, look under loose bricks!) from the game’s predecessors.
So much weird stuff happens in this game (note: some spoilers ahead, obviously): seemingly cute and innocent Mimi forces Mario into slavery after he accidentally breaks a vase, then later transforms into a horrifying spider monster; Mario visits the underworld and swims in the river Styx, where long, creepy white hands grab at him; there’s an entire secret alternate version of one of the central locations, “Flipside,” called “Flopside.” This game is just wild, and I love all of the different settings and characters and how the plot progresses.
Honorable mentions/good games that didn’t make my top ten: Frog Fractions, Jackbox games (Drawful, Quiplash), Zoo Tycoon, Depression Quest, The Stanley Parable, The Beginner’s Guide, Doki Doki Literature Club, Firewatch, Donut County
So that’s my list! I’m still very new to the world of video games. There are a lot of genres that I haven’t even tried yet. I’m very open to recommendations!!!
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