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A word on weird games
Alphaland was basically a platformer, and the world of the game you are playing in is basically alive and is unsure of what will happen to it, and the parts towards the end, I think, are the developer telling the game what will happen. My interpretation, anyway.
A word on weird games
I think there's a point where weird and art-y are not the same. Loved, well, Loved was definately weird. I once played a game where you played as a girl in her house and couldn't go outside (NOT YUME NIKKI), and you interacted with stuff in the house to drive the plot. That was a very art-y game, but it wasn't a weird game. I think that most people confuse the two, and I'd say that the difference is this:
Art-y is when you take a plot and remove all things relating directly to the plot, making people interpret it in their own way.
Weird is when you don't even have a plot, and people just figure out what's there, and decide for themselves what the heck that just was. Weird is also when you have a plot, but it's either irrelevant or presented in a different way. Covetous, for instance, presented the story by events that would only be understood if looked at in context of dialouge screens, which also wouldn't make sense without the events that the player had to perform in the game. Yume Nikki had something of a plot ("She's a shut-in who likes to sleep and have trippy dreams"), but it ignored that plot for exploration.
Another thing about Yume Nikki I'd like to say is that it was definately overrated, and I feel that it would've been much better if it had less of the "wander around for a few weeks of your life and then try to figure out what to do next, or, heck, read a walkthrough!" atmosphere, and instead implemented something more than just wandering aimlessly. Of course, the game wouldn't have been the same if it wasn't that way.
Anywho, I felt I should just put that out there.
Art-y is when you take a plot and remove all things relating directly to the plot, making people interpret it in their own way.
Weird is when you don't even have a plot, and people just figure out what's there, and decide for themselves what the heck that just was. Weird is also when you have a plot, but it's either irrelevant or presented in a different way. Covetous, for instance, presented the story by events that would only be understood if looked at in context of dialouge screens, which also wouldn't make sense without the events that the player had to perform in the game. Yume Nikki had something of a plot ("She's a shut-in who likes to sleep and have trippy dreams"), but it ignored that plot for exploration.
Another thing about Yume Nikki I'd like to say is that it was definately overrated, and I feel that it would've been much better if it had less of the "wander around for a few weeks of your life and then try to figure out what to do next, or, heck, read a walkthrough!" atmosphere, and instead implemented something more than just wandering aimlessly. Of course, the game wouldn't have been the same if it wasn't that way.
Anywho, I felt I should just put that out there.
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