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Exeunt Omnes
A game of strategic sophistry. Convince or crush the teenage girl who wants to end your reign of evil.

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Opinion: Stop Rating Demos, It's Unfair...To Completed Games

Well not really, no. On the contrary, you argue that incomplete games do not require your first function of reviews, which is to be recommended to people, and I am unconvinced, since I may want to find good games and play them even though they are not complete.

Taking this to a not-too-serious extreme, no one should ever give a rating to the Chronicles of Amber because Zelazny died before he finished the series :P

(De-edited)

Opinion: Stop Rating Demos, It's Unfair...To Completed Games

One question: how am I supposed to proceed if I want to find a good demo to play, then?

I am kind of glad that, say, A Blurred Line is brought to the general attention through its high rating, even though it isn't complete and never will be.

I think if this is ever implemented as a rule, it should be left as an option for the author of the game. But more generally, any rating system that is supposed to hold over very heterogeneous items (different genres, wildly different lengths and team sizes) is going to be unfair and there is very little we can do about it.

(I have to say though that your reasoning is especially original on one point: so far, most of the people I've seen ask not to get ratings on their demos did so because they expect the complete game would have a higher rating. Someone once gave this excuse to remove a game from this site entirely after their demo got reviewed.)

Americana Dawn

author=Max McGee
EDIT: Holy shitfucks! You guys, how has no one commented on the fact that SovanJedi, SOVAN FUCKING JEDI, is on this team?

Or am I just too old.


Nope, I also had a WTH moment, then investigated. Glad to see that Sovan Jedi is actually in the business of making games these days, although I am not utterly attracted to their Super House of Dead Ninjas.

V*C dies at the end

Thank you so much! Sorry about the crash, this has happened very randomly to people (and of course never to me) so I've never identified the source, but I will improve exception handling to prevent those freak happenings in the future.

As for the ending, I went through it again until I finally understood: there's very little randomness in this game but if the RNG really hates you, one more node is needed near the start, to the right. On the walkthrough page, you'll find an updated screenshot for Part 1and also a save file right before the ending.

All my apologies and with this, I am officially through wth any amount of randomness in my designs :P

V*C dies at the end

Haha thanks, and congrats to you Merlandese for the same with Last Word! Our download numbers here have almost always been within 5% of each other, and we arrived at the same time and had approximately the same external factors (reviews, front page presence and such), so I guess we've actually been performing a very reliable statistical sampling of the same niche among users of this site :P

Now while I'm glad for any degree of diffusion it can get, this post mainly reflects my surprise at Exeunt Omnes reaching 3 or 4 milliPoms (now an official unit), as it was very much an experiment - I guess somehow it got a lot of credit and clemency for at least trying something, and I'm very grateful for that.

I do intend to do better next time, though (and spoiler: "next time" has just begun and has a very tangential connection to some themes in the blog post)
On which topic: Cashmere, you're far from the only one who's been perplexed by the UI and presentation, so I will devote a lot of my effort to that specifically, in hope that the experience will be more organic in the future.
Merlandese, I hope that in the meantime you're advancing on the commercial version or sequel of LW, but since you haven't made an official announcement yet, I won't press you on these matters :P

Exeunt Omnes

author=sinnelius
So...it's a conversation game!

It is! Well it's mostly a monologue game, to be fair :P

Haha I hadn't thought of left and right in those terms, but I did try to put some meaning into the spatial organization of the conversation, limited by how little time I had to think this through!

In fact this path is on the periphery of the conversation because it requires doing something that the Vilain doesn't want to do, and that even the Hero usually doesn't let her do: admit that the Hero is right. (so for us it is to the left)
The path that goes far to the right is the one where we claim that the Hero is only wrong.

That is slightly silly but welp, a dev must have their fun.

Fleuret Blanc.

I for one found that attempt at deception extremely conspicuous, so I guess YMMV. I mean, asking "that's all?" very much implies that there's more to it (especially with her sudden change of tone, going from completely ridiculous to quite serious)

I hadn't appreciated how close that first conclusion came to the main thing, though. Perhaps because so many other things happen in-between. But I really like the idea of revealing so much early on while gently prodding the player toward a misleading interpretation, it's one of my favourite forms of foreshadowing (significantly more so than the typical nipponese tactics of having floating heads in coloured TV screens talk in many ellipses about events and people you will only encounter 25 hours later).

Design principles vol. 2: Frenemies and multiple objectives

argh> Thanks for the links. Contributing references, or an anecdote or a gut feeling, is still contributing, so much appreciated! I've had the Undertale demo on my computer for an eternity, I will give it a shot. As for kazerad's blog it definitely seems interesting, although this guy just writes so much :P so if you remember any specific post that seems to you like it could serve as an inspiration, please drop a link, else no worries.

CashmereCat> (still don't know if I should abbreviate that as Cash, Cat, CC, C to the C to the 'at, Ceezzle da Meezzle, or anything else)

Concerning Option 1:
That still falls prey to the save-scumming method of wanting to experience every single ending
I have to admit that I was thinking more about "local" victories (like winning a battle in a RPG, or a map in a strategy game) than game endings, but it's a great point. Were I to make a game in those genres, I would really be interested in a continuum of victory conditions, both at the local and the global scale. Like, in a battle, any combination of actions that somehow makes the enemy unable or unwilling to retaliate would be victory, whether it's by cutting their arms or scaring them out of their pants or reasoning them or any mixture thereof. That would be less about experiencing every single way and more about finding your optimum. But obviously, it's hard to do for a whole game, especially one with a narrative.

That's a weird way of seeing discussions, but as of this moment I can't think of anything that would contradict what you're saying.
Communication theory was one of the most surprising then retrospectively self-evident things I've ever learned in college - it really made me realize how little of conversation is really about what we are saying, and how much is about implicit signals of "look I am clever, but okay you're clever too" or "please please please like me" :P

These Wikipedia articles on Politeness theory and Face negotiation theory are a bit of a mess, but they illustrate the kind of things I have been trying to put in my rhetorics system. Alas I don't think it will ever give something like convincing interpersonal communication (I would love it too!), but it may approach something more ritualized, like debate, diplomacy, or perhaps theater.




Finally, concerning choice-based gameplay, although that may be a bit of a tangent. That may be just me, but I feel very frustrated when I am given choices and I don't know what they are going to do to the story - unless the tale is all about the feeling of powerlessness and "life is like a box of chocolates and zombies", as in the Walking Dead.
I'm also utterly unconvinced by mechanisms like "choose Faction A or Faction B, do the quests, cool you won".

Then again, different people have different needs. Gamists like being told when they're good, and they love arcade games and even the frustration of the game over screen. Simulationists like being able to explore mechanisms for their own sake, and they love sandboxes.

I am obviously a narrativist and there's no such well-established genre for me. In my eyes, the ideal choice is the choice that allows me to express something I care about, and that is recognized by the author of the story. Not in the sense of being the good option, but in the sense of being incorporated into some meaningful conclusion to the narrative. Which is something I have almost never experienced in sandboxy, open-ended RPGs - I search for all their endings compulsively but always feel empty at the end, like okay, I changed some details about how this story ended, but not the way it concluded. It didn't become more meaningful to me due to my actions than it would have been if I did nothing.

PS: In a way, stealth games that have a non-lethal route are closer to what I am interested in: instead of a single big decision with obscure consequences, it's a choice that I am making constantly, with a clear goal in mind, and the game recognizes what I am trying to achieve and adapts its story. It's rarely done very well, but it's a step in the right direction.

Exeunt Omnes Review

Thank you so much! :)

Indeed this is very much proof-of-concepty, and reactions on the interface have been extremely helpful to think about how to make it all more accessible in ulterior games.

In retrospect I just should never have put that last ending in, at least not without spending a lot more time balancing it and rewriting bits of the dialogue to have more flow close to the center. Sorry about that. I have an idea for my current project that might make it up somewhat to anyone who felt frustrated over this.

If it's any consolation, the Logician is not necessarily the truest ending, rather a sort of semi-hidden thing for completionists/abstract types: it's more of a gamist and less of a narrativist thing, since emotions have been left on the side. The other three "good" endings are more final, in a sense.

Let's say that the Empathy ending is the one I wish is true, the Tears ending is the one I fear is true, and the Advaita ending is the one that might be truer than the rest of the story. But the point of making a game, rather than writing a novella, is to allow them to exist at the same time, because they all say something about the "real" story.

Again, thanks!

Lying to and deceiving the player

A great post for this kind of things: A Bestiary of Player Agency.
The part about negative agency is especially relevant (although other sections may help think about ways to play with the player's expectations)