The thing about love, relationships, or romance is that it’s one of those things that can strike out at any time and can occur almost anywhere. It can be an incidental thing that pops up even in the midst of something completely random. The setting that Randomaio describes is much like what happens in a convention setting, for example, where random acts of community interaction help to drive the sense of camaraderie and bonding that go into the convention experience. The fact that love can happen at these events isn’t out of the question – in fact in my personal experience I’ve seen people get married at the very conventions they’ve met at.
At heart, I’ve always been a cat person, precisely for the same reasons that the developers appear to be talking about for cats being a bit mischevious and nefarious. Cats have always struck me as smart animals who know what they want, expect to get it, and attach themselves to humans that think they can get it for them. To me, they’re adorable in that sense, but also a testimonial to the fact that they believe themselves the most important, even as it relates to other cats.
If I wasn’t doing what I do professionally, one of the paths I could see myself taking would be as a writer, and part of the reason for that is precisely what was stated in the launcher quote from today’s developers. Writers are on a certain level creators, gods in their their own universe, who use the written word, imagination, and their own minds to build worlds and make something from nothing. The idea behind the creative process as it relates to writing has always been an interesting one to me, because besides skill and practice, the barrier to entry for being a creator is actually pretty low. Lots of people try their hand at writing, and even though there are only a few writers who make it super big, it doesn’t stop people from using it as a creative out to express themselves.
Some of my best conversations have taken place online, from the comfort of my own home, with someone that I genuinely enjoy talking to. When this happens, it feels like the time flies, with exchanges going back and forth and shared jokes and stories mingling with deep conversations that created bonds that rivaled or exceeded my closest friendships that were exclusively offline.
At their heart, conventions are events that are meant to bring together communities sharing a common interest, whether that is comics, games, movies, anime, and other such mediums. It’s a kind of way to have a real-life powwow lasting over the course of a weekend, put names to internet usernames and twitter handles, and have a shared appreciation and enjoyment of what you normally enjoy in smaller groups (or even on your own). Conventions, on some level, are also a bit of an escape from your routine or the real world for the same reasons I just listed. So when something more real life than almost anything else, that being the death of someone you care about, happens over that weekend, it’s a bit jarring and isolating, as it must have been for those who made today’s game.
Most runners or platformers tend to assign challenge in the form of hurdling obstacles gaps, and other such things which stand in the way of progression. When they’re appealing as well as challenging, they tend to become an iconic part of both playing the game as well as building jumping skill for later, more advanced levels. But when they become too difficult or when you’re repeating the same section over and over again in an effort to move forward, it can become more of a chore, a trial, and a rough spot for a gaming session.
I’ve always been intrigued by the games that involve some kind of typing or message that might be involved when you put them together or try to play them. It’s that kind of blend of puzzling and cryptography that intrigues a person like me who is well-acquainted with the written word and who enjoys a bit of a wordplay challenge (I’m not a New York Times crossword subscriber for nothing, you know).
Teamwork in games, especially as it relates to progression, has been an age-old tactic to try to make things interesting in games. The idea that you can’t progress unless you solve one part of the puzzle to allow another person you control to move forward is a tactic designed to make you think and understand that it isn’t always about you the protagonist or primary player all the time. This is especially true in games where there is more than one person playing and you have to perform cooperative actions in order to win the game.
I find myself wishing that there was some musical accompaniment sometimes when it comes to observing nature. Maybe it’s the fact that I’ve been caught up in watching too many nature specials or educational specials on TV, but there’s a kind of relaxing and mellifluous set of tunes that seem to accompany even the most trivial of events that occur in nature. I was kind of reminded of this playing around with today’s entry from Lucas and Camila, who make something like the falling leaves on a tree be literally a musical tune in the making.
Losing a loved one that is a part of the family almost certainly messes with you mentally. There’s a sense of sudden disruption in your routine, a mental destruction of your normal mindset and your ability to be able to do things that normally would be done without thinking about them, and overall a sense of loss and a gap where once there was a person you cared for that occupied a place in your heart. If you lose a loved one in a violent manner, like what happened to today’s developer, it must be ten times worse, which is why when the presentation is shown and talked about as a “rotting” it definitely feels accurate.