25-31.12.17

I'm not only on time for once, but even ahead of it. The year ends nicely on a Sunday, meaning my weekly post syncs up neatly. This is the last post I'll be doing in quite such a format, as I've mentioned previously. So... I'll start off with my thoughts on a game I just finished, then move on to talk a little bit about the past year and the coming one.

The mentioned game is Doki Doki Literature Club - something I've been itching to play since it first came out on Steam. "Oh, but Torn, this is a visual novel! You don't write at length about visual novels here." Well, yes, but I'm going to make a slight exception for this one, seeing as it's most definitely not your everyday visual novel, and is ranked ~#10 on Steam right now.
Still, Doki Doki Literature Club is a visual novel in structure through and through. If you're looking for a game, i.e. an interactive experience or gameplay, you won't find it here. In theory, you could pretty mindlessly click through all the dialogue (don't do that, it deserves better) and that would be the end of it. But where it heavily differs from being a visual novel is the content it presents. I don't wish to go into any spoilers, as I would really encourage you to play through the game yourself, but what is clearly stated is that DDLC is a horror game, and a psychological horror game at that, meaning no jump scares, but instead horror through unsettlement - the best kind of horror. By the end of it, I would hope you're left with some new things to think about, or at the very least a deep impression. (Oh, and since some people have difficulty identifying the end, it's when the credits roll. The true end is when you see a written letter from the game's creator.)
But what can I say without spoiling anything? Well, for one, I think the polish on most everything is great. The art and music are not only good, but fit very well with the rest of the game. The writing is thought through, and the timings between various events are quite right. Overall, the execution is excellent. Perhaps my only minor annoyance is how long it takes for the "action" to start in the first place. Sure, the game benefits from the first few hours where it really is just a dating sim because it helps build a connection to these characters. So when everything takes a turn for the not-okay, it triggers more of an emotional response. Still, the pacing could have been faster at various parts in the game, as I felt myself getting a bit impatient. This is a minor grievance though, and I stick by that, overall, the execution of everything is excellent.
So, my verdict on Doki Doki Literature Club? It's great! Go play it! I, myself, was a bit overhyped, and I can't really say if it deserves this incredibly high ranking it has right now, but nevertheless it was a great experience.

So, with that out of the way, onto my thoughts about the past and future.
Like mostly every year, I'm a bit disappointed in my overall progress/accomplishments over the past year. But this isn't necessarily a bad thing. You can aim low, and be happy with yourself by managing more, or you can aim high and be dissatisfied with yourself by managing less. But at the end of the day, maybe aiming high made you try harder, so despite your dissatisfaction, you accomplished more than you would have otherwise?
The vague plan I've had in my head is that I want to get through my to-do list (a big portion of which is my backlog of games), before I start to invest more time into very time-consuming things such as game development. Reason being that I know how much time a big project takes, and I would hate to sacrifice everything else to free up time for it. I'm halfway through university right now, and I feel like I've learned so much already. I feel like there's so much I can do, so much I want to do... but oh so little time.
As for the future, I'll just have to push myself harder to waste less of this time. It's all really a very delicate balance. If things you need or want to do accumulate even just slightly faster than you get them done, you just keep falling behind more and more, never catching up. If it's the other way around, you'll always have everything done and finished, and even a little bit of time left over. Sure, the real world isn't quite that simple, but a little increase in efficiency can have tremendous results. In just about two years, I'll have to really start making a living, and I want to have my ducks in as neat a row as possible by then.
As for this blog specifically, I mentioned switching to a slightly different format. When I first started out, I wanted to write a post every day to make sure that I was indeed doing something noteworthy every single day. Reality is that life doesn't move that fast, and forcing myself to write so often only took more time out of my schedule than needed. I still ended up writing only once every few days, often filling the last days out with some meaningless sentences. This end-of-week post I have now is not super comfortable either, and was a bit of a band-aid.
So my solution is this: Each game gets its own post when I finish with it. Games added to my queue don't get a post. Anything else that feels like a big enough topic to talk about also gets its own post. So I'm basically switching from regularly scheduled posts to event-based posts. There will still, however, be an end-of-week post every Sunday - something of a progress report. I will automatically be reminded of that now, so hopefully I won't miss it anymore. I predict the progress reports will be rather on the short side, and I'll try to shape them to have some sort of recurring structure. That is, if you want to compare my progress on something week after week, it should be easy to do that.
Finally, about the game reviews that I've really not wanted to call game reviews. I don't think I'm a good writer. I can see from my stats page that barely anyone reads what I write here. So this is just something I'm doing 90% for myself right now. But I still want to do this "right". I feel myself striving toward some sort of format in my write-ups, not just a "liked it" / "didn't like it", accompanied by whatever thoughts I can gather at that time. Of course it's not that easy, and not a change I can make overnight. I would have to learn about proper ways to write stuff in addition to the constant practice I'm getting from writing. But the practice has made me a better writer, or so I believe. I can't see this improvement myself, as it's incredibly slow, but I've started to get more compliments from people that I write quite well. So I want to keep improving, and it's not just an impulse I got from the recent literature themed game I finished, heh.
Of course, I shouldn't get too ambitious. If I wanted to be like a "real game critic" or something, then that would be a full-time job I don't have time for. My reviews would need to be on-time as the games come out, I'd need a nice-looking site which generally includes a bunch of bells and whistles which take time to make and maintain, as well as a lot of something I'm very much lacking right now - pictures. Pictures are a difficult subject for me for some reason, but they seem like the easiest improvement to make my content more enjoyable.

I'll be working hard to accomplish as many of my goals as I can, and I hope you are too. Happy new year, everyone!

18-24.12.17

Okay, okay, only a slight reason to be alarmed. I promised 30 games in two months, did I? Phew...

Well, I started with the first one, being Divinity: Original Sin 2. It is going to take a long while, but I found a (hopefully) better co-op partner this time around, so it'll take less than a year. The infrequent playing schedule also allows me to play other stuff in the meanwhile, so I'll try to make steady progress toward that 30 game goal.
The new Divinity looks a lot more... expensive. Definitely shows that a lot more work went into it, and everything looks and sounds just fantastic. The gameplay mechanics are a bit different, changing % damage reduction from armor to flat "armor HP" that has to be destroyed first, reducing overall AP, most status effects can only be applied once the enemy's armor is depleted, and other changes that kind of require you to re-evaluate your strategies from the previous game. Still, it feels familiar enough, and perhaps even a bit more accessible than the last one. So far, the differing mechanics are just that - different, not better or worse.

With Christmas this weekend, I'll have a few days cut off from my other activities. And then there's some final schoolwork I have to finish before the exams start, which might eat a total of another few days. So don't expect all too much next week either, but the more I get done now, the less I'll have to do later.

11-17.12.17

This is basically the last week of school before the winter break and exam session after that. While exams do make me a bit nervous, they don't take up a lot of time. So this means that I will have almost two months of free time for various things... that are only partially school projects...
But I will set a goal for myself! A number made up on the spot, I shall play at least 30 new games in the following two months.
I'm also going to slightly switch how (or rather, when) I do these posts starting next year. But I'll have a post with the details then.

4-10.12.17

While this doesn't actually concern games directly, I'm making positive progress in my overall to-do list. That means playing new games might surface up as an activity soon-ish. I've actually been enjoying some of the games that I hadn't played for a while before such as Mabinogi and Planetside 2.

27.11-3.12.17

I used to at least post new games I've found, but I'm not doing it for the time being for various reasons. For one, I don't feel it's a good use of my time. For another, I've been thinking about somewhat revamping the way I go about finding new games, since the list is growing out of control while I'm not playing. I think I got it to below 100 during the summer, and it's almost over 200 again right now.
Maybe I'll get around to some of this stuff during my winter break. Maybe it'll be just another thing in my general to-do list that is keeping me from getting to my games.

But hey, I do have some news. Ludum Dare was this weekend, and I participated with a team. I was very happy with everyone's commitment and competence, despite the choice of the specific game idea yet again not being to my liking. But such are the consequences of having a team where everyone's opinion matters.
Our lead (technical) artist did a great job, as did my friend, who was writing shaders. I think it might be one of the most visually impressive games I've seen in Ludum Dare overall. Sadly the gameplay never quite "made" it, so it's mostly just a half-functioning pretty sandbox.
We got 2nd place out of the 8 teams in the local competition, and maybe I'll play and vote on various LD games to get ratings for our game in return. You know, to actually place somewhere in the global competition as well. But I can say if and how that goes at a later date.

20-26.11.17

There's no point in writing these three weeks late. I can't remember what I did during this time, nor how it was already so long ago. But for the purposes of this blog, I did nothing all week.