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    1. Looking for adventure(-ish) games to play alongside my 8 years old

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get...

      I'm looking for games that I can play and enjoy with my 8 years old son. It doesn't need to be a 2-players game, or even a game that he can play (though if he can take the controller and get actively involved, that's better), but just something that he can enjoy as a "backseat player". We have a Switch, a PC, and a PS4.

      tl;dr: "backseatable" adventure-ish games with exploration and a clear direction (different sights to see, and a sense of progression), puzzles (so he feels involved when exchanging ideas), ok with light horror. Low stakes, low stress.

      Here are some games that we played together and both liked:

      • Outer Wilds: loved it so much we did 2 playthroughs in 2 years. He liked the sights, the exploration/treasure hunt aspect, the puzzles, and he asked me questions about our universe and solar system. He was mostly passive as a player both times we played, but we were sharing ideas and he was making suggestions on what to do/where to go next.
      • Link's Awakening remake: we played this one when he was 6 years old, with me taking the lead for the bosses or more complicated puzzles. We finished it together.
      • Stanley Parable: I intended to play it alone, but unexpectedly he really liked watching me play.
      • Strange Horticulture, Grim Fandango, Day of the Tentacle: he liked solving the puzzles with me, and me explaining/narrating what was happening and why.
      • Portal 1 & 2: he was able to play on his own with some help, and the coop levels in Portal 2 were great.
      • Deep Rock Galactic: he's making his own story and narrating along while I (and sometimes random players) play normally.
      • Human Fall Flat: he loves the slapstick humor and finds better (and more creative) solutions than I do
      • Mario Odyssey: probably his GOAT game, the accessibility features helped him a lot to play and enjoy it alone.

      He's also taking an interest in light horror (specifically mascot horror) games:

      • Garten of Banban series: objectively bad games but he really enjoyed the progression, light puzzles, and the liminal level design.
      • Indigo Park: much better production value, mostly a walking sim, but very short.
      • The Complex: a free "Backrooms" game. He didn't play it since he wasn't yet comfortable with mouse and keyboard controls, but liked watching me explore around
      • Crow Country (demo): he backseated and enjoyed it. There's an "exploration mode" that removes enemies. Will probably buy the full game later.

      And some "failed" tentatives:

      • Tunic: since he liked Link's Awakening, I thought he might like Tunic, but no. Probably because of a lack of NPCs or clear indications, and the game is too difficult for him. Not fun to backseat.
      • Zelda BOTW: he tried to play it when he was a bit too young, and had a hard time with it. I'll probably try again soon.
      • Minecraft Dungeons: we played 2-3 games but he got bored of it very quickly.
      • Diablo 3: he saw me playing and wanted to try it. He liked it much more than Minecraft Dungeons but hated seeing villagers getting turned into zombies, so we stopped here.
      • Sandboxes: not his thing (Minecraft, Terraria, No Man's Sky, Animal Crossing)

      So in summary, I highlighted the best experiences we had (with Outer Wilds being the best), and I'm looking for something equivalent.

      EDIT - I'll try to keep this post up-to-date with the suggestions we liked:

      • Superliminal: Excellent, I wasn't expecting such a good game. He's managing most of it alone, and there's even a (harmless) "scary" section
      • Untitled Goose Game: Great suggestion. We actually already played it (not to completion), and he loves honking and absolutely not helping me complete the objectives 😅
      • Layton series: I think he tried the first one on my DS for an hour or two. I'll suggest it again and be the backseat player myself.
      • Luigi's Mansion 3: GOTY
      28 votes
    2. I’m designing a Pokemon-inspired piano ed. book for kids 6-10, and looking for testers

      This book uses cartoon mascots assigned to three areas of music training on the keyboard: dexterity skills, reading/writing/listening, and repertoire performance. Each mascot starts off as a cute...

      This book uses cartoon mascots assigned to three areas of music training on the keyboard: dexterity skills, reading/writing/listening, and repertoire performance.

      Each mascot starts off as a cute lil’ dude and evolves into huge powerful creatures as the child “levels up.” My ultimate vision is a book or book series that utilizes the mascots in figurine form for prize-incentives and mascot videos to offer help and guidance for individual activities.

      The first prototype will only feature the books, and I expect to finish it in the next 1-2 months.

      I was hoping to get a list of potentially interested parties that would beta-test the book without cost in exchange for feedback/testimonial.

      If you’re interested, please send a message through my website— https://alexgoodhart.com/lessons (you won’t see any mention of the book there, but can send your contact info through the inquiry form).

      If you’ve any thoughts to share here I’m all ears! Thank you — Alex

      18 votes
    3. Does Tildes need a new icon?

      I was just thinking about it. Tildes' current icon looks like a /r/wallstreetbets graph, haha. I think we could use a nice mascot that's based on a cute animal of some sort. :) Would love to hear...

      I was just thinking about it. Tildes' current icon looks like a /r/wallstreetbets graph, haha. I think we could use a nice mascot that's based on a cute animal of some sort. :)

      Would love to hear our community's thoughts on this, thank you! :)

      22 votes
    4. There's a new Di Gi Charat series airing now for the series' 24th anniversary: "Reiwa no Di Gi Charat"

      Named for Reiwa, Japan's current calendar era which began in 2019. This came completely out of left field for me. I was going down the Internet nostalgia rabbit hole, likely inspired by the ~talk...

      Named for Reiwa, Japan's current calendar era which began in 2019.

      This came completely out of left field for me. I was going down the Internet nostalgia rabbit hole, likely inspired by the ~talk topic. The path eventually led me to Di Gi Charat, the anime series from 1999.

      The original anime still holds up today. The episodes—only 4 minutes each, including the theme song—are highly bingeable. They're on YouTube. So quirky and funny. It's about these two small weird alien catgirls landing in Akihabara, Tokyo's anime central, and working part-time at an anime store called Gamers. Incidentally, Gamers is a real store, and these characters are Gamers' mascots.

      Reiwa no Di Gi Charat has fansubs which can be found on unofficial sources. 4-minute episodes. Theme song performed by Masami Okui like the original. The art is really polished. It's amazing they brought back the original voice cast for this. I'm floored.

      (Listening to Di Gi Charat soundtracks on Spotify as I write this!)

      4 votes
    5. A comprehensive, deep dive into Tetris the Grandmaster (TGM) design, the hidden Japanese Tetris version you will never legally play

      'sup. As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama...

      'sup.

      As promised, here's a text discussing the minutae of Tetris the Grandmaster, its sequels, and the game mechanics of Tetris in general. If you want more, there's some market analysis, drama and politics in the comment.

      Tetris the Grand Master is probably the most beautifully designed game I know. I hope you will share my passion for this when your are finished with this post.

      Since Tetris is a "pure" videogame where pretty graphics and/or enticing plot is irrelevant to the game, this will focus a lot on the game mechanics.

      Also: this is based on a draft script for a video I wanted to make for a while now. Presumably this thing would flow better with some illustrations at the same time. I tried to include some, but of course it's not the same as someone narrative over image.

      Also: weird language ? Missing words ? Misplaced punctuation ? This probably comes from me, writing in English as a second language. Picture this article with a vaguely French accent if it helps (although I'm not actually French).

      I am aware of Tetris Effect. I am happy if people find TE a transformative transcendental synesthetic experience, but for this matter I much prefer Rez and particularly its Area X.

      So: make yourself comfortable, get a hot beverage of your choice, perhaps enable the reader mode in your browser and prepare for a 4k-ish words long read.


      Tetris, the arcade game

      Tetris. The little game from the Soviet Union, the killer app of the Gameboy, and until Minecraft happened the most sold computer game of all time.

      Despite its tremendous success, the general perception is that this title has not evolved since its initial release in 1984. We would effectively be playing the same game plus-or-minus some gimmicks and/or yearly graphical updates.

      This is of course false. The evolution of Tetris game mechanics is a story for another time, but the skinny version is that there's two main branch to the Tetris tree: Nintendo, and Sega. What I want to talk about now is a representative of the Sega branch.

      Did you know ? Sega means "Service Game". The company we know today as a publisher with a blue mascot originally sold arcade games. And even today, Sega has a strong presence in the arcade world.

      Tetris the Grandmaster is an arcade game, made by Arika, a company made by ex-Capcom employee whose more notable works at the time include Street Fighter Ex.
      Arcade game design is a delicate juggling act between two parties:

      • the game operator: wants money, and for single player game that could mean a short and/or difficult game.
      • the player: wants fun. If the game is too difficult and/or unfair and/or incomprehensible, he or she will move to the next game

      With this definition, vanilla Tetris is a pretty good arcade game:

      As you play the game, the game ramps up in speed and consequently its difficulty. But it never feels unfair: you may complain having bad luck and getting a crappy piece distribution (more on that later), you are still responsible for that terrible stack you just made.

      However, there's a finite limit to the speed of the game. Past a certain point, you end up in a kill-screen where it is impossible to play. The piece just falls and lock immediately, with you being powerless, unable to do anything.

      How lock delay extend the base game

      Video: Godlike high gravity NES Tetris game from JdMfX_, Godlike high TGM game from 777

      What is remarkable with Tetris the Grandmaster is not only it has found a way to extend the base game past this seemingly hardcoded limit, but it also focus nearly all of its design toward this idea of speed. Speed is the focus of the game, and if you don't believe this, there's a giant chronometer at the bottom of the screen acting as a constant reminder.

      So, how do you survive to the kill screen?

      You could try to make the piece move faster (which they did) but this is not enough. At some point, the piece will still spawn on the ground and immediately lock.

      Enter the Lock Delay.

      Illustration: lock delay

      Lock delay is the mechanic in which if a piece falls into the ground or the stack, it will not immediately lock but can react to play inputs and "slide" for a few frames before locking into the stack.

      This has deep, deep consequences.

      Obviously, you can make the game faster than anything we've seen before. All the while still have a viable game. At maximum speed, or "20G" as it is known in the jargon, the piece directly spawns on the stack without floating at any point in the air.

      for the pedant: historically, Sega Tetris was the one of the first game to feature lock delay; and the mechanics was already there in some other falling blocks game such as Puyo Puyo.

      At high speed, and especially at 20G speed, the piece movement becomes severely limited. Having the game viable at 20G completely re-contextualize the game, its moment-to-moment tactics and its general strategy. Not only you have to think about a given piece placement, but more than ever you have to take the next piece into account. Some sub-optimal piece placement or "bridges" have to be made in order to make the whole game continue.

      Illustrations: possible piece placement at 2G, at 20G, at 20G with a bridge

      And thus: while the core gameplay stays the same, the game becomes more demanding both physically and mentally. You have to react faster and input your command quickly and confidently; and at the same time you have to constantly think about your stack, the area where work is needed and how you can accommodate unwanted pieces. You can even manually control the pace of the game by cancelling the lock delay (done very naturally by pressing down.)

      Lock delay is probably the most important game element added to Tetris, but it's not the only thing in which TGM also innovates. Several other additional mechanics exists, and they have this common idea of a "speed enabler". Let's review them:

      "Speed enablers" game mechanics

      DAS

      I mentioned earlier that the way you move the pieces was faster. This seems like a straightforward thing to do at first sight but there's some subtleties hidden in it.

      So: when you hold left or right, the piece moves automatically (in the jargon it's called DAS - Delayed Auto-Shift). It's a nice and natural movement akin to letting a key down in your keyboard, but there's actually two parameters to take into account.
      First, how fast the auto movement is triggered, and second, then how fast the repeat itself is. In TGM, both happens at a brisk space (16 frames before auto-movement, and a movement of 1 case per frame). This is essential for 20G play. And, in the context of 20G, the DAS enable a family of movement techniques called autosynchrothat bring additional depth to the game.

      manual synchro also exists, but requires significantly more skill, as it requires a 1-frame combination. Yup, just like in fighting games and their 1-frame links!

      Wallkicks

      There is another mechanic that involve automatic movement, called wallkick. A wallkick happen when you try to rotate a piece near a blocked cell, such as the stack or a wall. Normally, if the rotation mask overlap a blocked cell, the rotation will fail. However with wallkicks, the piece can automatically move so that the rotation can still happen. In modern standard Tetris, the rule of how the piece move is quite complicated (to my eyes) but enable advanced placement such as the infamous T-Spin Triple. In TGM however, it's dead simple: try to move one case toe the right or one case to the left in that order, and if the piece fits, it gets moved.

      Illustration: wallkick

      So yes: at first sight those wallkicks are concessions given to player that make the game easier. However, some advanced movement techniques takes advantage of wallkicks. The goal of course is to move a piece faster, leading to tiny but compounding time saves.^†

      in the jargon, optimal piece movement is called finesse

      IRS

      Continuing on the theme of rotation, let's now talk about the Initial Rotation System or IRS. So in most game, when a piece is locked, the next one immediately enters the playfield.
      This is not the case with TGM: there's a tiny interval in which nothing happens (except perhaps a line clear animation). .

      of course there's a jargon term for this: it's called ARE††
      †† it's not an acronym, it literally means "that thing" in Japanese (あれ)

      This interval have a dual purpose (Mark Brown would be happy): first, it serves as a buffer to charge the DAS. But it is not limited to rotation: you can also charge a rotation.

      And that is what IRS exactly is: press a rotation button during this time and then the piece will spawn already rotated .

      IRS usefulness is not only limited to make the game smoother to play: it solves a problem inherent to Sega Tetris. All game in that lineage have most piece spawning with a pointy end toward the ground. This can be problematic in high gravity, and especially in 20G. If you IRS such pieces, you can then confidently slide them to the side without worry of them being stuck somewhere.

      Illustration: trapped without IRS, saved with IRS

      why not having them spawn flat-side down ? I think this is partly for historical reason (establish a clear lineage with Sega Tetris), but also because this this extra-difficulty is coherent with an arcade game design.

      And yes, of course, IRS is also a time saving measure, helping to shave some milliseconds here and there.

      TGM history-based randomizer

      Let's talk luck. Earlier on, I half-jokingly said that "luck" as a hallmark of a good game of Tetris. Well it is a bit more profound than that.
      Any competitive Smash player can tell you this: consistency is king in a competitive game. That's why random event affecting the core gameplay are frown upon, and that's why tripping in Smash Brawl was so negatively received.
      You can probably see where I'm getting at: there's one giant thing in Tetris that's by definition random: the way the piece sequence is generated. And yes, TGM has a optimized random generator, and in fact most Tetris game have one.

      An analysis of the history of the different random generator is a story for another time, but here's the gist of it:

      In a purely random sequence of pieces, a sufficiently long series of S and Z tetraminos is bound to appear. Such sequences is mathematically proven to lead in a game over. Of course, this doesn't happen in practice. Especially in TGM, there's a finite number of piece given and thus the change of that happening is infinitesimally small.
      However this does gives us insight about the piece distribution: flood (too much of a piece) and drought (not enough of a piece) is not fun. In other word, waiting for that g!%d!3mn long bar piece sucks.

      So how does TGM counteracts this ? It implements a history system that prevent recently given piece to be distributed again. This is a flood prevention measure and make the game much more consistent while still having an element of unpredictability. And being unpredictable is not necessarily a bad thing, particularly in an arcade context where you still want the player to finish the game eventually. Fun trivia: modern standard Tetris nowadays implement an extremely predictable randomizer, which is mathematically proven to be infinitely playable at low gravity††.

      historically TGM is not the first game to implement a history system, there was already a rudimentary one in NES Tetris
      †† this is less of a problem in recent years due to the focus on multiplayer, enabling stuff like openers, but this is a story for another time

      Consistency in randomness is not directly tied to the notion of speed, but being confident in that you will not screwed by the piece distribution definitely helps in the elaboration of reliable strategies.

      The graphics helps too

      Illustration: An actual screenshot of TGM

      So far I've describe how the game is mechanically inclined toward speed, but aesthetically there's also some elements that are helps during high speed games.

      First, look at what the stack and notice how the active piece contrasts with the rest of the stack. There's a clarity of graphics that comes not only by the fact that the locked pieces have a darker hue, but also because of the of this white border that surrounds the stack. The goal is to have an instantly readable playfield.

      Continuing on this trend, each piece type is color coded so you can instantly read what you're getting by using your peripheral vision, leaving the focus clear on the stack. You can then more easily confirm the placement of your current piece, which is further helped by a very noticeable flash.

      The next-piece window is also aligned so that the piece previewed is placed directly above where it will spawn. This unconsciously helps the tactical decision of where to put your piece. Speaking of unconscious effect, the whole series have this auditory gimmick in which each pieces have its own jingle. From what I know, nobody use this consciously, even the one that can tackle the invisible challenge (more on the invisible challenge later).

      Scoring, grading, and speedrunning

      So we've seen the mechanics and the aesthetics of speed within TGM.

      But what would would be an arcade game without a good I piece measuring contest ?

      TGM has three metrics exposed to the player: Score-grades, level and time.

      Time is a straightforward metric, and is the main point of comparison for players having reached the Gm grade. Finishing the game under 13 minutes is ok, under 12 min is pretty good, under 10min is exceptionally good, and approaching 9min is godlike.

      Score, as in most videogame is a measure of how "good" you are at the game, but takes here a subtly different meaning. The exact detail of the scoring system is not super interesting to see, but its implication is. Let me explain:

      here : Score = (roundUp((Level + Lines)/4) + Soft) × Lines × Combo × Bravo ; Combo = Previous Combo value + (2×Lines) -2

      The optimal strategy with this scoring system is to clear as much line as the same time as possible. In order words, Tetris, triples and even doublesmakes a lot of points, whereas Singles proportionally don't score as much points.

      Tetris: four line cleared at the same time; triple: three lines cleared at the same time; double: two lines cleared at the same ; single: one line cleared

      This has an interesting side effect, as it incentivize to have a clean stack. A clean stack is a stack without holes. If there's holes in your stack, and particularly in they are all over the place, you tend clean them by performing singles. Sidenote: in TGM1, grade is directly correlated with score, except for the titular last grade, which is gatekeeped by some time requirements.

      So in TGM, the score still describe how "well" you play, but you may have noticed that there's no notion of time at all. I would argue that scoring here doesn't reflect how "well" you play but rather how "clean" you play. Keep that in mind for later.

      To be perfectly pedant there's the level factor in the equation that would incentivise you to play fast to reach high-yielding level as fast as possible. But please don't ruin my narrative.

      I mentioned just before that the last grade had some time requirements. Now, this is a perfectly reasonable requirement for a game that is focused on speed but, and I guess you are used to me saying that, there's some subtleties to it.

      Let's say the only requirement to get the last grade would be to reach X amount of point in Y amount of time, and reaching the last level. A viable strategy would be then to play as clean as possible so that you reach the point threshold, and then you just have to survive. This would mean that in that last part can play as sloppy as you want, you will still reach the Gm grade. That's, of course, not ideal as it doesn't push the player to play at its maximum (you can cheese the last part).

      What TGM did is neat and two-fold: First, it takes the "level" metric, which was until then a measure of how fast the game is, and turned it into a progression gauge. So you know that at level 100 you are at the beginning of the game, 500 is midgame and 900 is the last push. The gravity is still tied to the level, so at level 0 it's quite slow and at 300 it's significantly faster. But the thing doesn't have to be linear or monotonic, in fact there's a speedbump at level 200 (people told me it's for dramatic effect), and maximum speed is reached at level 500 (to let the new 20G gameplay shine.)

      Now here's the catch: you can progress faster in the game by clearing lines. Indeed, the way you gain level is that you increase the counter by one each time you land a piece, but more interestingly you get a bonus level for each line cleared.

      This ties everything together: if you want to play fast you have to play well, and if you play well the game will get faster.

      This positive feedback loop is in fact a system with dynamic difficulty curve: as good players will be presented with a more appropriate challenge faster, as more novice player will get challenged at their pace.

      So there you have it: even the scoring system is meant to go fast. Isn't that beautiful ?

      The sequels

      There were two sequels to TGM.

      The first one, known as TAP within the community because of the subtitle of the final version of the game ("The Absolute Plus"), builds on the building block of the first. There's now a dedicated 20G mode with a brutal speedcurve to it (it is, after all, named "Death" mode). For the main game (now called "Master" mode), there's a much appreciated addition of an instant drop. This significantly speeds up the pre-20G game. The point system is now decoupled from the grade, and a secondary but hidden point system is used to calculate the player grade. The detail of which is complex, but the take-away effect is that consistency of play is now taken into account.

      Video: a a TAP Gm game recorded during a livestream

      The second sequel is known in the community as Ti (again with the subtitle: Terror instinct). It had implements some gameplay elements mandated by the Tetris Company: three pieces preview, a "hold" function, and floorkicks (i.e. piece can always rotate on the ground even if it collides with it). As a happy accident, this enabled TGM to go the even higher, borderline absurd, speed. I want you to look at the sheer insanity of the Death Mode's replacement: Shirase. And then look toward the end of the run where pieces turns into brackets (a nod to the real original Electronica60 version), nullifying the convenience of both color-coded pieces as well at the white-border. It's glorious.

      Video: Cleared Shirase game by KevinDDR, the best Western TGM player.

      Now, on the Master mode side, there's two major changes: there's a revamp of the progression/level system, where now the speedcurve itself becomes dynamic, and a further focus on consistency. You not only have to be consistent within a game, but also across games. Indeed, there's now an account system that is tied to an examination system. It inspects your performance and randomly challenges you with an special exam game in order to reach the grade it thinks you deserve.
      The last grade is of course locked behind an exam, and is only reachable through that mean.

      Additional challenges

      Sprinkled around the main game are some additional challenges that are a bit adjacent to the main game.

      Illustration: A secret grade pattern build by ohshisaure

      There's a ">" pattern you can built within the game. Doing so will award you a "secret grade" depending on how complete your chevron is. This is a nod to TGM predecessor (Sega Tetris), where bored players in the arcades invented this challenge and became popular. This is totally optional to the game, but really challenge your creativity, a bit like the golden and silver block in The New Tetris.

      Video: KevinDDR and crew performance at AGDQ2015

      And then there's the infamous "invisible" challenge first appearing in TAP. It is in fact a mandatory requirement to get the Gm grade. If, and only if, you played well enough in the main game, you are then presented with the invisible challenge during the credit roll, in which you have to survive during 60 grueling seconds.
      I don't know the whys of this challenge, but I assume this is an extrapolation coming from the following observation: when playing the game, most players are in fact not directly looking at the stack (to convince you, look at this eye-tracked demonstration).
      Looking at the stack only serves as some sort a placement confirmation, and so there's somewhere a mental model of the playfield. The invisible challenge thus forces the player to exclusively rely on this pre-existing mental model.
      Fun trivia: the credit order is randomized so that you can rely on the name to estimate how much time is left.

      Conclusion

      So that's it for this gameplay analysis.

      Hopefully you'll understand now why some people play one or several of those games 15, 20 or 22 years after their releases. All games are still played and there's no "superior version" as each version has slightly different priorities on the theme of "speedy Tetris": Ti has raw speed, TGM is careful and methodical, and TAP is a happy medium between the two.

      As a game designer, what general lessons can we learn from TGM ? I'm just a random dude on the internet, but let me suggest one:

      "Brevity". I keep thinking back to a textual Let's Play I've read about the second addons of Neverwinter Nights 2 (Mask of the Betrayer) . During a story recap just before the game climax, Lt. Danger offers an analysis of the expansion and writes (highlight from me):

      Instead let's focus in on what makes Mask good - and I think the answer ultimately boils down to 'brevity.'
      [...]
      Obsidian knew what they wanted to do with Mask and wrote it accordingly. Too often in games I find some puzzle, some encounter, that could have come from anywhere; the most egregious example is Bioware's reliance on the Towers of Hanoi puzzle (which thankfully has come to an end). There's too much that has barely anything to do with the premise or purpose of the story (if they bothered to have one at all). In Mask, though, I struggle to find wasted space. I've mentioned it before, but it bears repeating: there are no irrelevant sidequests. Every quest and every NPC ties back to the core themes in some way.

      If, looking back at your game, you can say "it's a game about X, hence Y", you may be on to something.

      That's why remakes and sequels that "go back to their roots" are generally perceived as positive. It's an change to remove cruft and focus on the core of the game. Take Zelda Breath of the Wild for instance. Zelda 1 was a game about adventure, exploration and mystery. Hence: very few handholding, an open world, and no limits to exploration.

      Of course, super-concise game shouldn't be the ultimate guiding principle of any given game. Case in point: I recently finished Yakuza 0. This is an excellent, excellent game, yet in terms of gameplay and pacing, it is all over the place: one moment you are in a crime drama, and five minutes later you're managing a cabaret club, and 10 minutes later you're in a karaoke booth singing baka mitai Judgement with a biker costume at the end.

      But brevity sure can sure made your game more elegant and enjoyable.

      20 votes
    6. What are some games that exceed expectations?

      I'd love to hear about some games that are surprisingly good, deep, or different. As in, the premise or the presentation of the game does not bode well or looks weak, but the game itself rises...

      I'd love to hear about some games that are surprisingly good, deep, or different. As in, the premise or the presentation of the game does not bode well or looks weak, but the game itself rises above those preconceptions and limitations to be greater, richer, or more interesting than you expected. Think games like: a surprisingly good movie tie-in, a really great edutainment experience, a well-executed corporate mascot platformer, etc.

      What is it about the game that sets your expectations low, and how does the game overcome that low anchoring?

      16 votes
    7. We need a loveable mascot

      Reddit has the snoo, we need to have a cute mascot that can represent us. Any suggestions? What do you think @Deimos? Edit: maybe we should organize a drawing contest for someone to make the mascot

      34 votes
    8. A general introduction to Tildes

      Lots of new folks seem to be coming in these past days, so I wanted to make a post that compiles some useful things to know, commonly asked questions, and a general idea of tildes history (short...

      Lots of new folks seem to be coming in these past days, so I wanted to make a post that compiles some useful things to know, commonly asked questions, and a general idea of tildes history (short though it may be). Please keep in mind that tildes is still in Alpha, and many features that are usually present such as repost detection haven't been implemented yet.

      Settings

      First of all, check out the settings page if you haven't yet. It's located in your user profile, on the right sidebar. There are different themes available, the account default is the 'white' theme, which you can change. I recommend setting up account recovery in case you forget your password, and toggle marking new comments to highlight new comments in a thread. There are more features available but you should go look in the settings yourself.

      Posting

      You can post a topic by navigating to a group and clicking on the button in the right sidebar. Tildes uses markdown, if you are not familiar with it check the text formatting doc page. Please tag your post so it is easier for other people to find, and check out the topic tagging guidelines. Some posts have a topic log in the sidebar that shows what changes were done to the post since it was posted. You can see an example here. Some people have the ability to add tags to posts, edit titles, and move posts to different groups. They were given the ability by Deimos, see this post.

      Topic Tags

      You can find all posts with the same tag by clicking on a tag on a post, which will take you to an url like https://tildes.net/?tag=ask, where ask is the tag you clicked on. Replace ask with whatever tag you want to search for. You can also filter tags within a group like this: https://tildes.net/~tildes?tag=discussion, and it will only show you posts within that group. Clicking on a tag while you are in a group achieves the same effect.

      You can also filter out posts with specific tags by going to your settings and defining topic tag filters.

      Comment Tags

      Comment tags are a feature that was present in the early days of tildes, but was removed because of abuse. There were five tags you can tag on someone else's comment: joke, noise, offtopic, troll, flame. The tags have no effect on sorting or other systematic features; they were only used to inform the user on the nature of a comment. The tags would show up along with the number of people who applied them, like this: [Troll] x3, [Noise] x5

      People used these tags as a downvote against comments they disliked, and because the tags appeared at the top of a comment in bright colors, they often would bias the user before they read the comment. The abuse culminated in the first person banned on the website, and the comment tags were disabled for tweaking.

      As of September 07, 2018, the comment tags have been re-enabled and are experimented with. Any account over a week old will have access to this ability. The tagging button is located on the centre bottom of a comment. You cannot tag your own comment. Here are the comment tagging guidelines from the docs.

      Currently, the tags are: exemplary, joke, offtopic, noise, malice. The exemplary tag can only be applied once every 8 hours, and requires you to write an anonymous message to the author thanking them for their comment. Similarly, applying the malice tag requires a message explaining why the comment is malicious. The tags have different effects on the comments, which you can read about here, and here.

      Search

      The search function is fairly primitive right now. It only includes the title and text of posts and their topic tags.

      Default sorting

      The current default sorting is activity, last 3 days in the main page, activity, all time in individual groups. Activity sort bumps a post up whenever someone replies to it. 'Last 3 days' mean that only posts posted in the past 3 days will be shown. You can change your default sort by choosing a different sort method and/or time period, and clicking the 'set as default' button that will appear on the right.

      Bookmarks

      You can bookmark posts and comments. The "bookmark" button is on the bottom of posts and comments. Your bookmarked posts can be viewed through the bookmark page in your user profile sidebar. Note: to unbookmark a post, you have to refresh first.

      Extensions

      @Emerald_Knight has compiled a list of user created extensions and CSS themes here: https://gitlab.com/Emerald_Knight/awesome-tildes

      In particular, I found the browser extension Tildes Extended by @crius and @Bauke very useful. It has nifty features like jumping to new comments, markdown preview and user tagging.

      Tildes Development

      Tildes is open source and if you want to contribute to tildes development, this is what you should read: https://gitlab.com/tildes/tildes/blob/master/CONTRIBUTING.md

      For those who can't code, you might still be interested in the issue boards on Gitlab. It contains known issues, features being worked on, and plans for the future. If you have a feature in mind that you want to suggest, try looking there first to see if others have thought of it already, or are working on it.


      Tildes' Design and Mechanics

      In other words, how is it going to be different from reddit? Below are some summaries of future mechanics and inspiration for tildes' design. Note: most of the mechanics have not been implemented and are subject to change and debate.

      1. Tildes will not have conventional moderators. Instead, the moderation duties will be spread to thousands of users by the trust system. [Trust people, but punish abusers]. More info on how it works and why it is designed that way:

      2. Instead of subreddits, there are groups, a homage to Usenet. Groups will be organized hierarchically, the first and only subgroup right now is ~tildes.official. Groups will never be created by a single user, instead, they will be created based on group interest [citation needed]. For example, if a major portion of ~games consists of DnD posts and they are drowning out all the other topics, a ~games.dnd subgroup would be created - either by petition, algorithm, or both[citation needed] - to contain the posts, and those who don't like DnD can unsubscribe from ~games.dnd. There is currently no way to filter out a subgroup from the main group.

      3. Tildes is very privacy oriented. See: Haunted by data


      Tildes History/Commonly answered questions

      I recommend you check out this past introduction post by @Amarok before anything else, it's a bit outdated but contains many interesting discussions and notable events that have happened on tildes. @Bauke also tracks noteworthy events each month on his website https://til.bauke.xyz/. Also see the FAQ in the docs. Other than that, the best way for you to get an idea of how tildes changed over time is to go to ~tildes.official and look at all the past daily discussions.

      Below are some scattered links that I found interesting, informative, or important:


      If anyone thinks of a link that should be included here, post a comment with the link and I'll edit it in.

      Markdown source for this post: https://pastebin.com/Kbbh7pYU (outdated, and probably will not be updated unless someone explicitly asks for it)

      To the rest: have fun!

      57 votes
    9. How would Tildes feel about a mascot?

      Just an idea. I feel like the charm of certain sites or products is the charm that they have a certain, identifiable anthropomorphic mascot (e.g. the Android Bugdroid, Reddit Snoo). I wanted to...

      Just an idea. I feel like the charm of certain sites or products is the charm that they have a certain, identifiable anthropomorphic mascot (e.g. the Android Bugdroid, Reddit Snoo). I wanted to know if people here think it could be a good addition to Tildes, or if it seems unnecessary.

      31 votes