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    1. I don’t want video games to challenge me

      I have been playing Pikmin 2 on Dolphin and have been enjoying it quite a lot. For the most part, progress has been slow, but today I found the blue Pikmin (I somehow managed to find the yellow...

      I have been playing Pikmin 2 on Dolphin and have been enjoying it quite a lot.

      For the most part, progress has been slow, but today I found the blue Pikmin (I somehow managed to find the yellow ones first and played a bunch of the game without the blue ones), and that just got me so excited that I basically completed Valley of Repose in just one day (the two remaining, farthest caves and every treasure above ground). I’m on day 13 now, have over 90% of the debt paid off, and not a single Pikmin has died on me.

      You don’t need to understand the previous paragraph if you don’t know anything about Pikmin. My point is that I’ve been playing through the game rather fast and better than I would on real hardware.

      Why?

      Save states. ❤️

      I love emulation, but I don’t like how “janky” it can be. I don’t like that it doesn’t 100% emulate (pun intended) the “feel” of playing on original hardware.

      But boy, oh boy, do I loooooove save states. 🥰

      They enhance the gameplay experience so much for me. They enable me to have perfect playthroughs, both in terms of the game’s objectives, as well as my play style (like me not wanting to sacrifice any of my Pikmin, for example).

      Do save states make the games too easy at times? Perhaps.

      But that’s the point for me.

      You see, I don’t want video games to challenge me.

      Life already challenges me enough as it is.

      I play video games for fun, and I’m not having fun if I’m struggling too much to beat a video game. When I finally beat a difficult challenge in a game, especially if I had to struggle to do so, then I feel frustrated more than I feel that I achieved something.

      Is my dislike of challenges, whether in real life or in video games a character defect? A sign of weakness?

      Perhaps.

      I do face challenges in real life. I have to, or else I won’t survive.

      But when I come home and sit down to play a video game, I want it to be a fun and chill experience. I want to feel like a champ who breezes through the game. I also don’t want to waste too much time trying to beat one overly-difficult game, but rather experience as many different games as I can.

      Life is too short and I don’t want mine to be wasted by challenging video games.

      I have nothing but mad respect for you if you play video games for the challenge, but that just ain’t me.

      As one of my favorite YouTubers Mr. Sujano would say: “Don’t temp fate, save your state.”

      52 votes
    2. Announcing the Tildes Backlog Burner event for May 2025: Shrink your unplayed games list this coming month!

      It's almost time... ...for another Tildes Backlog Burner -- the event where you try out games you've always wanted to play (but haven't yet -- for whatever reason). The Backlog Burner for May 2025...

      It's almost time...

      ...for another Tildes Backlog Burner -- the event where you try out games you've always wanted to play (but haven't yet -- for whatever reason).

      The Backlog Burner for May 2025 will officially begin in two days on May 1st.

      If you're new to the Backlog Burner, check out our previous events to get an idea of what's going on:


      Backlog Bingo is back and better than ever!

      New Category List

      In addition to Flux and Flow from the past, we've added a new list: Free!

      This one is dead simple: the letters of the alphabet, and nothing more. You have (nearly) complete freedom in how you fill your squares. For example, Half-Life could fill:

      • H for its title
      • G for Gordon Freeman
      • F for First-Person Shooter
      • X for "Xen is really kind of a letdown, isn't it?"

      The choice is entirely yours! Be as strict or as loose as you want to be with it.

      We also added nearly three dozen words to the popular Flow set from last time. Maybe you'll roll some of the new additions, like Sly, Maneuver, or Whimsy?

      New Site Features

      u/Wes, coding wizard that he is, has added some incredible new features to the site:

      • Seeded Cards: You can now roll the same exact card as someone else by providing the same seed. It's available on the Settings page (just make sure all other settings are the same as well).

      • Import/Export: Need to move your card from your desktop to your phone? And then to your laptop? And then back to your desktop? Use the new Import/Export feature to save your card and its progress and move it between devices as much as you want. (Note: this also doubles as a backup tool for anyone worried about losing their card!)

      • Behind the Scenes Polish: You won't be able to tell just by looking at the site but there's a lot of backend stuff that Wes spruced up. Better error handling, a custom schema and validator for the category files, proper SVG icons, better mobile responsiveness, etc.

      Truly, the site has never been better!

      If you participated last time, clear your old card and start fresh with a new one. If you're new to the event, simply go to the Backlog Bingo site to generate your card.


      Notification List

      If you are interested in participating in the Backlog Burner, please comment in this topic. Anyone commenting/replying here will automatically be added to a notification list for the Backlog Burner, unless you specify otherwise.


      Start Planning (or Playing)

      Technically the event starts in two days, so you have time to roll your cards (if you're playing Bingo) and plan out what you'd like to play for the month. That said, if you're eager to jump right in, and start early, I certainly won't stop you!

      Let's get ready to burn through these backlogs!


      Backlog Burner FAQ

      What exactly is the Backlog Burner?

      Your "backlog" is all those games you've been meaning to play or get around to, but never have yet. This event is an attempt to get us to collectively dig into that treasure trove of experiences, scratch some long-standing itches, and knock a few titles off our to-play lists.

      It runs every May and November. New discussion topics will go up once a week during those months.

      You do not need to sign up in advance -- the topics are open to all. If you would like to be included in the notification list, comment in this topic to be added.

      How do I participate?
      • Choose some games from your backlog and play them.
      • Then tell us about your experiences in the discussion thread for the week.

      That's it!

      Optionally: you can play Backlog Bingo which is a fun way of cutting down the choices you have to make and playing games you might not have normally selected on your own.

      Do I need to finish the games that I play?

      Nope! Not at all.

      There aren't really any requirements for the event so much as this is an incentive to get us to play games we've been avoiding starting up, for whatever reason. Play as much or as little as you like of a given game.

      Try out dozens for ten minutes each or dive into one for 40 hours. There's no wrong way to participate!

      Can I make multiple posts in the same topic?

      Yes! Each discussion thread stays live for a full week, so feel free to make multiple comments in the topic as you play different games. This isn't considered noise -- it's considered valuable participation in the event!


      Backlog Bingo FAQ

      Important: All data for your Backlog Bingo card is stored on your device, not the server. Clearing your browser data will delete your card. You can use the export feature to make backups or move your card between devices.

      I'm a returning player. How do I reset my previous card?

      If you've already created a card and wish to start over, click the Settings button in the header to access your card settings. Then click the Reset button, and confirm the prompt. This will irrevocably delete your present card, allowing you to start fresh.

      Where is my data stored?

      All data is stored by your browser in local storage. There are no accounts, and nothing is sent to the server, so it's privacy-friendly by design. This does mean that you are responsible for not deleting any browser data on wescook.ca, either manually or through automatic cleanups performed on browser close.

      Backlog Bingo is open-source, and licensed permissively under MIT.

      What is the difference between the "Standard" and "Golf" modes?

      In Standard Mode, each square on the bingo card corresponds with one single game. Duplicate games cannot be entered into different squares. A winning card would have a row of five different games that each filled in one square.

      In Golf Mode, duplicates are not only allowed -- they are encouraged! The purpose of Golf mode is to try to find a single game that will fill multiple categories at the same time. For example: Stardew Valley might fulfill You got it on sale, A solo-dev project, and Has romanceable characters all at the same time. A winning card would have all twenty five squares filled, but possibly only six or seven different games.

      What is the star space in the middle?

      That is the "wildcard" or "free space."

      In Standard Mode, there are no requirements to fill it. You can choose any game you want! Anything goes!

      In Golf Mode, it does not need to be filled. Because Golf is all about stacking up categories on a single game, any game used in Golf would fill it automatically, meaning it has no real function. As such, the square will be pre-filled for you if you play in Golf mode.

      The new Free list defaults to having this space turned off. Because you already have full freedom in how you fill the squares, having a free space is redundant (though if you miss it or just like the aesthetics, you can certainly turn it back on!).

      Can I create custom bingo categories for this, or other events?

      Absolutely! The Backlog Bingo app reads in simple JSON files which define the available categories. We've created a couple prebuilt lists for this event, but you're free to tweak our categories, or create completely new ones. You could even use them for books, anime, movies, recipes -- anything!

      If you are interested in learning more, you can find documentation on the wiki, and use an example JSON category file. You can also ask for help in the topic!

      26 votes
    3. Save Point: A game deal roundup for the week of April 27

      Add awesome game deals to this topic as they come up over the course of the week! Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle...

      Add awesome game deals to this topic as they come up over the course of the week!

      Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle are most worth my attention?”

      Rules:

      • No grey market sales
      • No affiliate links

      If posting a sale, it is strongly encouraged that you share why you think the available game/games are worthwhile.


      All previous Save Point topics

      If you don’t want to see threads in this series, add save point to your personal tag filters.

      15 votes
    4. What's a game that you feel like you missed out on?

      Examples: A live service game that got shut down A multiplayer game that no longer has a live community A game whose cultural relevance has faded An older game that doesn't stand the test of time...

      Examples:

      • A live service game that got shut down
      • A multiplayer game that no longer has a live community
      • A game whose cultural relevance has faded
      • An older game that doesn't stand the test of time
      • A game you had spoiled for you
      • A game that got updated and went in a different direction
      • etc.

      Let us know what it is, and why you feel that you missed out on it.

      39 votes
    5. Tildes Minecraft Survival

      New Thread Server host: tildes.nore.gg (Running Java 1.21.4) Bluemap: https://tildes.nore.gg Playtime Tracker: https://tildes.nore.gg/playtimes.html Tildes website extension (shows online status &...

      New Thread


      Server host: tildes.nore.gg (Running Java 1.21.4)
      Bluemap: https://tildes.nore.gg
      Playtime Tracker: https://tildes.nore.gg/playtimes.html
      Tildes website extension (shows online status & location): Firefox (Desktop and Android) - Chrome
      Verification site: https://verify.tildes.nore.gg
      Patreon: https://www.patreon.com/TildesMC

      Plugins and Data Packs Data Packs:
      • Terralith - Overworld terrain upgrade
      • Nullscape - End terrain upgrade
      • Armor Statues [Vanilla Tweaks]
      • Bat Membranes [Vanilla Tweaks]
      • Cauldron Concrete [Vanilla Tweaks]
      • Husks Drop Sand [Vanilla Tweaks]
      • Mini Blocks [Vanilla Tweaks]
      • More Mob Heads [Vanilla Tweaks]
      • Player Head Drops [Vanilla Tweaks]
      • Silence Mobs [Vanilla Tweaks]
      • Wandering Trades [Vanilla Tweaks]

      Plugins:

      • Bluemap - Adds a live 3D web map
      • Clickable Links - Makes http URLs in chat clickable (only for registered players)
      • CoreProtect - Records all block/container/mob changes (Anyone can look up changes with /co inspect)
      • EasyArmorStands - GUI for editing armor stands
      • Hexnicks - Enables Tildes usernames to be displayed
      • LuckPerms - Locks down unregistered users
      • Nerfstick - Allows survival use of the minecraft:debug_stick item (requires admin to spawn in)
      • Rapid Leaf Decay - Increases the speed of leaf decay by 10x
      • WorldEdit - Used for occasional admin stuff
      • WorldGuard - Prevents unregistered users from changing anything in the world

      The server operates on a soft whitelist. Anyone can log in and walk around, but you need a Tildes account to gain build access.


      New Thread

      19 votes
    6. Save Point: A game deal roundup for the week of April 20

      Add awesome game deals to this topic as they come up over the course of the week! Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle...

      Add awesome game deals to this topic as they come up over the course of the week!

      Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle are most worth my attention?”

      Rules:

      • No grey market sales
      • No affiliate links

      If posting a sale, it is strongly encouraged that you share why you think the available game/games are worthwhile.


      All previous Save Point topics

      If you don’t want to see threads in this series, add save point to your personal tag filters.

      14 votes
    7. Tildes Minecraft Survival

      New Thread Server host: tildes.nore.gg (Running Java 1.21.4) Bluemap: https://tildes.nore.gg Playtime Tracker: https://tildes.nore.gg/playtimes.html Tildes website extension (shows online status &...

      New Thread


      Server host: tildes.nore.gg (Running Java 1.21.4)
      Bluemap: https://tildes.nore.gg
      Playtime Tracker: https://tildes.nore.gg/playtimes.html
      Tildes website extension (shows online status & location): Firefox (Desktop and Android) - Chrome
      Verification site: https://verify.tildes.nore.gg
      Patreon: https://www.patreon.com/TildesMC

      Plugins and Data Packs Data Packs:
      • Terralith - Overworld terrain upgrade
      • Nullscape - End terrain upgrade
      • Armor Statues [Vanilla Tweaks]
      • Bat Membranes [Vanilla Tweaks]
      • Cauldron Concrete [Vanilla Tweaks]
      • Husks Drop Sand [Vanilla Tweaks]
      • Mini Blocks [Vanilla Tweaks]
      • More Mob Heads [Vanilla Tweaks]
      • Player Head Drops [Vanilla Tweaks]
      • Silence Mobs [Vanilla Tweaks]
      • Wandering Trades [Vanilla Tweaks]

      Plugins:

      • Bluemap - Adds a live 3D web map
      • Clickable Links - Makes http URLs in chat clickable (only for registered players)
      • CoreProtect - Records all block/container/mob changes (Anyone can look up changes with /co inspect)
      • EasyArmorStands - GUI for editing armor stands
      • Hexnicks - Enables Tildes usernames to be displayed
      • LuckPerms - Locks down unregistered users
      • Nerfstick - Allows survival use of the minecraft:debug_stick item (requires admin to spawn in)
      • Rapid Leaf Decay - Increases the speed of leaf decay by 10x
      • WorldEdit - Used for occasional admin stuff
      • WorldGuard - Prevents unregistered users from changing anything in the world

      The server operates on a soft whitelist. Anyone can log in and walk around, but you need a Tildes account to gain build access.


      New Thread

      25 votes
    8. Is there a legitimate place to buy Steam keys in bulk?

      Company I work for has game nights (with prizes) as team building, mostly play free games, but occasionally a paid game as well. This week's game is paid and am looking for a place where I can buy...

      Company I work for has game nights (with prizes) as team building, mostly play free games, but occasionally a paid game as well. This week's game is paid and am looking for a place where I can buy about 20 Steam keys for the game that's legitimate.

      Steam will only let you gift a game if you're friends with them on Steam, which complicates things and would be a pain.

      Game is Move or Die in case that matters.

      20 votes
    9. MTG Commander updates for April 22 - banned list and gamechangers updates

      There are two relevant articles, both of which provide insight into why these changes were made.; they are relatively lengthy, but I have provided summaries of the changes. Commander Banned and...

      There are two relevant articles, both of which provide insight into why these changes were made.; they are relatively lengthy, but I have provided summaries of the changes.

      Commander Banned and Restricted Announcement – April 22, 2025

      Summary: 5 cards have been unbanned and are now on the game changers list

      • Gifts Ungiven
      • Sway of the Stars
      • Braids, Cabal Minion
      • Coalition Victory
      • Panoptic Mirror

      Commander Brackets Beta Update – April 22, 2025

      Summary: no major changes to the mechanics of how brackets function. Two cards have been removed from the game changers list and 18 cards have been added.

      • Trouble in Pairs removed
      • Trinisphere removed

      The following cards have been added to the game changer list: Teferi's Protection, Humility, Narset, Parter of Veils, Intuition, Consecrated Sphinx, Necropotence, Orcish Bowmasters, Notion Thief, Deflecting Swat, Gamble, Worldly Tutor, Crop Rotation, Seedborn Muse, Natural Order, Food Chain, Aura Shards, Field of the Dead, Mishra's Workshop

      9 votes
    10. The great Tildes Archipelago multiworld randomizer! Interest thread!

      Hey all - after a couple threads discussing randomizers and Archipelago, we should try to get a multiworld game going here! I'm thinking this would start the night of May 8th depending on...

      Hey all - after a couple threads discussing randomizers and Archipelago, we should try to get a multiworld game going here! I'm thinking this would start the night of May 8th depending on availability and interest. If you are interested, just shoot a reply in here and let us know your planned game! I'll tag a post about a week out asking for YAML files, and I'll likely make a Discord server for the event itself so we can stream and share info.

      BIGASS FAQ THINGY

      Huh?

      Per Archipelago.gg: This is a cross-game modification system which randomizes different games, then uses the result to build a single unified multi-player game. Items from one game may be present in another, and you will need your fellow players to find items you need in their games to help you complete your own.

      Essentially, you choose a game and then load into it with few or no items. When you would normally obtain an item, it will either give you a random item from your game or send a random item to another player. Everyone must work together to finish their game!

      That sounds hard!

      It is, sometimes! But it's easier than you'd expect. Thankfully there are a couple things to get people moving:

      • Even though the items will be out of order, the default logic will scatter the items such that every game is possible to beat as intended.

      • Archipelago is asynchronous. There isn't a time limit, so everyone can take their game at their own pace.

      • The settings are fairly flexible and let you set your own difficulty if you want to make things a little easier or harder. Don't want to deal with trainer battles in Pokémon? Turn 'em off! Want to start without a sword in Zelda and get creative? Ditch it! Want the duck dragon in Adventure to be four times as fast? Something is wrong with you!

      • Almost every game has a tracker that actively tells you which checks would trigger an item in your particular game, where they are, and whether you are able to reach them with your current loadout. They'll help you figure out how the game logic works very quickly.

      • Should you get stuck behind an important check - eg Link's bow, or Samus's morph ball - you can earn points and buy hints. These will tell you which specific check in which game unlocks that particular item.

      What games can I play?

      The list at Archipelago.gg should have you covered.

      (...Almost! For anyone a little more savvy, there's also an extended list over here. Anything "In Review" or higher should be safe to run, if a little harder to set up.)

      Don't feel like everyone needs to play something different! You can have as many instances of a game as desired within a particular multiworld setup.

      What game SHOULD I play?

      Whatever will keep you most interested is best! I've personally had fun with Sonic Adventure 2, Pokémon Red/Blue and Emerald, and Super Metroid. My friends really enjoy LttP, OoT, Kingdom Hearts / 2, Hollow Knight, Stardew Valley, and plenty of others.

      I think the only game I've seen people have a bad time with is OSRS due to the absurd amount of effort required.

      How do you set the game up?

      First go to Archipelago.gg, find a game you'd like to play, and follow the setup guide. You'll generate a YAML file off of the game's settings page, which will dictate the settings for your run. Then you can send that to me before we start - I will throw it into the generator and get the game started. You will also want to download the Archipelago client, which handles the connection between your game and the Archipelago server.

      Once we start, games running from an executable will run a mod, patch, or side program which handles the connection to the Archipelago server. They're fairly easy to install as long as you follow the guide to a T.

      For games using an emulator, you'll need a clean ROM of the game (can't help you there!) and a version of the emulator BizHawk specified by the guide. The client will come with an installer which handles patching the game for you.Typically you flip a couple settings in BizHawk and restart the program. Then when you run the patched game, you will also run a provided Lua script which reads the game to communicate to the client and everything magically works. It's pretty cool!

      First-time setup is probably the most difficult part of the whole thing, so I'm happy of help anyone running into issues.

      What settings should I use?

      This tends to be a game-specific question. The first time you play a game can be a little weird as you figure out how the settings play - too easy and it's like blowing through on cheat codes; too hard and it can be frustrating. The Archipelago discord can probably give some good first-time suggestions, and I'm happy to ask around for anyone who needs help.

      Generally would I suggest for anyone doing RPGs to take advantage of EXP multipliers or other shortcuts that don't have to do with actual objectives, as it will save a ton of time on grinding. It's definitely a good idea to triple or quadruple EXP in something like Pokémon to keep the game moving - there are other options available like level caps if you'd like to introduce difficulty back in a more dynamic way than gating time. Think about things that annoyed you in the vanilla game and turn those off!

      Keep Death Link off for the first time. I'd also suggest using Remote Items if it's available as an option. (If you obtain items in your own game, it may not be tracked by Archipelago because it's unnecessary to use the server to track. However if your save file corrupts or your game freezes/crashes, you would need to collect them again because the server doesn't handle them. Remote Items makes it so, in the case you lose progress, the server will track them and give them back to you as you load if they're missing for any reason.)

      Here are some game-specific first-time suggestions collected by friends, if desired.
      • Pokemon Emerald: Set EXP to at least 3x and catch rate to minimum 30 (Snorlax's catch rate) if not higher or instant catch. Enable remote items. Add hidden items if you want more exploration checks and lean on the tracker plus a map. For shits and giggles: Randomize all parties and wild encounters, randomize abilities but blacklist Arena Trap / Shadow Tag, add all the extra roadblocks, add extra fly location, Turbo A (just be aware it's FAST). ALWAYS randomize music and fanfares. For some more difficulty based on progression add level cap plus bonus levels. You should blacklist Wonder Guard, but where's the fun in that?

      • Pokemon Red/Blue: Similar stuff to the above.

      • Hollow Knight: Randomize Dreamers, Skills, Charms, Keys, Mask Shards, Vessel Fragments, Charm Notches, Pale Ore, Geo Chests, Relics, Maps, Boss Geo. Set Egg Shop to 0.

      • Mario 64: Get the thing to work first, then randomize everything but 1-up Blocks. Disable 100 coins stars if that's a boring thing.

      • Ocarina of Time: Make sure it's not keysanity and shops are cheap. Everything is open. Lower big poe count to 1 and have all timesavers on.

      • Super Metroid: Make sure that Layout Patches, Varia Tweaks, Elevators Speed, Doors Speed, Spin Jump Restart and Infinite Space Jump are enabled. Refill Before Save can also help if you struggle with health and ammo

      • StarCraft 2: Grid for mission order and maybe turn off challenge/mastery locations.

      • Sonic Adventure 2: Randomizing chao keys and gold beetles is very reasonable for extra challenge. Do not randomize item boxes. For extras Whistlesanity should be pipes only, Omosanity is mostly fine but might get grating. Highly recommend disabling missions 2 and 4 for all characters (100 rings is particularly repetitive, time limits aren't typically that difficult but make getting extra checks annoying); kart levels are however many you wish to do. Recommend setting level gate density to early so you have more levels to work with before getting stuck.

      • Mystic Quest: Don't shuffle dungeons, keep Enemizer Attacks normal and Regions Strict for Progressive Formations.

      • Secret of Evermore: Shorter boss rush is probably nice, put Exp modifier at least 300.

      I'm not very good at a game I want to play!

      That's OK! It's daunting, but the experience tends to be a little easier than expected. Don't throw really spicy limits at yourself in your settings and you should be OK. I never actually beat Ocarina of Time the first time I played it in Archipelago, but I still made it! (Hell, I still haven't played any of Ganon's Tower. I learned a skip instead off the entrance torches!) Having the tracker available helps a ton to point you in the right direction. There are also plenty of people on the Archipelago discord happy to give you suggestions if you feel stuck, as I'm sure we will be ready to help too.

      How long does this take to beat?

      Individual Archipelago worlds tend to play a little faster than playing the vanilla game, as the Archipelago versions of the game usually skip cutscenes, dialogue, etc. Occasionally you'll hit some gordian knot of backwards item progression which halts your progress; occasionally you'll get an overpowered item early and you can blow through half the game in a short bit. The progression balancing in every settings page can help you adjust if you'd like the earlygame to open up a little quicker, which will make the game go by a bit faster.

      Multiworlds between my friends tend to take about a week to complete around 15 games.

      Choices! I can't decide on one game?????

      Have I got the deal for you! Technically, if you'd like, you can play more than one game. Just generate two YAML files, set both games up, and switch between them at your leisure!

      I need out! This is too much! I CAN'T TAKE IT ANYMOOORE

      I promise there's no pressure if you need to take your time! But if you would like to jump ship, you have two options. One is that you can give someone your file and let them complete your save via your username. Otherwise, there is a !release option that will end your game and send out all checks hidden within your game.

      This is a bit far into the future and I wanted to make sure the date would work for people interested, so no need to send YAMLs or anything yet. But do let me know if you'd like to join - no matter your skill level, we'd be happy to have you!

      (edit: hid that bigass faq thingy)

      35 votes
    11. Save Point: A game deal roundup for the week of April 13

      Add awesome game deals to this topic as they come up over the course of the week! Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle...

      Add awesome game deals to this topic as they come up over the course of the week!

      Alternately, ask about a given game deal if you want the community’s opinions: e.g. “What games from this bundle are most worth my attention?”

      Rules:

      • No grey market sales
      • No affiliate links

      If posting a sale, it is strongly encouraged that you share why you think the available game/games are worthwhile.


      All previous Save Point topics

      If you don’t want to see threads in this series, add save point to your personal tag filters.

      15 votes
    12. Climbing the Skyfrost Nail (a piece about jury service, essay collections, and Genshin Impact)

      Having received a jury summons, and with my mental health being how it is, I recently took a bus to the nearby used bookstore. The rule of buying secondhand books is this: You must pretend, while...

      Having received a jury summons, and with my mental health being how it is, I recently took a bus to the nearby used bookstore. The rule of buying secondhand books is this: You must pretend, while in the store, that your phone doesn’t exist; you must not come in looking for anything in particular; you must let yourself be guided by the titles and covers and the blurbs alone. So I followed my nose over to the “poetry and art criticism” shelf of the store (which, I am convinced, is to blame for my poor performance at parties) and started browsing.

      There I found Critical Hits: Writers Playing Video Games and immediately developed a crush. Maybe it was the title, which seemed carefully engineered not to appeal to the general public. Or maybe it was the editor, Carmen Maria Machado, whose short story collection Her Body and Other Parties is a personal favourite. Either way, the anthology of nineteen pieces from nineteen authors about approximately nineteen games was in excellent condition, and had been marked down to eight dollars, so I added it to my little stack of purchases and wandered over to the checkout.

      Like all anthologies, Critical Hits varies widely in quality across its component essays (and one comic). It starts strong: its introduction is a delight, with some of the best footnotes I’ve ever enjoyed. Likewise its first essay, Elissa Washuta’s “I Struggled a Long Time with Surviving,” an exploration of her experience with The Last of Us, pandemic, and intractable illness was deeply impactful and genuinely changed how I looked at the game. But this is par for the course with anthologies (at least, well-compiled ones) which know to dazzle you off the bat with their best material, so that you’re willing to endure their worst. Here, in my estimation, the worst is Anders Morson’s “The Cocoon,” which cites Brian Tomasik (one of those insufferable San Fransisco Rationalists) to argue that, in aggregate, it’s unethical to kill video game NPCs. Morson then goes on to list every Aliens game ever released, for six pages, with dazzling insights like “Aliens: Colonial Marines for PS3 Xbox (2013) is definitely an Aliens-y FPS.”

      In aggregate, though, the anthology is more good than bad. Apart from “The Cocoon,” the worst essays here are mostly just mediocre, or meandering. And there are some true standouts here: Jamil Jan Kochai’s “Cathartic Warfare,” nat steele’s “I Was a Teenage Transgender Supersoldier.” And the reason I’m here, writing this essay of my own: Larissa Pham’s “Status Effect,” an exploration of depression, damage-over-time, and Genshin Impact.

      Released globally in 2020 for PC and mobile devices, Genshin Impact is an action-adventure game which sees players assemble a four-person team from its extensive cast of characters and then wander out into its expansive open world to complete monsters, open quests, and kill chests (something like that, anyway). A live-service game, Genshin has seen regular map expansions and a remarkably stable playerbase for the last five years, and, like WoW before it, has spawned a wave of copycats hoping to take a bite out of the aging titan’s colossal corpus. Larissa Pham and I would have started playing Genshin at around the same time – she describes becoming obsessed with the game in the winter of 2020-2021; I first launched the game in February of 2021, in the icy depths of the pandemic, shortly after failing to kill myself, as something to do while waiting for the hospital bills to pour in.

      In Status Effect, Pham recounts a minor controversy from the fall of 2021. Genshin’s meta had stagnated: a year into its lifespan, no one wanted to include healers on their team, when shielders were proactive and dodging was free. So the developers implemented a damage-over-time status effect called corrosion, inflicted by certain enemies and in certain phases of endgame content, which ignored shields and would wipe the whole team if not healed through. Genshin’s community was and is large enough that any kind of meta shift (however necessary) will spark outcry, controversy, and apocalypse prophets heralding doom (I was one of them: “What, am I just not supposed to use my Zhongli? No one’s gonna pull for fucking Kokomi”), but for Pham, that debuff gave her the language to think and speak about her depression more concretely.

      Genshin has never given me the language I needed to think or speak about anything. Frankly, I don’t think the game’s story, which is consistently a mediocre slog (with a few bright spots) is capable at this point of doing anything interesting or novel. Even in Pham’s case, Genshin’s “corrosion” debuff might have been fungible with any damage-over-time debuff in any game – Pham just happened to be playing Genshin at the time when she needed it. But even saying this, even speaking as someone who cares about a game’s story more than any other element, I think Genshin is a fantastic game, in at least one major aspect: its exploration and world design.

      Upon its announcement, Genshin was panned as “anime Breath of the Wild” a comparison enabled by its gliding and climbing and stamina meter and early-game monster designs and the shade of its grass. But cosmetic similarities aside, Genshin is actually doing something very different – very unique, I think. Genshin presents the player with an extremely large, colorful, and ever-expanding world, peppered with a truly mind-boggling amount of chests, environmental puzzles, and enemy camps. From any given point in the world, you can probably see several little leads to follow: a locked chest in a monster den; a blue faerie waiting to lead you to its court; a movement time trial; a floating elemental oculus. And once you pick one of those, and figure it out, you’ll once again be able to look around and see more chests to open, more stuff to collect, more things to do. So the world is incredibly dense with collectibles, but traversing it is surprisingly weighty. Climbing, gliding, running; all of these are either slow, or stamina-intensive, so you’ll move through the world at a light jog much of the time. This means that you can often see and plan a route to many different puzzle or collectibles before getting to them; it means that, instead of a constant stream of opening chests, each little dopamine hit is separated by a long breath, where you can appreciate the absolutely gorgeous world, and its stirring, melancholy music. And often, quests and puzzles and chests and collectibles will be laid out in a remarkably subtle web, designed to tug the player off the beaten path, towards some of the game’s most gorgeous sights, its most scenic vistas (of which there are plenty).

      So maybe in terms of its exploration philosophy Genshin is an open-world collect-a-thon, more similar to a Super Mario Odyssey than a Breath of the Wild. But really, it’s nothing like either game, or anything else I’ve played; so much could be said about the game’s combat, its world quests, its approach to rewards, the way the game’s levelling systems encourage diverse engagement with the open world. I’ll instead conclude with this: Genshin Impact has my favourite exploration experience of any game I’ve ever played, and nothing else really even comes close.

      Early in the game’s lifespan (December 2020), the developers added the new Dragonspine region: a frozen mountain, home to the bones of dragons and the ruins of an ancient civilization, introducing lethal new mechanics as a way to shake up exploration. Arguably a precursor to corrosion, while in Dragonspine, a status effect called “sheer cold” would accumulate and, once maxed, drain your health at such a high rate that no shielding or healing could keep up. Getting wet would accelerate cold accumulation; eating hot foods, lighting fires, or standing near heat sources would slow or reverse it. It encouraged a different playstyle; beyond keeping a fire character on your team, sheer cold also encouraged players to explore more deliberately; to stay close to heat sources and not stray too far from the path.

      In Dragonspine, the main plot involves restoring an ancient relic called the Skyfrost Nail – an enormous pillar, shattered. Beginning at a base camp at Dragonspine’s foot, you slowly ascend the mountain, fighting monsters, exploring ancient, sealed laboratories, and maybe getting distracted to grab a chest here or a crimson agate there. On the way up, you learn fragments of the story of the ancient civilization that dwelt on Dragonspine, before it froze over; you hear of their research in alchemy, and the celestial nail that was flung down by the gods – to stop their research, before they climbed too high? It was this nail that froze Dragonspine, and somehow corrupted it; it is this nail that you find in broken fragments at Dragonspine’s peak. Beset by truly diabolical monster encounters designed to freeze you fast and absolutely ruin your afternoon, you thaw these fragments and watch as they ascend, reforming the nail, the enormous pillar hanging high above Dragonspine, ready to fall once more. You can, at last, ride the wind currents all the way up to stand on the head of the nail, at what was at the time the highest point in all of Tevyat, to gaze at the world around. All the lands accessible: Liyue and its harbor; Mondstadt and its cathedral, and beyond them, those inaccessible, not yet implemented into the game, represent as abstract hills, mountain, and sea, rolling endlessly into the distant grey fog.

      It was February of 2021, and I had failed to die. Had been released from the hospital into the slushy, wet aftermath of a winter storm, with enough medication to last two more weeks and (though I didn’t know it at the time) enough debt to last through to this very day – if only because I stubbornly refuse to pay it. I returned to my on-campus apartment to discover that I had no heating, no power. Hot water, at least, for tea and baths and thin, meatless soups. According to the thermostat, my poorly-insulated home was hovering around 51°F, so I dragged my mattress off the bedframe, into the corner where it was warmer, sealed myself under a mountain of blankets, and opened my laptop.

      I had meant to start drafting emails to professors, to explain my weeks-long absence and ask for extensions, grace, and leniency (all would eventually give it, and I didn’t even have to use the s-word, or show the doctors’ notes I had so dutifully accumulated). But in that moment, my hands were shaking from the cold and the anxiety: the knowledge that my life could be ruined, my academic scholarship lost, if any of them declined. So instead, I opened the app store, downloaded Genshin Impact, and, after a couple days of sleepless, bloodshot gaming sessions, climbed the Skyfrost Nail in Dragonspine.

      Genshin might not have been capable of giving me the language to understand my experience with depression, dysphoria, and suicide, but it was certainly there when I needed it – the unique, frictional experience it provided offering a strange resonance with my own. And I kept playing it for a long time, perpetually enchanted by its world, its music, the waves of nostalgia and grief that would wash over me at the strangest times.

      In the summer of 2021, I wrote a poem, for a poetry class, which began with the lines, “The economy being how it is / Instead of finishing school / I took a job this autumn at the Indiana Dunes.” It was a narrative poem, the only type of poem I’ve ever been able to write. In it, the speaker wanders around on the sandy shores of Lake Michigan in the aftermath of a heavy storm, picking their way around shredded volleyball nets and desolate lounge chairs, all half-buried under wet, sandy drifts. They’re looking for their phone, probably hopelessly lost amidst the dunes, but in the end, climbing Mt. Baldy (a very tall dune; not actually a mountain), they find that what they were searching for was not actually their phone – was, instead, perspective. A broader view of the world’s beauty. “On a clear day, from there, you can see all the way to Chicago,” they think, before beginning the climb. But in the end, reaching the top, the day is not clear, so they are left to “feast [their] eyes on the endless expanse of grey water.”

      I must apologize for exposing you to my immature poetry, but the fact that I remember so many lines from that tiny, throwaway piece, from one of my least notable college classes, has always been suspicious to me. I suspect that it contains some sort of heartbreaking insight into my mindset at the time – a tragic longing for the picturesque (to quote a book I haven’t read). I played games where you climbed a mountain, wrote poems where the speaker climbed a dune; some nights, I walked a quarter mile to the parking garage near my apartment and climbed to the top level and leaned on the concrete railing and stared out through life-affirming chicken wire. I wanted to see in color, I suppose; to recapture the vividity of a world that I found increasingly exhausting, but mostly saw only greys: grey distance fog, grey water, and the grey existence of a college-town suburb, shining dully under the light-polluted grey sky.

      In November of 2022, Genshin Impact released its 3.2 update “Akasha Pulses, the Kalpa Flame Rises,” which didn’t add any new regions to the map. Instead, it contained the concluding act of the Sumeru region’s main story quest, where the player teams up with a god, a couple academics, a dancer and a cop to fight the evils of the censored internet. For Genshin, this quest (and its preceding acts) were well above par, featuring (among other strengths) actual themes, and a plot that went beyond its gnostic inspirations. So, sure, 3.2 was a timely, relatively compelling update. It was also the update where I quit playing Genshin Impact – for good, I thought. There is simply only so much exploration, questing and combat that can be done in the same world, structure and systems before a work of art overstays its welcome. It wasn’t with any malice that I quit Genshin – I had simply had enough, and that was that.

      My life had changed a great deal in the intervening period. I had finished college, moved cities, learned to cook, become a woman. Gotten a second dose of the COVID vaccine, the day before the move, and spent the entire ride to my new home feeling miserably ill because of it.

      Around the same time, Carmen Maria Machado and J. Robert Lennon, compilers for Critical Hits: Writers Playing Video Games would have been working on their collection. It’s a collection that lives in the shadow of COVID-19 – almost every piece here, you can detect the pandemic’s penumbra (if it isn’t explicitly mentioned). For a lot of people, the pandemic was isolating, lonely, cold. For writers, it might have been that too, but we are solitary creatures, and the thing it gave us was, most of all, time: to play games, to write or fail to write, to think, to spiral.

      Perhaps to counteract this spiral, Graywolf Press, a Minnesota-based not-for-profit publishing house, spent the pandemic hosting “cute mental health cocktail hours.” Lennon was there, Machado was there (my beloved Her Body and Other Parties was published by Graywolf) and it was there that Critical Hits was conceptualized.

      “What we wanted to do was have a really diverse group of writers to provide a very diverse perspective of gaming, by writing about games however they want. We sort of gave them free rein,” Machado says, in an interview she and Lennon gave to Dazed Digital. “It was wild how people were like, ‘Oh my God, yes!’ Everything that came in was so good and so interesting and so different. It was a really extraordinary group of artists who had so many things to say.”

      I don’t know how Larissa Pham, who wrote my favourite essay in the collection, first became attached to it. Shockingly, there aren’t that many interviews or monographs out there describing the creation process for Critical Hits: Writers Playing Video Games, a book with fewer than 500 ratings on Goodreads. Pham has written a smattering of fiction, nonfiction and creative nonfiction; essays, short stories, criticism. Avant-garde poetry, presented on an interactive github website. Kinky lesbian erotica. A cultural commentary about tradwives and baking. She also, at least for a while, played Genshin Impact, at the same time I and everyone else did. I am struck by the strange syzygy of our experiences. Pham graduated Yale; I went to a state school. She gets published; I post to Tildes. She teaches classes; I am constantly struck by how much I have to learn. But in the winter of 2020-2021, both of us, grappling with our respective illnesses, crossed paths with this game, and it was there for us when we needed it.

      In January of 2025, I bought and read Critical Hits: Writers Playing Video Games. In early February, instilled with a sense of nostalgia for a game I hadn’t touched in years, and tired of playing Shadow of the Erdtree (another game with excellent exploration of a very different kind) I downloaded the HoyoPlay launcher and, with it, Genshin Impact.

      Logging in, I was greeted with an embarrassment of little red exclamation marks, attached to almost every UI element, there to helpfully explain what I had missed, what was new, and all the crazy exciting retention-driving bonuses the game would give me to help me catch up. According to the huge new blank spaces on the map, I had many more regions to explore; according to the quest log, many more mediocre stories to sit through. According to my backpack, enough saved-up resources from before I had quit to immediately acquire and build the 5-star character Arlecchino, the only female character in the game – out of some sixty, now – who could plausibly be described as handsome (her vest buttons on the left). Perhaps I should have been overwhelmed. But sinking back into Genshin’s loop felt like coming home. Swimming through the new undersea regions, Fontaine and the Sea of Bygone Eras, offered a welcome twist to what was still a fundamentally fantastic exploration loop. Quests like “The Dirge of Bilquis” and “Masquerade of the Guilty” might not have been brilliant, but featured gorgeous locations, entertaining set pieces, and even an excellent VA performance or two.

      Apparently, I was coming back at a bad time. Shortly before I collected my Arlecchino, a new character had been released: Mavuika. I never got around to playing the quests where she was featured, but apparently she was poorly written and presented a real problem for Genshin’s balance. Mavuika, you see, has a magical motorbike that a). Doesn’t really fit with Genshin’s usual magitech aesthetics and b). Removes all discernible friction from exploration, with its ability to drive super fast, climb walls, ride on water, and even, for a short time, fly. I was slightly scandalized when I heard about her, frankly.

      “Sure,” I thought, “This doesn’t affect me, I’m never going to use her. But if a new player spends their limited resources to get Mavuika (a smart decision; she is, in addition to everything else, a very strong DPS, powercreeping Arlecchino) won’t that ruin the game for them? Won’t her ability to bypass all the exploration challenges in the game take away the one thing that makes it so special?” It felt like the game jumping the shark, releasing a broken character to make a quick buck at the expense of its long-term health. But truthfully, I was a tourist in Genshin this time, coming back to gawk at how it had changed after years of absence. I have no real stake in its balance. I don’t really recommend anyone play it. What happens to the meta and monetization of this game I once loved terribly is now water off a dyke’s back.

      Things that I used to get very up-in-arms about no longer really bother me. I’m sometimes unsure whether that’s a result of healing or hypernormalisation.

      I had jury duty at the Seattle Municipal Court that month, a boxy building downtown. Had to report in at nine in the morning, riding the bus, shaking slightly from the cold and the anxiety. Of course, it’s not yet illegal to be a transsexual in one of the most wonderfully LGBT-indifferent cities on the planet, but the current political climate lends itself to overthinking.

      Potential jurors are to report to the eleventh floor, to an airy, high-ceilinged, window-walled space crammed with chairs and tables and an attached kitchenette – the vending machines offering instruction on how to contact the county for reimbursement. We were to be paid twenty-five dollars per day (plus transit and food costs, if applicable). We were to watch informational videos, fill out cursory forms, and read quietly until called. It was all terribly adolescent, terribly bland. I found myself ruminating on the abstract sculpture pieces hanging from the ceiling, wondering whether their creators had intended them for this space, or whether they had been sentenced to hang here – as a punishment for reckless driving, maybe? What kind of cases even get tried in municipal court? Eventually, I went out onto the rooftop terrace, with only my coffee to protect me from the chilly, cloudy February weather.

      To the west, I could see out the Port of Seattle, its great cranes priestly in their red and white liveries, their still solemnity. A container ship lay still in the bay, making no progress to its destination. And nearer: a sliver of downtown. An empty pit, filled with the refuse of aborted construction, bags of trash, tiny blue dumpsters. Graffiti, content indiscernible. Brown brick buildings; a yellow taxi (!) threading between them. A whole city, half asleep, stirring amid the late morning fog. It started to rain, a miserable spitting drizzle, and I scurried inside to protect my book and my temperamental hair.

      This February, on my last day playing Genshin Impact, I received a DM from a random, low-level stranger named Quentin. “HELP!!” it said. I joined his world in co-op mode.

      Quentin was exploring Dragonspine. When I arrived, his shiny new (low-level) Mavuika was frozen solid by an ice mage, a couple steps away from drowning in a nearby pool, like my own characters had been four years ago. There are some challenges, it seems, that even the most broken character cannot bypass.

      Quentin and I summited Dragonspine together. I was shocked to discover that, even after four years, I still remembered the climb almost perfectly. Still remembered the jagged ruins; the wind currents; the terrifying monsters that had killed me over and over again. I hadn’t resorted to messaging strangers to defeat them, but it’s pretty common to do so – new players almost always struggle with Dragonspine. And so there I was, the helpful stranger this time, jogging forward, activating waypoints, lighting fires, killing chunky minibosses with a single unbuffed normal attack while Quentin stood behind me and put motivational stickers in the chat (stickers are the de facto mode of communication in Genshin co-op, as it’s never a surety that any two players will share a language). Quentin was there – why else? – to repair the skyfrost nail. Sure, his Mavuika could motorbike faster than my characters could climb, but still he slowed down so that we could make the ascent side-by-side. And when he seemed to struggle with the light puzzling involved in thawing the nail fragments, I sat my Arlecchino down next to important clues that he was missing and posted slightly stern stickers until he noticed.

      At the end of the cutscene where the pillar at last rises into the sky, Quentin and I climbed and ran and rode the wind currents up to stand on the head of the Skyfrost Nail. We couldn’t stay long; sheer cold accumulates fast up there, and neither Quentin nor I had brought a healer or a portable stove. But we still stayed, as long as we could, staring out over Teyvat.

      Over the course of over four years of updates, scenery that had once been indistinct rolling hills and sea, fading into fog, had been replaced by new regions, sprawling far beyond our view. Quentin and I could just make out, in the distance, the towering Inazuman mountains, crested by the blossoming sacred sakuras of the Grand Narukami Shrine. The curving tree-city from which sprouts the Sumeru Akadeymia. The baroque arches and elevated crystalline waterways of the Court of Fontaine. And more besides – landmarks I had explored, that Quentin might one day explore: a view onto the entire world with all its colors and its vistas, chests and quests and every artifice of gameplay erased by distance.

      Quentin teleported away to warmer pastures and I remained standing there, struck still and wordless, once again, by the syzygy.

      He and I will never interact again (shortly, he would say, “Thank you Father” – a title often used for Arlecchino – and then kick me from the world). But for that brief moment, our experiences came into alignment with Genshin Impact, across time and very possibly national borders. I know even less about Quentin than I do Larissa Pham, but he and I at the very least got to share that moment of awe and wonder at the top of the world. I wonder what it meant to him.

      In the prologue to Critical Hits, Carmen Maria Marchado writes about her experiences being introduced to new games by friends and partners: “As I keep writing I am struck… by the intimacy of the form; the way the experience of it is specific, even erotic. What did it mean to receive someone’s tutelage? To let yourself be watched? To open yourself up to new ways of understanding? To die over and over again?” Perhaps Critical Hits’ greatest strength, its most distinct quality as an art object, across almost every piece within, is that peculiar intimacy. To watch writers and critics open themselves up to games; then, through those games, open themselves up to you. In much the same way Quentin did by inviting me into his world, Pham and Villarreal and Adjei-Brenyah and Washuta and, yes, even Morson invite us into their worlds, show us how video games refracted their experiences to help them understand themselves with new vividity and clarity.

      I feel a little guilty to have, once again, dedicated so much time and mental energy to Genshin Impact, a game which arguably does not deserve it. While playing it this year, and since then, I have played Signalis and Lies of P and 1000xResist and (fellow gacha game) Reverse:1999, have read Borges and Dillard and Ian Reid – artists and works that are considerably more unified and artistically compelling than Genshin. But none of them hit me quite as hard as this 2020 open-world live-service Chinese gacha game; none came at just the right moment, to connect with my particular experiences, my past; to color my vision.

      My name didn't get called for jury duty, so at 3PM I rode the bus home (stopping briefly for bread and doughnuts at the bakery in order to earn the approval of the women I live with). Genshin Impact no longer lives on my computer. Once again, I got what I needed out of it, and then let it go. Having finished writing this piece, Critical Hits will be put on my bookshelf, probably never to be touched again. But as we move forward into an uncertain future, these small, impactful experiences, insignificant though they were, will continue to live with me. And if you read through this entire meandering essay, maybe some small fragment of them can live with you, too: proof of our shared essence, an invitation into my world.

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