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kopi-pasted

@kopi-pasted@incremental.social

despite the name, I strive to be somewhat original. somewhat.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

kopi-pasted,
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I don't like resets that are just a few seconds long or less than a second, because they tend to become repetitive and therefore boring. However, I believe that these issues are not just exclusive to quick resets. They can also be applied to games with longer reset cycles and in many of those cases the effects feel far more draining (an example: I've never been able to stick with Trimps for long). What I believe matters more is how much the game allows you to play at your own pace. I think a minute is a nice limit for a satisfying reset loop, though that is an arbitrary number so don't take it as law.

How does one make content in an incremental game meaningful, and when should one stop making it? (incremental.social)

A lot of incremental games I see are in perpetual development. They are never truly finished, the developer always promises that another content update is around the corner. And those content updates get released, and the games eventually get really big. They grow to have prestige layers approaching the double digits, or months...

kopi-pasted, to incremental_games
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I feel like I've seen this before...
(Game: Unnamed Space Idle)

kopi-pasted,
@kopi-pasted@incremental.social avatar

@thepaperpilot what other shape has 5 similarly shaped objects of different colors, with each object connected to each other object through a line?

What are some concepts/mechanics you wish you saw more in incremental games? (incremental.social)

This thread is dedicated to sharing mechanics or concepts you’ve found in incremental games that you think deserve more use or exploration. I’d prefer if you limited discussions to mechanics you’ve found in only 1 or 2 games, though I have no moderator powers to actually enforce this so if you really feel like sharing...

kopi-pasted, to incremental_games
@kopi-pasted@incremental.social avatar

Finished https://galaxy.click/play/357. I found it unusual that at one point in the game there's no actual need to interact with the content before that point, but that content isn't hidden.

How abstract do you prefer your incremental games and why? (incremental.social)

First off, a definition: I define the “abstractness” of an incremental to be based on how much it is removed from other genres. For example, Kittens Game and Clicker Heroes are not abstract – the first is themed around civilization building while the second one takes mechanics from RPGs. Meanwhile, Prestige Tree is a prime...

kopi-pasted, to incremental_games
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Currently playing https://galaxy.click/play/264. There's something about the game that makes me feel like I'm exploring it as I play (and I didn't expect it to come from a Prestige Tree mod of all things!)

kopi-pasted,
@kopi-pasted@incremental.social avatar

Okay, I've gotten to a point where the game feels repetitive. I think I'll drop it. It was good while it lasted, though.

kopi-pasted,
@kopi-pasted@incremental.social avatar

The code is for an incremental RPG programming game called Bitburner, which uses a version of JavaScript that has some additional game-specific APIs and restrictions (the game originally ran in a web browser)

This code in particular is a (flawed) solution to the first problem the game throws at you, which is finding a way to hack as much in-game money as possible from in-game servers. (The problem is more complicated than it appears at first glance, and I'll try to elaborate if you ask.)

Urghh, now I must post before I leave...

kopi-pasted,
@kopi-pasted@incremental.social avatar

My bad, was wondering why it was called "recon"...
HACK GROW HACK WEAKEN? What on earth is this madness? Did... did you... did you do this on purpose?

Anyways, I think I'm going to write the essay despite no one asking.

kopi-pasted,
@kopi-pasted@incremental.social avatar

Hello, I'm one of those young people mentioned in the post and I'm partially responsible for our current topic.

My take is that the distinction between "fun" and "motivational manipulation" is blurry in a lot of forms of entertainment, and this blurriness is significantly more apparent in incremental games compared to other forms of media. As much as I don't like to admit it, I think that most modern games (especially abstract ones such as The Prestige Tree) mostly consist of "motivational manipulation".

That being said, I still think there is still fun to be had in this genre. My personal belief is that the fun in incremental games comes from the organic (or at least not tightly forced) discovery of the intricacies of the mechanical systems these games present. The problem is that very few games manage to handle this discovery well. I've also found interacting with the communities surrounding these games to be an enjoyable experience.

As to the notice, I think it's an okay idea but I don't have any strong preference on any one condition (there are a lot of factors to take into account). My primary doubt is whether the notice will work well since people may be reluctant to seek help and could easily switch to an equally manipulative entertainment outlet that doesn't contain a similar notice.

What's your favorite implementation of a prestige mechanic? (incremental.social)

Personally I really the loops subgenre, with stuff like stuck in time, increlution, cavernous, etc. They give such a strong sense of progression over time. I think a lot of that is how the speed improvements are polynomial so progression didn't feel like it diminished over time.

kopi-pasted,
@kopi-pasted@incremental.social avatar

My favorite implementation of a prestige mechanic is actually Ctrl/Cmd-C's completion token system, simple and boring as it may be.

This system gradually makes you build up a multiplier which increases polynomially over the course of your playthrough. It can get big enough to break the game's intended pacing, but you build it up slowly enough that you can see it slowly crumbling. In other games, behavior around prestiging is tightly controlled (this can be seen in the game's chapters). That's still the case here even with absurdly large multipliers but the feeling that you are supposed to do this is less present.

It's a power fantasy in which you feel you are defying the developer's intentions for how the game should be played. Eventually you quit because you have so much power that getting more requires giving the game constant attention (and by that point, a multiplier of 2x doesn't feel like anything anymore).

kopi-pasted,
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It's not as interesting as I make it seem. At the end of the day, it's just a flat multiplier. It'll take a few weeks or even months of somewhat involved play before you start reaching the point that the completion tokens start noticeably changing the game's pacing. The game itself is not that much fun to play without this system.

I like it for the reason that the dev didn't seem to have accounted for people grinding that bonus after completing all released content - but I'd expect that most people would not feel the same way.

kopi-pasted,
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I don't remember how exactly I was introduced to incremental games. There were two instances in my life which could have been my first introduction to them. The first was Tap Titans on my iPad. The second was the discovery of websites dedicated to hosting Flash games through one of my cousins playing an incremental-adjacent game on one of those sites. I remember the first happening when I was in 1st grade, and I forgot when the second occurred.

Incrementals and games that took heavy influence from them were the first games that I really got attached to. I had played incremental games on many platforms. At first, I played them primarily on Flash games sites such as Armor Games and Kongregate. I had also played a lot of incremental games on my phone, although most of these games were filled with advertisements and microtransactions. For a time, I played some games on Roblox which were very incremental-adjacent. Most of the games I played back then I now consider to be mechanically (and narratively) shallow.

I consider my proper introduction to incremental games as a genre to have happened near the beginning of the COVID-19 pandemics. I was searching for Swarm Simulator since I was acquainted with ScaryBee's version, and found myself surprised that there was a web version. And I also found myself surprised that there was apparently a subreddit dedicated to these sorts of game. It was from there that I became properly acquainted with the incremental genre, its community*, and the diversity of the genre.

*I have never actually interacted with users on the subreddit. However, I joined the Discord server during the Reddit API changes strike and was active there.

Introducing Incremental Social, a community for both players and developers of incremental games! (incremental.social)

Howdy! I'm thepaperpilot, and for the past few months I've been working on something I think the internet doesn’t have enough of right now—a comfy, human-first social media space without ads or corporate interference....

kopi-pasted,
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Cheers to the beginning of a new era for the incremental games community!
I shall do my part and increment the upvote favorite count in addition to the comment count.

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