Commonplace

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games:blue_prince [2025/04/17 10:06] – created bradgames:blue_prince [2026/07/23 13:48] (current) brad
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 Finally, I've seen people complain about the room placement mechanic providing a lot of friction and feeling separate from the core appeal of the game. But it reminds me of [[Starseed Pilgrim]], the game that's made me //angrier// than any game ever with the frustration of its randomness, but which I have to grudgingly respect for how brilliantly it makes the thing seem impossible and then, when you accomplish it, it feels like a miracle, like something the designer can't possibly have planned for. I think Blue Prince is dealing in that magic - the frustration of the randomness pushes hard into making victory sweet and personal. Finally, I've seen people complain about the room placement mechanic providing a lot of friction and feeling separate from the core appeal of the game. But it reminds me of [[Starseed Pilgrim]], the game that's made me //angrier// than any game ever with the frustration of its randomness, but which I have to grudgingly respect for how brilliantly it makes the thing seem impossible and then, when you accomplish it, it feels like a miracle, like something the designer can't possibly have planned for. I think Blue Prince is dealing in that magic - the frustration of the randomness pushes hard into making victory sweet and personal.
  
-{{tag>videogame played "played in 2025" "played on PC"}}+[[https://archive.org/details/mazesolvetheworldsmostchallengingpuzzle1985/page/n3/mode/2up|For later - book that inspired the game]] 
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 +{{tag>videogame played "played in 2025" "played on PC" "thinky" "the delight of directing randomness" "the delight of learning to read the world" "the delight of discovering a surprising new space" "the delight of a drip feed of new information" "nonviolent"}}