Din

I've heard many complaints about RPG fetch quests. Complaints like “they're annoying”, “ they're unnecessary” or “ they're totally unrealistic”. I've heard many of these complaints from my own mouth when yelling at my monitor at 2am. Yet if you stop to think, how much of your day involves doing equally mundane tasks for others? Go fetch the groceries, go fetch the kids, go fetch the copies for Johnson on the 3rd floor. It's kind of depressing to stop and think about how many of our relationships depend on glorified fetch quests.

Din is a game about relationships. You are an average guy, walking down the street. As you walk, you meet other people who begin talking to you. Occasionally an exclamation point will appear above their head, World of Warcraft style, and they will ask you to hit a certain key for them. If you hit the key, they are satisfied and continue talking. If you do not, they eventually become frustrated by your inability to meet their simple needs and leave you.

This sounds fairly simple, however as you walk down the street you meet more people who want to talk to you. None of them seem to be very polite, as they all begin talking over each other. The more effort you put into maintaining friends, the more friends you accumulate, and the harder it becomes to actually maintain those friends. Pretty soon you're struggling to hear even one or two requests out of the crowd following you spouting off requests. The only way to end the game is to ignore any requests and let your friends fall by the wayside.

Of course speakers are necessary to play the game. You cannot hear or understand the commands at all without sound. As such, the only way to pull out the various requests from the crowd is to listen to everyone and try to hear the key each friend requires. It's stressful, demanding and in the end it's all going to fall apart anyway. It highlights exactly what other games are doing less explicitly, only modeling relationships in terms of what you give others and what you get in return. Not exactly an affirmation of the human spirit, huh?

Why You Should Check This Out: Din is a game about relationships where you struggle to listen to the voices of your friends while trying to manage their needs so that they don't walk away. Sound is required as the only way to find out what they need is to listen to them, which becomes difficult as you get more friends that are constantly talking over each other. The only way to end it is ignore everyone and let them all stop following you. A cynical and somewhat depressing statement about how we relate to each other.

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So what's the largest number of people you got to follow you? What kind of scale are we talking here? I'm imagining pyroman being pursued by hundreds of identical, shrieking valley girls, smashing every key on his keyboard in a desperate attempt to nuke them all from orbit.

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I got up to about 15 then discovered my latent desire to go build a cabin in the woods and eschew all human contact forever.

The little girls are just annoying!

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Good write up, here's a digg that I created for it

http://digg.com/pc_games/GWJ_Fringe_Busters_Din

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This is why I believe video games can't not be art. Other media excel at showing you what they want to communicate—games ask you to discover their intent for yourself. When the purpose suits the medium you get something really valuable, and games can do things no other media can. You could write a story or film a movie about a character trying to balance all of her relationships, but a game can communicate that in a way that has a totally unique impact on the audience.

I guess games' corollary to writing's "Show, don't tell" is "Do, don't show".

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Gravey wrote:
I guess games' corollary to writing's "Show, don't tell" is "Do, don't show".

Sounds like you're catching up, lad! (I've been on podcasts for two different sites! I'm an internet superstar!) But you should make sure to read Corvus on the subject as well.

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wordsmythe wrote:
Gravey wrote:
I guess games' corollary to writing's "Show, don't tell" is "Do, don't show".

Sounds like you're catching up, lad! (I've been on podcasts for two different sites! I'm an internet superstar!) But you should make sure to read Corvus on the subject as well.

I listen to that podcast! But it slipped my mind. I read Corvus too (AC2 guards?), but not always everything, like that—thanks for the link. I am duly Tannhauser'ed.

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I can't fault you for not having plumbed the full depth of the well on this stuff. But I can encourage you to grab a nice, heavy cinder-block and race to the bottom!

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Let it never be said I'm not obedient—unless you want it to be said.

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EDIT: Nothing to see here, I just can't read...

Gravey wrote:

I guess games' corollary to writing's "Show, don't tell" is "Do, don't show".

It could also be said as "Do, don't tell". Any medium in which the audience is not participating is basically telling the audience what's happening (movies "tell" a story through pictures, thus showing can very well mean telling), it's more or less a matter of how much they are being shown or told then left to figure out the rest on their own. With games, however, being a more interactive medium requires the audience to participate in order to maintain the medium (it's not really a game if the audience isn't interacting somehow), and thus, if they are simply shown what to do, they aren't really playing the game and completing the challenge the game presents (or should present, especially if it wants to be a good game).

Now that my reading error was pointed out, though, this is all a big "Yes, I agree".

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WipEout: Gravey used a double-negative. "[G]ames can't not be art."

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Derp! Oops.

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WipEout wrote:
Derp! Oops.

No problem, my girlfriend often accuses me for the trouble my negativity causes—I suppose that goes doubly-so for my double-negativity!

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wordsmythe wrote:
I can't fault you for not having plumbed the full depth of the well on this stuff. But I can encourage you to grab a nice, heavy cinder-block and race to the bottom!

My waxen ears always perk up when I hear race to the bottom!

At the risk of repeating what has probably been said before that I haven't bothered to research, Din sounds like it's a foray into the genre of meta-gaming, and is perhaps a bit didactic about the dangers of spending too much time on Facebook. So if I'm still playing only to see how many friends I can get, am I playing it wrong? Should I be taking a cooler, more ironic stance during my experience with it?


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I only take cooler, more ironic stances.

Chairman_Mao wrote:
At the risk of repeating what has probably been said before that I haven't bothered to research, Din sounds like it's a foray into the genre of meta-gaming, and is perhaps a bit didactic about the dangers of spending too much time on Facebook.

I think that's a perfectly appropriate reading. Maybe that's why, like on Facebook, I didn't really attach much importance to numbers except in retrospect.

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I'll have to admit. This is my least favorite fringe buster game. I dunno, just didn't seem fun or that rewarding.

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To me the only thing this demonstrates is my complete inability to focus on more than 2 voices at once. That and the fact that men's voices seem to come across far louder than women's. I wouldn't say it says that people only use each other as functions, although I guess one could argue it supports that.

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wordsmythe wrote:
I only take cooler, more ironic stances.

New GWJ signature, anyone?


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KrazyTacoFO wrote:
I'll have to admit. This is my least favorite fringe buster game. I dunno, just didn't seem fun or that rewarding.

I didn't think it was at all fun, but I figured that was part of the point.

Pyroman wrote:

Let it never be said I'm not obedient—unless you want it to be said.

Gravey wrote:
Your feeble examples are no match for the power of my confirmation bias.

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