its a tetchy subject for me...i banned myself from playing computer games about 10 years ago....found them too addictive and too much of a time waste (in a bad way)...ive done more than my share of watching tv and playing computer games - more than enough for a lifetime. life is too short, and most of it is spent working and sleeping and nowadays i like to make the absolute most of my free time.

That's a fair description of what you don't get on with, but I'm not clear on what you do want yet. Can you expand on the last bit about solving narrative problems? What would that look like?This thread brings up some of my problems with games. The running/flying around, shooting things, even walking around solving things, involves a lot of boring if skilful twiddling. I've never been interested in doing all that. I can do it for 5 mins, then I wonder why I'm spending time on such a useless skill.
I read the other day about a game where you didn't directly control the play. There was a character wandering round, but you don't control it, you just make decisions on certain things and that has effects on how the game unfolds. It sounded kind of interesting but I can't remember the name of it
Are there also games that are about solving narrative problems, rather than having a narrative, then you do some shooting to advance the narrative, or solve a word puzzle to move on or something? I might find the former interesting.
I'm not sure what it would look like because I've never seen itThat's a fair description of what you don't get on with, but I'm not clear on what you do want yet. Can you expand on the last bit about solving narrative problems? What would that look like?
It probably exists, although I might not be the person to point you at it.
I suppose on a basic level a narrative problem game might look like a Choose Your Own Adventure novel, but I'd hope the nature of computer games (rather than printed paper) could make it considerably more complex than one of those.Hmm. There are a few good games where your choices significantly affect the outcome but generally they're connected by having to do normalish game stuff in between.I'm not sure what it would look like because I've never seen itI suppose on a basic level a narrative problem game might look like a Choose Your Own Adventure novel, but I'd hope the nature of computer games (rather than printed paper) could make it considerably more complex than one of those.
You might enjoy Kentucky Route ZeroI'm not sure what it would look like because I've never seen itI suppose on a basic level a narrative problem game might look like a Choose Your Own Adventure novel, but I'd hope the nature of computer games (rather than printed paper) could make it considerably more complex than one of those.
I had a dream about Kentucky Route Zero a couple of nights ago, which is an entirely appropriate reaction to its magical realist landscape and locations. In the dream, the dilapidated farmhouses and cut-away basements were stranded with seaweed and rotten fish, having been lost underwater for years. The sea that covered the state eventually retreated when the tide went out one day and never stopped going, whispering away over the horizon. I’d conflated its world with Gabriel Garcia Marquez’ Autumn of the Patriarch. That’s grand company to be in and the game sits comfortably there. Both works sashay around surrealism, in an emotionally and intellectually cohesive fashion.
Afterwards, my group gushed about how much fun they had, and I was subsequently besieged with requests, as my compatriots exclaimed how much they wanted me to later host another session for them and their friends. See my gameplay video below…
I’ll leave you with one of my favorite stories we found while playing:
A crazy man with bizarre sores on his body spit on one of us. It later caused us to go mad with power and destroy the gardens and no one else could use the gardens again for the rest of that session. They then went back to normal. But then later, at the end of the session, years after we’d repaired the city and all was well, the sores reappeared on that player and to prevent another disaster, they ran to the shore and swam into the ocean. The last that was seen of them was a massive explosion on the horizon.
This was probably one of the best not-a-games I’ve ever ‘played’.
It's hard to say. As mauvais says, most of the games that are about narrative are in the IF genre, but that's kind of tautological; the term IF generally implies a narrative that the player affects in some way. It's exploded in the last few years with a number of low-entry-barrier tools being developed that have easy web export, particularly Twine which I love, but people have been messing with this stuff for years before that, often in parser-based IF (i.e. N / GET ROCK / THREATEN MUFFIN WITH ROCK). Some of it is pretty traditional, some mess with ideas of observers and agency, some satirise or explore existing game tropes, some are really just mood pieces, blah blah. I find out about this stuff by following other people who are interested in it on social media and checking out their links; I've never found any better way. Emily Short's blog is one of the best for info on the latest items - she herself has written some really groundbreaking things.This thread brings up some of my problems with games. The running/flying around, shooting things, even walking around solving things, involves a lot of boring if skilful twiddling. I've never been interested in doing all that. I can do it for 5 mins, then I wonder why I'm spending time on such a useless skill.
I read the other day about a game where you didn't directly control the play. There was a character wandering round, but you don't control it, you just make decisions on certain things and that has effects on how the game unfolds. It sounded kind of interesting but I can't remember the name of it
Are there also games that are about solving narrative problems, rather than having a narrative, then you do some shooting to advance the narrative, or solve a word puzzle to move on or something? I might find the former interesting.
Thanks for the ideas. IF seems mostly text-based. Something more image-based seems appropriate for computer games. Kentucky Route Zero seems interesting, and I'll have a look at the others too.It's hard to say. As mauvais says, most of the games that are about narrative are in the IF genre, but that's kind of tautological; the term IF generally implies a narrative that the player affects in some way. It's exploded in the last few years with a number of low-entry-barrier tools being developed that have easy web export, particularly Twine which I love, but people have been messing with this stuff for years before that, often in parser-based IF (i.e. N / GET ROCK / THREATEN MUFFIN WITH ROCK). Some of it is pretty traditional, some mess with ideas of observers and agency, some satirise or explore existing game tropes, some are really just mood pieces, blah blah. I find out about this stuff by following other people who are interested in it on social media and checking out their links; I've never found any better way. Emily Short's blog is one of the best for info on the latest items - she herself has written some really groundbreaking things.
80 Days, as mentioned above, is a good jumping-in point to the modern CYOA style.
RIOT: Civil Unrest
SUPER!Superhot is amazing, weird and trippy, addictive and fun. Leaves Xbox gamepass soon, so would recommend it if you haven't already played it.
Season, a third-person atmospheric adventure bicycle road trip game. Through the eyes of a young woman from a secluded community, explore the world for the first time. Collect artifacts and memories before a mysterious cataclysm washes away the world...