Underneath my yellow skin

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My perfect cozy game (what I don’t want), part four

One of the issues with me and any kind of pop culture is that I’m never sure what I will like. I am very sure about things I won’t like, and I am rarely wrong on that front. This is me in a nutshell, though. I know what I don’t like/don’t want much more than what I do like/do want. I have told people that I won’t like something, and then they have been offended when I went on to, indeed, not like that thing. It’s gotten to the point where I rarely talk about it in the general/casual population because I know how outraged/upset people get when I don’t like what they do.

Side note: I have a friend whose husband takes it as a personal insult if she doesn’t like something he’s passionate about. Even if she’s very gentle about how she says it, he takes offense. It’s gotten to the point where she just doesn’t bother, and while I feel bad for her because she has to constantly stifle her opinions around him, I also understand why she does it.

It’s a people-pleasing tendency, and it’s really hard to break. In addition, I rarely find it worth it to voice my opinion and try to defend it when it’s unpopular. Not because it’s a worthless opinion, but because I just don’t have the patience or the fortitude.

Back to the actual post. Yesterday, I wrote my three most important ‘do not wants’ in a cozy game. Those are the biggest things, but there are other ones as well.

4. Don’t make the scope too narrow. I like games in which you can do a plethora of things. This is a hard one, though, because I don’t like having too much to do, either. I can’t tell you exactly where that line is drawn, but I know it when a game crosses over it.

One of my favorite indie games (which eventually became a cozy game, but did not start out that way) is Hades (Supergiant Games). It’s a roguelite/like with procedurally-generated rooms and rewards, a ton of dialogue (I was seeing new dialogue even after I officially beat the game (which takes multiple runs), vivid characters based on Greek mythology, and a ton more. Every run was fresh and diffreent, and even though there were not that many weapons, each had several ways to use them.

I will admit, I did not gel with the game for the first few hours. Then at some point, the game clicked, and I inhaled it for the next few months. As is typical of me, I was obsessed with it. By the time I finished, I was half-a-dozen achievements away from 100%ing it. The remaining achievements were mostly things that could be done without fiddling too much with the game (setting up ridiculous runs and such weren’t needed. Mostly). It was a surprisingly painless hundo chievo, which I really appreciated.

Let’s put it this way. I have done All the Dark Souls, Bloodborne, and Elden Ring. With the exception of Elden Ring, the rest were horrendous to achieve. My theory is that Miyazaki did not want to put in achievements, but he had to beacuse that’s the way modern games are these days. (These days meaning a decade-and-a-half ago or so until now.) Therefore, he made them as painful as possible as a way of protesting.

Anyway. Hades is chock-full of so much goodness. I will say that personally, my favorite part was the storyline and the characters. There were little nods to From Soft games, which I always appreciate. I love mythology, so I was so happy to have so many of them in this game. Each god offered different boons, and there were other perks as well. The on-ramp was steep in the beginning of the game, and it didn’t really level off until after beating the final boss for the first time (which was only the beginning of the  game, really).

One of the best accessibility options in the game (which I did not use, but was glad was there) was something called God Mode. Every time you die, you get 2% added to your defense. It goes up to 80%, and you become basically a god at that point. I thought that was really clever because it doesn’t change the gameplay at all, and in the end, you can turn it off at any point. As I said, I did not use it, but I was severely tempted at a few points.

5. On the other hand, don’t branch out too much, either. I am a contrary witch, and I know that about myself. I can frustrate people because I will state seemingly contrary points of view with equal fervor. It makes sense, though, beacuse very few things are black and white. I see nuance moreso than most people, and I’m comfortable with that.

I’m still playing Wylde Flowers (Studio Drydock). I’m still having much frustration with it, and yet, I cannot quit it. I’m still in the first season because there is just too much to do. In this game, you get to choose when you want to change the season, and I feel like I’ll never be ready to do that. I have so much shit that I need to do, and here’s a big issue with the game. There are too many micro-systems to deal with.

Not only am I doing a bunch of farming, some of which has to do with other systems as well, I’m fishing, mining, and foraging. That’s just the resource-gathering I’m doing. I also have to nurture my relationships with roughly a dozen villagers (and a cat). Now, I have animals, and they each have their own preferred foods as well. I have taken to writing notes on what the humans like and don’t like, but I am NOT going to do that with the animals, too.

I have read that there are spells that will help with that, but not in this season. I have a feeling that the witch stuff doesn’t really get going until then, which is another negative in my opinion. I have a few spells, and they are useful, but they are very basic.

Ever since I learned the money trick (apparently, it’s a deliberate thing the devs put in or at least did not get rid of because you can embargo selling this item in the settings if you don’t want to be tempted to make mad money easily. I now have nearly 400,000 gold, I think), I have been rolling in it. I don’t even feel bad about it because there is too much to do in the game to worry about making a dollar here and there. The only thing is that it makes a lot of the little chores pointless because why bother selling a diamond necklace far a thousand when you need three or four more ingredients than you do for the trick way to make money?

I know that games want you to keep going back to them over and over again, even if they are not live-service games. And I can see how you can put hundreds of hours into this game, but I’m flagging. I get overwhelmed with choices in real life, and I feel it doubly so in a game like this.

 

My perfect cozy game (what I don’t want), part three

I want to continue my thoughts on what makes a perfect cozy game to me. In the last post, I was talking about relationships and how the better cozy games really flesh them out. In this post, I want to concentrate on what I DON’T want in a cozy game. Or rather, what will turn me off/away. There are many tropes in the genre that for better or worse show up in too many of the games. I’m not including farming (actual farming, not the more colloquial meaning of doing the same thing over and over again to accrue money/resources) even though I don’t think it needs to be in every cozy game because there are plenty that don’t have it, too.

This is specific list as I want to drill down into the whatnots. I have many thoughts on what the genre needs (and doesn’t), as you may suspect.

1. No platforming. I could just leave it at that, but I’ll expand. I have terrible-to-almost-nonexistent depth perception, which makes platforming a chore for me. I also have terrible reflexes, which doesn’t help. I am so bad at platforming that I could not do easy mode on Celeste (Maddy Makes Games, Inc./EXOK Games). Which is VERY generous. But not helpful for my particular issues. Maps are nearly useless to me when it comes to trying to identify which level something is on, and it’s a big reason I quit playing Nightreign (FromSoft).

I did not know that Spiritfarer (Thunder Lotus Games) was billed as a platformer. I just read the ‘a cozy management game about dying’ tagline and glazed over the platforming part. Which, had I known before I played it, I might not have done so. Which would have been a shame because I loved the game, 100%ed it, and it’s one of my top five non-FromSoft games of all time. The platforming in it is atrocious, though, and near the end, I almost quit because of a platforming section that was utterly awful. Seriously. I was maybe an hour from finishing the game, and this section made me metaphorically rip my hair out.

It was the same in the DLC. There was a platforming section that was so terrible, I cursed loudly as I tried to do it over and over again. I don’t curse when I play cozy games for the most part as I’m not about that life when I’m playing cozy games. The game would not have suffered at all from dropping the platforming–and, in my eyes, it would actually have been a better game.

Side note: I have said this many times, but games that aren’t platformers first and foremost should not have platforming in them. Platforming is really hard to do correctly, and it’s not for the faint of heart. I hate it in From games, and I hate it in every other game I play, too.


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My perfect cozy game, part two

I was going to write about my perfect cozy game in yesterday’s post, but then I went completely off the rails. That’s because I found out the (dismissive and sexist) definition of coz games–by the way, apparently some people think the term started at the beginning of the pandemic and then go on at lengeth about that thesis, even though it’s not true. It’s so irritating–acting like they discovered this new thing and could talk about it confidently, even though they got the basics of it wrong.

I mean, that’s pretty typical of everything. Each generation believes they invented music, movies, and sex, so why not video games as well? I will say that the pandemic intensified the desire for people to play cozy games (Animal Crossing: New Horizons (Nintendo) springs to mind), but it wasn’t the birth of cozy games.

In addition, I hate the sneering tone that many people employ when they talk about cozy games. The genre has evolved leaps and bounds in the last five years, and to talk about them as if they were just ‘girlie’ games (ughhhhhh. Going past that with great difficulty because I cannot do yet another thousand-word screed about sexism and ‘cool girls’ in gaming) is frustrating. And even if they were, so what? Don’t non-men deserve to have games that cater to them as well? (No, I’m not saying all women and other non-men love cozy games, but many do).

Why is playing a game that is based on doing daily chores and building relationships with other people a bad thing? “Keep your politics out of my game!”? Hell, no. Make your game dripping in politics. The more, the better! Plus, it’s a piece of media like a movie, a book, or a TV show. I want to  feel something as I play, and not just run around, mindlessly shooting people. I don’t need to have bulging muscles, a big dick, an empty brain, and a cigarette dangling from my lip. Hey, look! I can do the gross stereotypes, too, though I did have to hold back the bile as I typed that.

I don’t play shooters, in a large part because they are first-person, which I can’t do because of motion sickness. But equally, I don’t play them because I don’t like mindlessly shooting enemies for hours on end. That’s boring to me, and I much rather mindlessly farm (literally or figuratively) for hours on end. And talk to the people around me who I may or may not be able to bonk. Er, woo.

Here’s what I want in my cozy games.


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My perfect cozy game

In between my struggles with getting into Wylde Flowers (Studio Drydock), I’ve been playing a bunch of demos/other games I have in my backlog. They are all independent games, and most of them if not all of them are cozy. I have to say that I’m having trouble getting into any of them, and I wonder if I’m just burned out on indie games at the moment.

I tried Blue Prince (Tonda Ross) again because I really thought it’d be my jam. I liked what I saw of it (it’s a puzzle game with a pretty novel premise. And, it’s truly one guy who developed it), but, unfortunately, it’s first person. I did eevrything I could to deal with it, including putting a small cut of a Post-It in the center of the screen this time.

Nothing worked. I got immediately queasy, and when I first played it, I had to grit my teeth to get through an hour. Which was pretty much how long a day took, and you could not save before the end of the day. Which is bullshit, by the way. That’s not respecting the player’s time. Binding of Isaac: Rebirth used to be that way, and a run could take over an hour once you got good at the game.

I just could not find the sweet spot for playing the game, and I regretfully uninstalled it again. There’s something about the perspective that made it especially nauseating.

As I was playing the different games, I couldn’t help but think about how I would make my perfect indie/cozy game. Most of the games had something that I liked, though there have been a few that I quit playing within seconds. One was a motorbike game that I never would have demoed if not for the fact that it had a cute animal in the title. No, I did not look to see what it was about before downloading the demo. I tend to just download demos willy-nilly as long as I have space because why not?

There are a few that I like quite a bit, but they still frustrate me to some extent. I know this is a me-thing to some extent because I am not someone who will call anything perfect. Eevn my favorite games of all time (Elden Ring, Dark Souls III, Night in the Woods, and Spiritfarer) all range between 9.5 and 9.75.

If you want to say that my favorite game of all time gets a 10, well, i would argue with that. Strenuously. Nothing is perfect, and I stand by that. Nothing is even close to perfect, and I stand by that as well.

With that in mind, I am a bit at sea when I think about what my perfect indie game would look like. More and more, I’m beginning to believe that ‘cozy game’ is a misnomer (as I mentioned in an earlier post) because many of the so-called cozy games aren’t so cozy.

One of my biggest issues with Wylde Flowers (yes, I’m harping on that) is how tiny my energy bar is and how few actions I can do in a day without boosting my energy. I just bought better a better watering can, a better pickaxe, and a betterr axe, all of which vastly help with the chores. Instead of taking three whacks to mine a piece of ore, for example, it just takes one. This is good because you have to find the key to the next level before you can move on, and if you don’t before you run out of energy, you have to start over again.


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