<?xml version="1.0" encoding="utf-8"?><feed xmlns="http://www.w3.org/2005/Atom"><generator uri="https://jekyllrb.com/" version="4.4.1">Jekyll</generator><link href="https://hamaonoverdrive.online/feed/by_tag/personal.xml" rel="self" type="application/atom+xml"/><link href="https://hamaonoverdrive.online/" rel="alternate" type="text/html"/><updated>2026-10-31T20:33:50+00:00</updated><id>https://hamaonoverdrive.online/feed/by_tag/personal.xml</id><title type="html">hamaonoverdrive.online://</title><subtitle>hamaonoverdrive&apos;s personal website: indie visual novel development and discussion; technology and society; programming and art. The future is in our hands.</subtitle><entry><title type="html">20260104_What_BDSiM_is_about</title><link href="https://hamaonoverdrive.online/2026/01/04/This-is-what-BDSiM-is-about.html" rel="alternate" type="text/html" title="20260104_What_BDSiM_is_about"/><published>2026-01-04T00:00:00+00:00</published><updated>2026-01-04T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2026/01/04/This-is-what-BDSiM-is-about</id><content type="html" xml:base="https://hamaonoverdrive.online/2026/01/04/This-is-what-BDSiM-is-about.html"><![CDATA[<p>There are a lot of things on my mind on the eve of <a href="https://itch.io/jam/ryona-jam-2026">Yuri Ryona Jam</a>. On one hand, I’ve been sketching away at the big picture for this project for several months now and I am super excited to finally put rubber to the road. On the other hand, this is going to be my largest writing project to date, and I’m a bit scared that I’m biting off more than than I can chew, especially once you consider the stat-raising and simulation elements of the game.<sup id="fnref:1"><a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1</a></sup></p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/gallery/20251003%20ryona%20jam%20promo.png" alt="I love these three terrible people so much already. I can't wait for you all to meet them."/> </div> I love these three terrible people so much already. I can’t wait for you all to meet them. </div> <p>I had an absolutely amazing time creating and participating in VN gamejams since the Toxic Yuri VN Jam, and it really feels great to see the amazing works come to life over the course of the jam and have your own work be well received. And while I am incredibly proud of both Offsuit Pair and Bug Grinder, there’s just been something nagging me about them. I don’t want to say that I feel insecure in my work– that doesn’t quite feel like the right descriptor for this situation– but I guess it’s just that, now that the initial glow of publishing a work is gone, there’s a bit of a disconnect between both of these VNs and what <em>I</em> want to get out of creating a piece of art.</p> <p>Part of why I create is because I want to connect with people. I want them to experience my work and feel what I’ve felt. While I’ve definitely made people <em>feel</em> with my VNs, they aren’t really works that I feel represent my own struggles.<sup id="fnref:2"><a href="#fn:2" class="footnote" rel="footnote" role="doc-noteref">2</a></sup></p> <p>This will not be the case with Bloodsport Duel SiMulator.</p> <p>I know that BDSiM will not be a game for everyone, and that is because it is a game for me. Not only is it self-indulgent, pulling from a lot of my niche areas of interest, but it is deeply personal. It’s equal parts private frustration and wish fulfillment. It’s fine if parts of this won’t land for people– Hell, I’ve already been turned down by potential collaborators because the core conceit of the game made them uncomfortable. I’m not going to compromise on this because I just need to be understood.</p> <p>Forgive me for speaking in vaguities, because at the end of the day I would like for the game itself to do most of the talking here. These are just thoughts about the development so far that I needed to get out of my brain– I suppose you could consider it a pre-mortem of sorts. Check back in in a few months and see how well I pull this off.</p> <p>Anyways, now that I’ve bared my soul for a moment there, let’s just skate on from that and hide it under a layer of humor.</p> <h2 id="this-is-what-bdsim-is-about">This is what BDSiM is about.</h2> <div class="image center spaced"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103kinkbus.jpg" alt="This is what BDSiM is about."/> </div> This is what BDSiM is about. </div> <div class="image center spaced"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103uma.webp" alt="This is what BDSiM is about."/> </div> This is what BDSiM is about. </div> <div class="image center spaced"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103femdom.png" alt="[This is what BDSiM is about](https://www.tumblr.com/yuriwarrior/801774270584897536/and-the-man-is-never-cute-id-screenshot-of-a)."/> </div> <a href="https://www.tumblr.com/yuriwarrior/801774270584897536/and-the-man-is-never-cute-id-screenshot-of-a">This is what BDSiM is about</a>. </div> <div class="image center spaced"> <table> <tr> <td class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103bread1.jpg" style="max-height: 450px;"/> </td><td class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103bread2.jpg" style="max-height: 450px;"/> </td> </tr></table> <a href="https://en.wikipedia.org/wiki/Bread_and_Circuses_(Star_Trek:_The_Original_Series)">This is what BDSiM is about</a>. </div> <div class="image center spaced"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20260103paloalto.jpg" alt="[This is what BDSiM is about](https://app.thestorygraph.com/books/ff2b0c3d-2645-4fa6-8dde-167eea3350b5)."/> </div> <a href="https://app.thestorygraph.com/books/ff2b0c3d-2645-4fa6-8dde-167eea3350b5">This is what BDSiM is about</a>. </div> <div class="center"> <div class="video"> <iframe width="100%" height="100%" src="https://www.youtube.com/embed/fjFDDTtabMQ?si=VROL9YGt_PZmDNAB" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe> </div> <span class="ytDesc">This is what BDSiM is about </span> </div> <p><br/><br/><br/></p> <h2 id="footnotes">Footnotes</h2> <div class="footnotes" role="doc-endnotes"> <ol> <li id="fn:1"> <p>I suppose I have the backup plan of submitting a demo for the ryona jam and finishing the game during the subsequent <a href="https://itch.io/jam/noise-jam-2">Noise Jam 2</a>, but that’s not really what this blog post is about. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:2"> <p>In contrast with <a href="/writing/postmortal-figures-0">Postmortal Figures</a>, which at times is <em>very</em> personal. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> </ol> </div>]]></content><author><name></name></author><category term="personal"/><category term="BDSiM"/><category term="gamedev"/><summary type="html"><![CDATA[There are a lot of things on my mind on the eve of Yuri Ryona Jam. On one hand, I’ve been sketching away at the big picture for this project for several months now and I am super excited to finally put rubber to the road. On the other hand, this is going to be my largest writing project to date, and I’m a bit scared that I’m biting off more than than I can chew, especially once you consider the stat-raising and simulation elements of the game.1 I love these three terrible people so much already. I can’t wait for you all to meet them. I suppose I have the backup plan of submitting a demo for the ryona jam and finishing the game during the subsequent Noise Jam 2, but that’s not really what this blog post is about. &#8617;]]></summary></entry><entry><title type="html">20251201_Sadism_and_Simulation</title><link href="https://hamaonoverdrive.online/2025/12/01/Sadism-and-simulation.html" rel="alternate" type="text/html" title="20251201_Sadism_and_Simulation"/><published>2025-12-01T00:00:00+00:00</published><updated>2025-12-01T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2025/12/01/Sadism-and-simulation</id><content type="html" xml:base="https://hamaonoverdrive.online/2025/12/01/Sadism-and-simulation.html"><![CDATA[<p>Long time to write! I feel like I’ve been rather busy lately, but not with creating things that I would usually share on this website. This is a common cycle of mine, where I go through phases of intense creation and phases of taking in new works by the dozens. Right now, I’m clearly in the ‘taking in new works’ phase.</p> <p>This is probably for the best– I maintain that having a varied media diet (and a variety of life experiences) is important for creating compelling art, and I find that avoiding getting lost in one thing for too long helps prevent creative stagnation.</p> <p>So instead of posting about what I’ve been creating, I’ll use this space to talk a bit about what I’ve been reading, doing, and thinking about, as well as how this is all going to fit together into <strong>Bloodsport Duel SiMulator</strong> (BDSiM), my upcoming stat-raising game for the <a href="https://itch.io/jam/ryona-jam-2026">Yuri Ryona VN Jam</a>. (Or, if this doesn’t sound interesting, you can skip ahead to the <a href="#oh-the-erohorror-indie-vn-roundup">beginning of the link roundup</a>.)</p> <h2 id="its-been-3000-years">It’s been 3000 years…</h2> <p>There’s one elephant in the room preoccupying most of my time, even if I haven’t been talking about it much: the latest Pokémon game, Legends AZ. Knowing that this game would soak up my time this fall was honestly up there on the list of reasons why I decided to drop Yuri Jam, even if I didn’t include it in <a href="/2025/10/10/Mecha-Yuri-and-Deus-Ex.html">my blog post on the topic</a>.</p> <div class="image center"> <table> <tr> <td class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130az1.jpg" class="glightbox" data-glightbox="title: ;description: .az;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130az1.jpg"/> </a> </td><td class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130az2.jpg" class="glightbox" data-glightbox="title: ;description: .az;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130az2.jpg"/> </a> </td> </tr></table> <div class="glightbox-desc az"> The core gameplay loop of this game hooked me for a few solid weeks– it really tickles my brain to wander around the streets of Luminose city with my favorite Pokémon and check tasks off my to-do list. The story and characters are also rather charming, and the Rust Syndicate are my faves by a mile. </div> The core gameplay loop of this game hooked me for a few solid weeks– it really tickles my brain to wander around the streets of Luminose city with my favorite Pokémon and check tasks off my to-do list. The story and characters are also rather charming, and the Rust Syndicate are my faves by a mile. </div> <p>In no way is Legends AZ a perfect game (I don’t even think it’s my favorite Pokémon game in the past few years) nor do I care to defend the shortcomings of Game Freak as a game development studio with an insanely large budget, but I do find it fascinating to track how Game Freak has learned through iteration over the past decade. Much like the Ryu Ga Gotoku series, each successive Pokémon game is an awkward stumbling step forward that tries to bite off new mechanics and concepts that prior games haven’t tried, and only after a given idea has been given a few rounds in the rockgrinder of implementation does it really come together.</p> <p>In particular, Legends AZ feels like the culmination of open world mechanics that the series has been flirting with since the Wild Areas of Sword &amp; Shield. Both Legends Arceus and Scarlet &amp; Violet took stabs at integrating how the player triggers a menu-based turn-based combat section with active targeting in the overworld, but only in Legends AZ does this lead to an “immersive” battle that retains the same modes of interaction as overworld navigation.<sup id="fnref:1"><a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1</a></sup></p> <p>Granted, Gamefreak has some awkward moments where they seem to move backwards between generations (see: character customization), but Legends AZ is the first game to really feel thematically cohesive and nail an anime-as-hell cinematic feel for its climax.</p> <h2 id="life-in-plastic-its-fantastic">Life in plastic (It’s fantastic)</h2> <p>If you’ve been reading my <a href="/allstatus.html#media2025-11-18">status updates</a>, you probably saw hints of my descent into plamo<sup id="fnref:2"><a href="#fn:2" class="footnote" rel="footnote" role="doc-noteref">2</a></sup>. I didn’t realize this was a hobby that would grip me so thoroughly, but it’s been a nice excuse to stay offline. Working with my hands, away from a screen, while doing detail-oriented sanding and assembly work and listening to an audiobook is <em>such</em> a great way to spend a few hours unwinding.</p> <div class="image center"> <table> <tr> <td class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130planegirl.jpg" class="glightbox" data-glightbox="title: ;description: .plamo; descPosition: right;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130planegirl.jpg"/> </a> </td><td class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130fencergirl.jpg" class="glightbox" data-glightbox="title: ;description: .plamo; descPosition: right;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130fencergirl.jpg"/> </a> </td> </tr></table> <div class="glightbox-desc plamo"> While I have access to a nice lightbox setup, I still need to go through and take photographs of most of my builds. I might set up another gallery page on this website for my girls, we’ll see soon enough… </div> While I have access to a nice lightbox setup, I still need to go through and take photographs of most of my builds. I might set up another gallery page on this website for my girls, we’ll see soon enough… </div> <p>In particular I’ve been greatly enjoying Bandai’s “30 Minutes” series, which includes the mecha-centric “30 Minute Missions”, anime girl-centric “30 Minute Sisters”, and dark souls npc-alike-centric “30 Minute Fantasy” lines. Each kit is affordably priced and parts are cross-compatible across different kits and series. This level of flexibility and modularity has earned the series the moniker “lego for gunpla”, which is both incredibly apt and also explains the itch that they’re scratching.</p> <p>I do intend to keep up with the hobby and continue to tinker with customizing models, but I think I’ve finally worked through the demon that was possessing me to do this with all my free time for a month.</p> <p>Building these kits has also given me another level of appreciation for mecha design– if I took another crack at designing Epsilon (<a href="/games/bug-grinder">Bug Grinder</a>), some of the joint details and panel decoration would come out a lot differently.</p> <h2 id="print-and-other-crafts">Print and Other Crafts</h2> <p>While I primarily engage with digital media these days, be it through indie visual novels or through audiobooks, I still frequently put in orders at my local bookstore for print books. When I picked up both of these books in October, I got a “Is this <em>really</em> the book you special ordered?” from the clerk. 😅</p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130books.jpg" alt="&lt;u&gt;Ichi the Killer, Vol. 2&lt;/u&gt; by Hideo Yamamoto and &lt;u&gt;Steering the Craft: A 21st-Century Guide to Sailing the Sea of Story&lt;/u&gt; by Ursula K. Le Guin"/> </div> <u>Ichi the Killer, Vol. 2</u> by Hideo Yamamoto and <u>Steering the Craft: A 21st-Century Guide to Sailing the Sea of Story</u> by Ursula K. Le Guin </div> <p>Both of these books ended up being core parts of my vision and development process for BDSiM, although this was rather unintentional for one of them.</p> <p>I know that my weakspot in creating a visual novel is prose– I’m reasonably confident in my visual art abilities, have a strong sense of how to tie the big picture vision of a story to its intended themes, and know that I’m hot shit when it comes to programming, but <em>writing</em>? Dear reader, even though I am trying my best to inform and amuse in this personal correspondence, it is a belabored affair. Turning ideas and concepts and scenes into sequential letters and stringing them together on the page has always been a struggle for me, even now as I write this blog post.</p> <p>I look up to the great Ursula K. Le Guin and her absolute mastery over prose, something that she exerts so effortlessly that it makes me appreciate the use of language as an artform in and of itself. Reading her book on creative writing and hearing what she has to say on the nuts and bolts of language has been an absolutely illuminating experience. Between witty examples and insightful commentary on interpersonal communication, her explanations on how certain written conventions <em>work</em> have made many aspects of the act of writing <em>click</em> in my mind.</p> <p><u>Steering the Craft</u> is an easy read, and I have been reading through the book (and performing the <a href="https://www.reddit.com/r/writers/comments/1fnbuhf/exercises_from_ursula_k_le_guins_steering_the/">writing exercises paired with every chapter</a>) at a steady clip. I expect to be finished before development starts on BDSiM, and I also expect to be a much stronger writer for going through this process.</p> <h3 id="the-part-where-i-actually-start-talking-about-sadism">(The part where I actually start talking about sadism)</h3> <p>Now, for the other book… Ohhhhh <u>Koroshiya Ichi</u>, where do I begin…</p> <p>Well, I guess I can start with the fact that this book is very close to me, in part because first reading it many years ago was what made my sexuality finally <em>make sense</em>. While I had certainly heard of the concept of sadomasochism before reading this manga, in my mind it was always something that had to be paired with conventional intercourse. It never occurred to me that this could be desirable to people in a sexual way, but without any bumping genitals involved.</p> <p>I feel like I have to mention that this is a manga that comes with a hearty list of (well-deserved) <a href="https://beta.thestorygraph.com/books/54d1c55c-98ce-4ed2-8990-57ad4bd5fa79/content_warnings">content warnings</a>, and the way its characters discuss BDSM is far more indicative of their own warped ideas about desire than it is remotely safe, sane, or consensual. Maybe that’s part of why this manga is so precious to me– it fully embraces the messiness and confusion of human sexual desire.</p> <p>I’ll spare writing out a proper review for <u>Ichi the Killer</u>, since that’s not really what I wanted to do with this post. I’ll just say that:</p> <ol> <li>It’s nothing short of a small miracle that this finally got an English physical release, and that they did a good job with both the translation and printing, and</li> <li>If you enjoy sadomasochistic, psychological crime fiction you really owe it to yourself to check this one out.</li> </ol> <p>Now, given what I’ve said about the manga so far, I imagine that it could be a bit surprising that this manga was <em>unintentionally</em> a core influence in BDSiM. I’ve been kicking around the core concept for BDSiM since the Toxic Yuri VN Jam ended, and over time it has gathered depth and themes as I molded the idea in my mind (and on my Obsidian canvas). But it’s true– despite being such a cornerstone of my favorite relationship dynamics and relation to sadomasochistic desires, <u>Ichi the Killer</u> is something that exists in my mind as an amorphous <em>vibe</em>. Actually revisiting the original text for the first time in a few years helped to clarify some core characterization that I was struggling with.</p> <p>Do forgive some of my vague wording here, reader. I hope that this connection will speak for itself once the game is out– I don’t want to <em>completely</em> show my hand.</p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130ichi.jpg" alt="Ohhh it's all coming together..."/> </div> Ohhh it’s all coming together… </div> <h2 id="oh-the-erohorror-indie-vn-roundup">Oh, the ero/horror (Indie VN Roundup)</h2> <p>As I pick my way through the submissions to the <a href="https://itch.io/jam/erohorror-jam-2025/entries">Erohorror VN Jam</a>, there are a few standout entries that really grokked my brain chemistry. I’ll be honest: I’m really picky when it comes to NSFW material, and wide swaths of it just do nothing for me on an erotic level. I wasn’t confident that I would feel the <em>ero-</em> side of the erohorror in this jam, but these games pleasantly surprised me.</p> <h3 id="digital-boymeat"><a href="https://johannofart.itch.io/digital-boymeat">Digital Boymeat</a></h3> <p>This is a porn game that knows what it’s about and does <em>not</em> fuck around.</p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130maleguro.jpg" alt=""/> </div> </div> <p>Goregeous art with a pervert’s attention to detail (depending on the branches you take, the injuries from prior choices are still visible) and delicious descriptions of pain. The energy between the two leads adds a fun dynamic to the piece, because if the player avoids escalation, Egon will take the torture into his own hands. The various endings also provide satisfying emotional payoff, detailing how (consensually) torturing a guy for a porn film could go very, very wrong.</p> <h3 id="butterfly-æffect-papillons-à-quatre-mains"><a href="https://ebicon.itch.io/butterfly-aeffect">Butterfly Æffect: Papillons à Quatre Mains</a></h3> <p>Butterfly Aeffect is a game that boldly asks: just how many times can a Nice Guy make everyone in the room physically recoil at his antics before the targets of his affection decide to escalate the situation violently?</p> <p>I was completely glued to my computer playing this game, with moments that made me laugh and cringe in equal measure. As a game, it has much to say about mid-aughts anime fandom, questionably homoerotic friendships, the dance of soliciting relationships expected from this genre of visual novel, and the painful awkwardness caused by interjections from a well-meaning but clueless and unintentionally sexist oaf whose understanding of relationships comes primarily from ecchi.</p> <div class="image center"> <div class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130butterfly.png" class="glightbox" data-glightbox="title: ;description: .butterfly;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130butterfly.png" alt="Interactions in the game run the gamut from incredibly relatable to highly stylized."/> </a> <div class="glightbox-desc butterfly"> Interactions in the game run the gamut from incredibly relatable to highly stylized. </div> </div> Interactions in the game run the gamut from incredibly relatable to highly stylized. </div> <p>And the payoff when the erohorror side of the game kicks in and we see not only what the women were thinking the entire time, but how their own preferences and aesthetics inform how they go about torturing our dear main character? Absolutely scrumptious. Vi is truly a woman after my heart♥.</p> <h3 id="cuscuta-a-prayer-for-endless-winter"><a href="https://tabbiedearest.itch.io/cuscuta">Cuscuta: A Prayer for Endless Winter</a></h3> <p>Okay: this isn’t an erohorror jam game. It also isn’t horror and is only lightly ero, but I feel like it belongs in this blog post for reasons that will soon become clear.<sup id="fnref:3"><a href="#fn:3" class="footnote" rel="footnote" role="doc-noteref">3</a></sup></p> <p>One of the things that <em>Cuscuta</em> pulls off marvelously is the how the initial setup achieves dramatic tension by playing with how the two main characters enter the plot with different levels of understanding about the other’s secrets. The thing that I would like to discuss is beneath multiple layers of obfuscation, and rather than risk spoiling the experience of peeling back these narrative layers, I will blur the following discussion. You can unblur it by hovering/tapping on each paragraph.</p> <p class="spoiler">Cuscuta is a game about <em>seeing</em> and <em>being seen</em>. There are multiple layers to this for both characters, between Goldthread’s rather deliberately coy “homewrecker” persona and Alfalfa’s superficial adherence to comphet and overall restraint around Goldthread, and the way that all of this gets peeled away as the women grow closer and start to appreciate that they are being <em>appreciated</em> for who they actually are.</p> <p class="spoiler">The aspect of this that really struck home for me is Alfalfa’s sadism, something innate to her affection, and the way that this has ruined prior relationships and causes her to maintain distance in subsequent relationships to prevent this from happening again.</p> <div class="image center"> <div class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251130cuscuta.png" class="glightbox" data-glightbox="title: ;description: .cuscuta;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251130cuscuta.png" alt="I cried while playing this game. Many times."/> </a> <div class="glightbox-desc cuscuta"> I cried while playing this game. Many times. </div> </div> I cried while playing this game. Many times. </div> <p>It’s hard for me to articulate exactly <em>why</em> this resonates with me so deeply (aside from the fact that it is a beautiful piece of art), but I can safely say that a part of this is because this game about being seen for who you really are made <em>me</em> feel seen.</p> <h2 id="bi-monthly-article-roundup">Bi-Monthly Article Roundup</h2> <p>I’ve been meaning to do something like this for a while. I do a nontrivial amount of nonfiction reading on a daily basis, and there are things that I think are neat and worth sharing or commenting on. I guess I could just post this kinda thing to my bluesky account, but I feel like I’ve curated a more fandom-y space there: this is where you go if you wanna see me nerd out.</p> <h3 id="bad-end-the-seduction-of-game-over"><a href="https://www.bpgamesinc.com/bad-end-the-seduction-of-game-over/">Bad End: The Seduction of “Game Over”</a></h3> <p>This article talks at length about one of <a href="/writing/offsuit-pair-postmortem">my favorite topics</a> in game design, how the experiences that the player is put through are just as much a part of the narrative as any writing is.<sup id="fnref:4"><a href="#fn:4" class="footnote" rel="footnote" role="doc-noteref">4</a></sup></p> <blockquote> <h3 class="no_toc" id="the-way-a-game-frames-your-failures-acts-as-an-invitation-an-opportunity-to-convince-you-to-stay-immersed-to-remind-you-that-youre-having-fun-or-at-least-something-like-it-its-bargaining-its-persuasion-at-times-it-is-even-seduction-and-its-this-form-which-i-am-most-intrigued-by">“…the way a game frames your failures acts as an invitation, an opportunity to convince you to stay immersed, to remind you that you’re having fun, or at least something like it. It’s bargaining, it’s persuasion, at times it is even seduction, and it’s this form which I am most intrigued by.”</h3> </blockquote> <p>This is definitely an article where I’m seated and taking notes rather than providing my own commentary. While I’m not the flavor of masochist described by the author, I enjoy embracing this kind of “play” between dev and player in the same way one might have “play” between a dom and sub, and I definitely find the same metaphors of tension and release to be useful to describe driving a narrative.</p> <p>The push and pull between tedium and “reward” for losing is definitely something I plan to keep at the forefront of my mind when tuning difficulty and UX in BDSiM. Between the natural knowledge-based learning curve of a stat-raising game and my early experiences learning to play Uma Musume, I definitely have some ideas about where to take this.</p> <h3 id="simcities-and-simcrises"><a href="https://molleindustria.org/GamesForCities/">SimCities and SimCrises</a></h3> <p>I’ve long since been familiar with how SimCity is not an “accurate” simulation of running a city, and that this dissonance is in part due to the (libertarian) political beliefs of the man who created it,<sup id="fnref:5"><a href="#fn:5" class="footnote" rel="footnote" role="doc-noteref">5</a></sup> but this is the first time I’ve seen the specifics of this dissected thoroughly.</p> <blockquote> <h3 class="no_toc" id="games-dealing-with-social-issues-always-make-some-kind-of-argument-even-if-the-designers-dont-intend-to-persuade">“Games dealing with social issues always make some kind of argument, even if the designers don’t intend to persuade.”</h3> </blockquote> <p>This article also opens a discussion on something that I’ve been idly mulling over for a while, which is that to gamify a simulation, it is necessary to have player-adjustable knobs which alter the simulation in expected ways. Some design decisions may be informed more by a desire to give the player the expected response to their input than by any <em>intended</em> political message or overarching theme.</p> <p>This is partially the nature of devising cybernetic equivalents for real-world systems. In reality, system dynamics can be incredibly complex and interact in unexpected ways; Any simulation of a real behavior is an attempt to simplify complexity into a form that is able to predict outcomes under useful circumstances.</p> <p>A good design is just as much about defining what those “useful circumstances” are as it is about using math to describe system behavior.</p> <blockquote> <h3 class="no_toc" id="all-models-are-wrong-but-some-are-useful">All models are wrong, but some are useful.</h3> <h5 class="no_toc" id="statistics-adage">——<a href="https://en.wikipedia.org/wiki/All_models_are_wrong">statistics adage</a></h5> </blockquote> <p>I can definitely think back to the simulation games I’ve played over the years and point fingers at some of the places where my input didn’t lead to understandable behavior– and in all of these cases, this is because the specific “A causes B” that I was imagining was not a direct part of the design specification for the system, but instead separated by several layers of abstraction.</p> <p>I was putting my foot on the gas pedal with the expectation that it would make the car go faster, but I didn’t know that there were lemmmings in the car engine that needed to be fed fruit in order to convert gasoline into motion.</p> <div class="center"> <div class="video"> <iframe width="100%" height="100%" src="https://www.youtube.com/embed/twU1SsFP-bE?si=LiqemYptkEgRitzQ" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe> </div> <span class="ytDesc">Discovering Marcel Vos’ youtube channel and doing a deep dive on the often-obtuse mechanics of Roller Coaster Tycoon was what kept me sane in the last push of <a href="/games/offsuit-pair">Offsuit Pair</a> dev. </span> </div> <h3 id="the-game-theory-of-how-algorithms-can-drive-up-prices"><a href="https://www.quantamagazine.org/the-game-theory-of-how-algorithms-can-drive-up-prices-20251022/">The Game Theory of How Algorithms Can Drive Up Prices</a></h3> <p>So, on the topic of simple interactions leading to complex downstream behaviors,</p> <blockquote> <h3 class="no_toc" id="many-different-choices-led-to-high-prices-when-pitted-against-a-no-swap-regret-algorithm-its-an-outcome-youd-expect-from-collusion-but-without-any-collusive-behavior-in-sight">“Many different choices led to high prices when pitted against a no-swap-regret algorithm. It’s an outcome you’d expect from collusion, but without any collusive behavior in sight.”</h3> </blockquote> <p>Game Theory is always a fun lil field, if you ask me. A “game” in the game theory sense can be viewed as a type of simulation, and many of the same caveats about defining circumstances for the game/simulation apply. Sometimes the math can easily explain the ideal strategy a player should take, and sometimes, like in this article, the math has to catch up to the human intuition for how to play a given game.</p> <h3 id="at-the-intersection-of-sports-and-gambling">At the intersection of sports and gambling</h3> <h4 class="no_toc" id="how-cheaters-rigged-high-stakes-poker-games-with-the-mob-and-sports-pros-according-to-authorities"><a href="https://www.bostonherald.com/2025/10/23/sports-betting-arrests-how-it-worked-poker/">How cheaters rigged high-stakes poker games with the mob and sports pros, according to authorities</a></h4> <p>When this story hit the headlines I was tracking down as much about it as I could– it’s the kind of thing you’d expect to see in a movie. I particularly enjoy the wide range of techniques employed, from social engineering to hacking cameras in card shufflers to good ol’ fashioned card marking.</p> <h4 class="no_toc" id="how-hacked-card-shufflers-allegedly-enabled-a-mob-fueled-poker-scam-that-rocked-the-nba"><a href="https://www.wired.com/story/how-hacked-card-shufflers-allegedly-enabled-a-mob-fueled-poker-scam-that-rocked-the-nba/">How Hacked Card Shufflers Allegedly Enabled a Mob-Fueled Poker Scam That Rocked the NBA</a></h4> <p>Quite amusing that there was already a story-in-progress on the riggable card sorting machines when the mob story broke.</p> <h4 class="no_toc" id="gaming-industry-could-face-repercussions-from-nba-mafia-gambling-case"><a href="https://www.reviewjournal.com/business/casinos-gaming/gaming-industry-could-face-repercussions-from-nba-mafia-gambling-case-3530797/">Gaming industry could face repercussions from NBA-Mafia gambling case</a></h4> <p>The legalization of widespread online sports betting in the ‘states leading to players colluding to score big? Who could have seen it coming?</p> <h4 class="no_toc" id="men-are-betting-on-wnba-players-menstrual-cycles"><a href="https://www.wired.com/story/men-are-betting-on-wnba-players-menstrual-cycles/">Men Are Betting on WNBA Player’s Menstrual Cycles</a></h4> <p>I don’t have much to add to this one other than an exhausted sigh. Like, of course this shit is happening.</p> <h3 id="foss-hope-for-the-future">FOSS: Hope for the future?</h3> <h4 class="no_toc" id="python-plan-to-boost-software-security-foiled-by-trump-admins-anti-dei-rules"><a href="https://arstechnica.com/tech-policy/2025/10/python-foundation-rejects-1-5-million-grant-over-trump-admins-anti-dei-rules/">Python plan to boost software security foiled by Trump admin’s anti-DEI rules</a></h4> <p>The effects of current US administration policies on domestic funding of the sciences has been chilling, to say the least. I have to admit that seeing The Python Foundation unanimously withdraw their application (rather than submit to stripping DEI initiatives) and keep on keeping on makes me feel hopeful.</p> <h4 class="no_toc" id="why-signals-post-quantum-makeover-is-an-amazing-engineering-achievement"><a href="https://arstechnica.com/security/2025/10/why-signals-post-quantum-makeover-is-an-amazing-engineering-achievement/">Why Signal’s post-quantum makeover is an amazing engineering achievement</a></h4> <p>Even if the math goes over your head, I feel like a level of appreciation is needed for the people who engineered this and released it for free. The threat of quantum computing undermining public key encryption has been a looming threat for some years, and with this algorithm it’ll be possible to mitigate that without excess computational cost.</p> <h2 id="renpy-dating-sim-engine-development">Renpy Dating Sim Engine Development</h2> <p>As a part of my pre-development phase for BDSiM, I’m planning to make some engine tweaks to <a href="https://github.com/renpy/dse">the RenPy Dating Sim engine</a> and release it publicly for other people to use. While the core engine is plenty functional, but are a handful of missing features that would be incredibly useful for a game whose design philosophy is heavily informed by a roguelite game like Uma Musume.</p> <p>I have <a href="https://github.com/hamaonoverdrive/dse">a fork of the engine</a> on my new GitHub account, and the summary of the changes I intend to make are copied below:</p> <ul> <li><del>Update core renpy files to modern versions</del> (completed)</li> <li>“Relationship status” screen that shows selected stats</li> <li>Optional “Hardcore” mode, which disables saves and stores all user data in persistent variables</li> <li>Optional “Quick” mode, which skips already-seen events faster than renpy text skip</li> <li>Allow specified random events to be rolled before player makes schedule selection, and display “hints” for the respective activities</li> <li>Event viewer menu, which allows the player to revisit any scene that they have already seen</li> <li><strong>Stretch goal</strong>: refactor some objects into <code class="language-plaintext highlighter-rouge">_ren.py</code> files and write a framework to simulate playthroughs and predict player stat gain under different play strategies.</li> </ul> <p>If this project is something that you would be interested in, either as an engine dev or a game dev, please don’t hesitate to reach out to me in the comments or through any of my listed <a href="/about">contact info</a>.</p> <h2 id="in-conclusion">In Conclusion</h2> <p>If you’ve made it this far, thanks for taking the time to read this snapshot of my mind. May your next creative adventure be fruitful and self-indulgent.</p> <h2 id="footnotes">Footnotes</h2> <div class="footnotes" role="doc-endnotes"> <ol> <li id="fn:1"> <p>To draw another comparison with the RGG series, this change parallels the way combat segments are handled in Y4 engine games vs. Dragon Engine games. This is probably the result of wider industry trends, but making that argument takes a bigger view of the modern RPG genre than I currently have. <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:2"> <p>Short for “plastic model kits”; think gunpla with non-Gundam characters. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:3"> <p>And also I read it in the past two months, so. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:4"> <p>An idea closely related, but not identical to, ludonarrative dissonance/consonance. <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:5"> <p>And this isn’t just bias because I was terrible at the game as a kid, either. <a href="#fnref:5" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> </ol> </div>]]></content><author><name></name></author><category term="indie_game_discussion"/><category term="link_roundup"/><category term="personal"/><category term="BDSiM"/><category term="FOSS"/><summary type="html"><![CDATA[Long time to write! I feel like I’ve been rather busy lately, but not with creating things that I would usually share on this website. This is a common cycle of mine, where I go through phases of intense creation and phases of taking in new works by the dozens. Right now, I’m clearly in the ‘taking in new works’ phase. This is probably for the best– I maintain that having a varied media diet (and a variety of life experiences) is important for creating compelling art, and I find that avoiding getting lost in one thing for too long helps prevent creative stagnation. So instead of posting about what I’ve been creating, I’ll use this space to talk a bit about what I’ve been reading, doing, and thinking about, as well as how this is all going to fit together into Bloodsport Duel SiMulator (BDSiM), my upcoming stat-raising game for the Yuri Ryona VN Jam. (Or, if this doesn’t sound interesting, you can skip ahead to the beginning of the link roundup.)]]></summary></entry><entry><title type="html">20251010_On_Mecha,_Yuri,_and_Deus_Ex</title><link href="https://hamaonoverdrive.online/2025/10/10/Mecha-Yuri-and-Deus-Ex.html" rel="alternate" type="text/html" title="20251010_On_Mecha,_Yuri,_and_Deus_Ex"/><published>2025-10-10T00:00:00+00:00</published><updated>2025-10-10T00:00:00+00:00</updated><id>https://hamaonoverdrive.online/2025/10/10/Mecha-Yuri-and-Deus-Ex</id><content type="html" xml:base="https://hamaonoverdrive.online/2025/10/10/Mecha-Yuri-and-Deus-Ex.html"><![CDATA[<p>Another month, another game! This time I was the visual designer &amp; artist for <a href="https://fisheranimal.itch.io/bug-grinder">Bug Grinder</a>, which was co-developed with <a href="https://fisher.vnfreaks.com/">Fisher</a> and <a href="https://frogfriends.neocities.org/">frog friend jams</a>. It was a lot of fun to step into a different role on a project than I normally take; this project started with Fisher posting something to the effect of “I’d like to get a team together to make a body horror mecha vn for <a href="https://itch.io/jam/noise-jam">Noise Jam</a>”, after which I sent in my portfolio of relevant body horror work and then began to spitball ideas with it. It would be my job to manage visuals for the project, and I also had a lot of ideas and input about how exactly the body-horror mechs (and mechsuits) were going to work. </p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20251009-fullepsilon.png" alt="The fullbody illustration for Epsilon. I was a big fan of the feet, but they never made it in-frame in the game."/> </div> The fullbody illustration for Epsilon. I was a big fan of the feet, but they never made it in-frame in the game. </div> <p>I won’t get into anything that could be considered a spoiler, but there was absolutely a lot of plot that we came up with in these brainstorming sessions that wound up on the cutting room floor. Fisher axed around 2/3 of our planned plot in order to get everything wrapped up in time for the jam, which was definitely the right call to make. I do think that we were able to tie up what we had in a satisfying way– many of the plot elements that we planned to elaborate ended up as juicy tidbits to chew on in the epilogue.</p> <p>There’s been some talk amongst the team about revisiting the setting for a sequel, which might happen one day. One day I may also write my own short story(ies?) expanding on the origins and development of the mechs. I’m fully aware of the pitfalls of over-explaining the horror in a horror story, but in this case I believe that the number of fucked up implications multiply with a slightly more zoomed-out view of the big picture…</p> <h2 id="minor-aside-behind-the-scenes-of-bug-grinder">Minor aside behind the scenes of Bug Grinder</h2> <p>Learning to work with a new team can be an exercise in learning the differences in your creation styles just as much as it is an exercise in creation. One point where this difference in styles became incredibly apparent was when deciding what to name the project– almost all of my proposed names were far more scientific or technical than the others.</p> <p>My proposed names list:</p> <ul> <li>Stochastic Reality</li> <li>Basal Contamination</li> <li>Tactical Stochasticity</li> <li>Mechaphasia</li> <li>Subsumption: Mechaphasia</li> <li>Manifest Subsumption</li> <li>Mechyme</li> <li>Diver<strong>tech</strong>ulopepsia</li> <li>Ancillary Laparopilot</li> <li>Laparopilot Record</li> <li>Laparopilot Appendix</li> <li>Cricket, Human, Mecha</li> </ul> <p>I’m still really fond of the word “laparopilot”, I may find an excuse to use that later.</p> <h2 id="new-site-features">New site features</h2> <p>The release of <strong>Bug Grinder</strong> segways nicely into two new site features: locally hosted itch-alike game pages and a 18+ content warning module (both of which can be seen on the page for <a href="/games/bug-grinder">Bug Grinder</a>). While I don’t think that <strong>Bug Grinder</strong> counts as explicit sexual material, it’s still mature and fetish-y ways that make me want to throw that warning label on it. There will definitely be new things in the future that more unambiguously deserve this label, so please stay tuned.</p> <p>I also created a full game page for <a href="/games/offsuit-pair">Offsuit Pair</a> while I was at it. In the future I may throw some of my 18+ work into my <a href="/gallery">gallery</a>, but that will require some elbow grease to get the template to work with the Adult-Only filter. I think I’ll also need to swap hosts before I implement this.</p> <h2 id="changes-to-upcoming-dev-plans">Changes to upcoming dev plans</h2> <p>The <strong>tl;dr</strong> of this section is that I will not be participating in Yuri Jam. (I will still be working on the project I was planning to submit to that.)</p> <p>I know that I’m just some dev and that backing out of plans isn’t something that <em>needs</em> a long explanation, but participating in this jam was something that I have mentioned offhand a few times over and I don’t like to quietly drop projects and leave people wondering. Plus, some readers might find the process of making these decisions insightful, idk.</p> <p>I initially wanted to use Yuri Jam as a way to get a demo for my <code class="language-plaintext highlighter-rouge">ongoing solodev project</code><sup id="fnref:1"><a href="#fn:1" class="footnote" rel="footnote" role="doc-noteref">1</a></sup> out the door and also potentially meet other people who make similarly interesting things/would be interested in my work. Plus, a semi-firm deadline would force me to lock in– I’ve been piddling with parts of this since January and, truthfully, have little to show for it. Being forced to work on this project as my #1 priority would absolutely make me make ground on it.</p> <p>The thing to precipitate the idea of “do I really want to partake in this game jam <em>now</em>, with this project?” was listening to the <a href="https://www.abnormalmapping.com/fate-moon-archive/ep-115-1">Crying Rules Actually podcast coverage of the Toxic Yuri VN Jam</a>. In these episodes, the hosts spend a lot of time talking about what actually <em>constitutes</em> toxic yuri and ultimately come to the conclusion that many entries to the jam don’t actually meet the stated theme (something in common with <a href="https://killjill.itch.io/faithlessflagellant/devlog/1062269/ff-tyvnj-postmortem">the judges of the event</a>, evidently). While I maintain that <strong>Offsuit Pair</strong> does qualify as Toxic Yuri, I found myself asking whether my ongoing project even counts as <em>yuri</em>.</p> <p>This ongoing project is a continuation of my <a href="/writing/postmortal-figures-0">Postmortal Figures</a> story, and while I did originally label the <em>Volume 0</em> short stories as yuri, they also take a fundamentally different approach to carving out a narrative than this visual novel (<em>Volume 1</em>) will. In <em>Volume 0</em>, I jump around the narrative timeline to stitch together moments depicting the relationship between two women with a sci-fi thriller as the backdrop. In comparison, <em>Volume 1</em> is going to be a telling of a heist involving all the established women from <em>Volume 0</em>. Drama first, relationships second. While there will be a ton of homoerotic tension, it’s far less a “romance” and far more a work that you walk away from and imagine that the characters get together.<sup id="fnref:2"><a href="#fn:2" class="footnote" rel="footnote" role="doc-noteref">2</a></sup></p> <p>I think that, to me, this yearning can count as a kind of Yuri. But your average Yuri Jam participant, who will be walking in with a specific set of genre conventions, is unlikely to agree.<sup id="fnref:3"><a href="#fn:3" class="footnote" rel="footnote" role="doc-noteref">3</a></sup></p> <p>At the end of the day, an event like Yuri Jam is only as useful as its ability to put you in contact with like-minded people, and between the aforementioned “my VN doesn’t <em>really</em> count as yuri” and the fact that a lot of the edgy or toxic yuri creators appear to have participated in TYVNJ in lieu of Yuri Jam this year, I just don’t think it would be beneficial for me to participate in.</p> <p>The other half of this equation, of course, is where my creative energies are. As much as I’d love to get back on this project (I haven’t touched it since before TYVNJ started), I’m also <em>tired</em> right now. I haven’t had much of a break from firm development-related deadlines since TYVNJ started– I went from <strong>Offsuit Pair</strong> to website dev (pressured by the itch situation) to <strong>Friction &amp; Integration</strong> for Yuri Shipping Olympics to more website dev (with a deadline of being done before Noise Jam) to <strong>Bug Grinder</strong>. I just need some time without a deadline above my head to recharge.</p> <div class="image center"> <div class="relative"> <img src="https://hamaonoverdrive.online/imgs/blog/20251009-pokemon-cards.jpg" alt="Some of my other hobbies are feeling sorely neglected. This is only a fraction of the cards that I need to sort into playables and bulk."/> </div> Some of my other hobbies are feeling sorely neglected. This is only a fraction of the cards that I need to sort into playables and bulk. </div> <p>Plus, getting a public demo out is going to be a lot of front-loaded work. I feel like the ideal VN demo would let players pick up where they left off when the full version releases, but, like <strong>Offsuit Pair</strong>, this visual novel is going to have plot-centric gameplay. Building the engine and fine-tuning it to make early encounters to work right is going to take a <em>lot</em> of work from both a programming and art perspective. It’s not like writing where scaling back to 1/3 of the novel means you can leave about 2/3 of the work for later.</p> <p>Yeah, there’s also the option of working on something else entirely for the jam, but… I already got the drive to do that out of my system with the aforementioned small projects.</p> <p>I’m gonna keep working on <em>Postmortal Figures Volume 1</em>, just on my own time. I think that instead of making a demo, I’m gonna aim to get enough interesting scenes/cgs/gameplay together to make a compelling trailer before the end of the year.</p> <h2 id="on-the-upcoming-deus-ex-remaster">On the upcoming Deus Ex remaster</h2> <p>So, some old lore about me: most of my oldest current friendships come from my days in the Deus Ex fandom ca. 2010-2012, in the lead up to the release of Deus Ex: Human Revolution and the time shortly thereafter. Honestly, it still blows my mind to think about how it’s been longer since Deus Ex: Human Revolution dropped than the time between Deus Ex 1 and Human Revolution.</p> <p>Let’s just say that when the remaster news dropped, the old groupchat positively lit up.</p> <div class="center"> <div class="video"> <iframe width="100%" height="100%" src="https://www.youtube.com/embed/f1RdKezTYNk?si=vgZbLZJp_pxjRXa" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen=""></iframe> </div> <span class="ytDesc">“I never asked for this” or whatever. </span> </div> <p>To be clear: we were not overjoyed with this news. It was more of a “…but why, though?” This remaster isn’t bringing anything new to the table, unlike the recent System Shock 1 remaster, and the graphical decisions made are rather jarring, to say the least. The new models don’t feel accurate to the intent of the old ones<sup id="fnref:4"><a href="#fn:4" class="footnote" rel="footnote" role="doc-noteref">4</a></sup>, and they still feel clunky and old to a modern audience.</p> <div class="image center"> <div class="relative"> <div class="zoomicon"><i class="fa-solid fa-magnifying-glass-plus"></i></div> <a href="https://hamaonoverdrive.online/imgs/blog/20251009-dx-stats.jpg" class="glightbox" data-glightbox="title: ;description: .dx;"> <img src="https://hamaonoverdrive.online/imgs/blog/20251009-dx-stats.jpg"/> </a> <div class="glightbox-desc dx"> In some cases remasters feel “justified” because they make an old game accessible again, but this remaster is objectively less accessible than the original. Just <a href="https://store.steampowered.com/agecheck/app/6910/">go buy the original right now</a>! It should run on any modern sysetm! Play it! It’s the GOAT for a reason! <a href="https://bsky.app/profile/syacvg.bsky.social/post/3lzv4l2cskk2s"><em>image h/t</em></a> </div> </div> In some cases remasters feel “justified” because they make an old game accessible again, but this remaster is objectively less accessible than the original. Just <a href="https://store.steampowered.com/agecheck/app/6910/">go buy the original right now</a>! It should run on any modern sysetm! Play it! It’s the GOAT for a reason! <a href="https://bsky.app/profile/syacvg.bsky.social/post/3lzv4l2cskk2s"><em>image h/t</em></a> </div> <p>Fast turnaround, little creative dev work, an established audience that enjoys the established IP… this is a game that makes that only makes sense on a profits spreadsheet. The fact that it exists speaks to the problems endemic to the modern gaming industry.</p> <p>But still, this is a game that’s incredibly important to me. Hell, I have vague plans to build a shrine to it on this website! For now it’s just a <a href="/writing#gaming">set of links</a> to some of the many, many things that people have written about it. I’m still finding new analyses of the game from time to time– the other day I found this <a href="https://qntm.org/smashthestate">fun blog entry</a> on how the game handles password security, with some replies from the devs in the comments section!</p> <p>Putting aside how DX is an absolute masterclass in game design, it is a game that is important to <em>me</em> because the story was exactly the thing I needed to hear when I played it in highschool. Deus Ex is a very political game, and it was eerily prescient of “The War on Terror” that Bush would start not even 2 years after the game’s release. Among many other things, the game points out that the label “terrorist” is a term of convenience for the current enemies to the established method of political rule.</p> <p>Now, I’m certain that this idea isn’t radical to the readers of this blog, but at the time I found it to be a revolutionary thought. The war in Afghanistan was nothing more than background noise through my childhood, and I grew up in a conservative suburb in Texas where the overwhelming opinion was blind support for the president. I was vaguely aware that some <em>other</em> people opposed the war, but I didn’t put any thought into these things so removed from my daily life. I just accepted the definition of terrorists as “people who are choosing to do Evil” that was presented to me.</p> <p>As I got older, military propaganda was everywhere in pop culture and further cemented this thought: the MCU was just starting to take off, where movies like Iron Man showed blatant disregard for the lives of those from middle eastern countries; You couldn’t go to a hangout where people were playing games without the latest Call of Duty on a screen somewhere, especially after the colossal success of Modern Warfare 2.</p> <p>I’m not saying this to provide excuses, and I know that this is written from a position of extreme privilege. I’m also not going to claim that DX is some leftist masterpiece that disassembles everything wrong with modern society, either. But the questions that the game asks do a good job of making the player question their political beliefs, as well the nature of belief itself. This game was a critical step in unlearning the conservative-imperialist politics that I grew up in, eventually leading to the person that I am today.<sup id="fnref:5"><a href="#fn:5" class="footnote" rel="footnote" role="doc-noteref">5</a></sup></p> <p>In the end, the old game hasn’t gone away. The remaster announcement got a lot of people talking about Deus Ex again, and I even got some of my friends to install it for the first time. Even though the remaster looks bad, the fact that it gets people talking about this ~25 year old game makes me happy.</p> <p>Will I be playing the remaster on day one? Probably. I want front row seats to this disaster (I am fully aware that I may be a part of the problem here.) But I’d like to see a Deus Ex 5 one day, even if it is a shitshow…</p> <h2 id="in-conclusion">In Conclusion</h2> <p>Hah, this blog post ended up being a lot longer than expected. I suppose as this website matures I’ll have a lot less to say about new feature rollouts and lot more musing on general goings-on. I’m definitely planning to write up some minor reviews to shoutout cool indie works (including continued TYVNJ coverage), so please look forward to that.</p> <h2 id="footnotes">Footnotes</h2> <div class="footnotes" role="doc-endnotes"> <ol> <li id="fn:1"> <p>To be announced soon™. Although if you’re in a gamedev discord server with me you’ve probably caught me yapping about it. 🐍🎲 <a href="#fnref:1" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:2"> <p>To elaborate to those who are already familiar with <em>Postmortal Figures</em>: the primary romantic relationship at the time of <em>Volume 1</em> is between Gale and Tora, who are a duo that I struggle to paint a coherent romantic picture of due to their massive power difference and different walks of life. In <em>Volume 0</em> the nonlinear narrative was <em>driven</em> by the fact that these two seldom interact, even though these interactions massively change the trajectory of Gale’s life. While Gale certainly thinks of Tora to keep herself going during <em>Volume 1</em>, the thrust of the plot occurs between two of these interactions. <a href="#fnref:2" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:3"> <p>I’m fully aware of the irony of this coming from the person who just said “get rid of what your preconceived notions of Yuri has to be, it can be anything” in her Yuri Shipping Olympics <a href="https://drive.google.com/drive/u/0/folders/1w90k1o4lVlROC734Kwsv3XFQ5bC_T--r">post-event interview</a>. <a href="#fnref:3" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:4"> <p>What did they do to my boy JC’s hairline??? 😭 <a href="#fnref:4" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> <li id="fn:5"> <p>I would be remiss to not at least mention that the intersection of transhumanism and capitalism is also a core theme in Deus Ex, and that it was this game (far more than any other cyberpunk work) that first interested me in this interaction. But that is a <em>lot</em> to unpack and would benefit <em>greatly</em> from my reading more theory on the topic, so for now I’ll just leave this comment here in the footnotes. <a href="#fnref:5" class="reversefootnote" role="doc-backlink">&#8617;</a></p> </li> </ol> </div>]]></content><author><name></name></author><category term="gamedev"/><category term="Bug_Grinder"/><category term="Postmortal_Figures"/><category term="personal"/><category term="site_update"/><summary type="html"><![CDATA[Another month, another game! This time I was the visual designer &amp; artist for Bug Grinder, which was co-developed with Fisher and frog friend jams. It was a lot of fun to step into a different role on a project than I normally take; this project started with Fisher posting something to the effect of “I’d like to get a team together to make a body horror mecha vn for Noise Jam”, after which I sent in my portfolio of relevant body horror work and then began to spitball ideas with it. It would be my job to manage visuals for the project, and I also had a lot of ideas and input about how exactly the body-horror mechs (and mechsuits) were going to work.]]></summary></entry></feed>