Notes

  • In options > gameplay, mention setting default woodcutter mode to “only marked trees” so you don’t accidentally open a glade
  • From the start, you’re making decisions that feel like they have a meaningful impact
    • Games are at their best when they give you decisions that feel impactful
    • Against the Storm offers you so many decisions, and none of them feel like the classic loot game decisions where I’m deciding between another 1% attack speed and 3% poison resistance. It’s clear what the benefit will be, and you will feel it.
  • The “build” in roguelike terms consists of cornerstones and your building choices
    • cornerstones give you special or enhanced abilities as a settlement
    • Building choices shape the minute-to-minute options you have for how to grow out your settlement
  • It’s not any particular resource or technology that advances your settlement forward — they all do, but there’s a greater force: it’s exploration.
    • Discovering new glades is the fuel in your settlement’s engine
    • You need them to gain access to new resources and new opportunities to earn the queen’s favor
    • Uncovering each one is like making a gatcha pull, except without the emptiness of knowing you’ll need to pay for the next one: a shot of endorphins when you see what new stuff you got

Script

  • The city building genre is one I used to love as a kid.
  • I spent countless hours playing Sim City on my SNES and later other similar whatever-building™️ games like Theme Park and Theme Hospital.
  • Nowadays though, I just can’t do them.
  • It’s because city builders are typically open-ended sandbox games
  • Just like play in an actual sandbox, there’s no particular goal except the one you set for yourself
  • (This is not entirely true, but usually objective-based modes in city builders are more side dish than main course. The meat is the sandbox.)
  • This means there is no ceiling on the amount of time you’ll be playing a city builder — an absolute nightmare if your psyche has been ruined by capitalism.
  • Capitalism teaches us that our hours are only valuable if we can sell them.
  • “No, dummy, you misunderstand capitalism! The lesson is that you work hard and save your money so that you can put your money to work for you!”
  • Sorry, friend, but it’s you who misunderstand capitalism.
  • That’s the promise of capitalism, but if you actually look at it, the lesson is that although you could become the capitalist yourself and sit back while other suckers work for a living, capitalism is a pyramid — small at the top and big at the bottom.
  • You don’t have much chance of reaching the tip of that pyramid, so you’ll likely end up working for your whole life like the rest of us suckers.
  • Despite what capitalism did to me, I still understand that I need some recreation. I can’t sell every single hour. So, video games.
  • But a very particular kind of video game. Specifically, games with an end.
  • If I play a game that doesn’t have an end, I start getting anxious. “How long do I need to play this to enjoy it?”
  • When a game has a clear ending, the answer is… well, it’s clear: I can type in the name on how long to beat and see the answer right there.
  • When a game lets you play as long as you like, I just can’t stop thinking about the poor capitalists who I’m depriving of my time.
  • Seriously though, since they’re writing the checks, it’s actually me who is being deprived, and what I’m being deprived of is the money I need to survive.
  • Against the Storm is the first city builder maybe since Sim City 3000 that I was able to play guilt-free
  • In the case of SimCity 3000, that was just because I was too young to have been spoiled yet on sandbox games, but in the case of Against the Storm, it’s the design of the game
  • That’s because they’ve, best I can tell, designed this game for weirdos exactly like me.