NokiMo
Ruby Seals
Ruby Seals

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Pathologic, For Those Who Will Never Play It. Act 1.75. (Haruspex's Route) [PATREON PREVIEW]

Hello~

The rough cuts of Days 5 and 6 are done, as well as the first Intermission. This represents about 3/4ths of Act 2, thus the title. Sometimes I can't help myself.

My apologies for this taking a tad longer than expected, but I hope the scale of it goes some ways to making up for it. For more details on that, be sure to check out the update that went up alongside this.

As ever I'm very eager to hear your thoughts and feedback, and it would be especially valuable here given the discussion on difficulty in the latter half of Day 6. That part is particularly important to me, so want to make sure it's as understandable and sharp as can be. So, if you're feeling so inclined, hearing your thoughts would be very much appreciated.

Hope you enjoy, and see y'all again real soon~
Ruby <33

Pathologic, For Those Who Will Never Play It. Act 1.75. (Haruspex's Route) [PATREON PREVIEW]

Comments

Very good analysis and one I agree with! I'll be making similar points later on in the video, though more from the angle of acting, performative flow states, and how that causes us to really exist in the moment despite all the things around it which should make it feel fake. We're both pointing at the same thing though, namely the way low-effort flow states are meditative, sometimes bordering on the hypnotic. It's the same thing that makes slot machines appealing, but paired with different narrative framings which demand different emotional responses.

Ruby Seals

(accidentally added this comment too early oops) that section on friction, you alluded to something i think is quite important to it without really mentioning it (attach a bracelet and inject me with soporil if this is mentioned elsewhere and I'm wrong), that friction produces another kind of emotion when you actually manage to grip it by its horns: meditation. Animal crossing, a game with a lot of friction and no real skill challenge, is a meditative game, as is grinding levels in an RPG and mastering patho's task management and route calculating. A repetitive, mindless, gruelling task of endurance that you slowly, slowly, get used to, becomes meditative, probably because you think less and less about the steps as they become second nature. What adds to the gruelling-ness, of course, is the narrative surrounding it, like if laundry had ethical dilemmas. Cleaning games like powerwash sim (my beloved) focus on meditative friction HEAVILY, for example, but that is like. the pure gameplay experience. Pathologic, as you get more and more accustomed to it, leans into that meditation too, and then sometimes even when you're super used to it, throws day five haruspex at you and sets you back into that initial, 'not used to the friction' push. idk just. a thought I had while watching the difficulty section. Very VERY good section btw, ur explanations of everything are super robust and are delivered very well!

incelghetsis

I love the section on difficulty a lot; it's really thought-provoking and makes so much sense!

Ariella

Can't wait to watch this as soon as I'm done with my homework!

Ariella


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