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Comment by thrance

1 day ago

Line at the end of the in-game "rulebook":

> Every rule, vote count and case in this game is drawn from the public record. Sources are in docs/research/ in the project folder. Neighborhood politics scores and the economics are simplified for play.

Nice, I'm happy to hear that, Claude. This kind of silly game is supposed to help you understand a complex issue in a fun way. But this is missing the plot entirely. Why is this so overwhelmingly complex? Why would I spend time learning this ugly, convoluted and verbose UI? Who is this for??

EDIT: I'll link to an example of what I think this game should have been: https://research.wmz.ninja/projects/phd/index.html

A game made with intent, that is easy to pick up, respects its player's time, and makes its point effectively.

This runs into the reality that the game maker knows who his target audience is, but you don't. If he wants to make a spreadsheet simulator or something targeted at people who like complex interfaces he can do that. I point at ASCII-UI Dwarf Fortress, one of the great games of this century, as evidence that a game does not need to be accessible to be true art.

It is frustrating to be excluded when a game developer builds a game that looks interesting but targets a niche you don't fit in.

Also those https://research.wmz.ninja/projects/phd/index.html style games are a bit vapid. At any moment a person has more than a handful of choices and the simplification abstracts away the important ones, like ranking what ideas are important or changing strategies for idea generation in this one.

  • Except Dwarf Fortress is an actual game, and I've sunk a lot of hours in it. Same with the city builders TFA is trying to mimick.

    > Also those https://research.wmz.ninja/projects/phd/index.html style games are a bit vapid.

    I agree, but please try to engage with what I'm saying. Both the PhD game and TFA are made with the goal of teaching an issue to a broader audience. Do you think TFA is an effective tool of communication? Don't you think its messaging could have been better conveyed had it been designed with more intent, less focused on piling on feature after feature for a game that isn't designed to be replayed more than once?

    Both TFA and the PhD game should be considered "educational", people won't come back to those again and again because of how fun they are. They're designed to appear in HN feed, be played once, learn maybe a thing or two in an amusing way, and never be opened again. Do you understand now why I find this complexity so counter-productive? It's fine for a game to be complex, if it's designed for players that will sink hundreds of hours into them. It's not fine for a silly project to demand the same learning effort from its players.

    > This runs into the reality that the game maker knows who his target audience is, but you don't.

    Have you considered that TFA was vibe-coded, and maybe the "game maker" hasn't put much thought into who his target audience could be, like, at all, and just asked Claude to make a game about NIMBYism?

    • > the PhD game and TFA are made with the goal of teaching

      The PhD game came across as a blog post masquerading as a game. The city-building one was fun even if you ignore the lessons it's teaching. (You don't have to read the news articles. They're cleverly written, however, and so sort of fun to.)

    • > Both the PhD game and TFA are made with the goal of teaching an issue to a broader audience.

      I mean, are? It looks like it might be trying to create a San Francisco housing simulator. Simulators aren't necessarily tools of education. That's why I picked DF as a comparison - it is a Moria siumulator, but it isn't supposed to educate its players on the nature of Tolkien. It is more about exploring a complex environment.

      And the PhD game doesn't look like it is going to teach anyone anything. It reads to me like some guy blowing off steam without having much of substance to say. Which is also fine, it just isn't much of an educational journey.

      You're implicitly assuming that you have determined the target audience and goal of the game. And while you might be accurate, you might also be inaccurate. There is a decent chance that the target audience is people who look at this and think "ooh, cool". It is great fun to criticise games but claiming that a game is in the wrong genre altogether is just a bit much for me today. If you don't like this genre that is cool, but the game maker might just be doing his own thing and having fun.

      > Have you considered that TFA was vibe-coded, and maybe the "game maker" hasn't put much thought into who his target audience could be, like, at all, and just asked Claude to make a game about NIMBYism?

      His target audience could be himself, in which case he's probably got a deep understanding of who they are and whether they enjoy the game.

> Why is this so overwhelmingly complex? Why would I spend time learning this ugly, convoluted and verbose UI?

My guess is that's the point - now you understand how San Francisco property developers feel.

> Who is this for??

Like most vibe coded projects, it is for the person who created it. And usually only them.

  • These people should, instead of posting the game, just post a video of them playing through the game, as most people have no interest in playing other’s slop but may just be curious to watch someone play and provide comedic value.

    • ...I enjoyed playing it. It's silly. But it's in a similar category as "Papers, Please." It's not like it's stressful, there is just a bunch of random diabolus ex nihilo crap flying at you, which isn't particularly unusual in a game.

It's a throwaway joke about NIMBYism, not a triple-A blockbuster production.

I think that may be exactly the point.

  • No, I do not think fighting the UI is part of the point this game is trying to make. I'll give a good example of what such a game should be: https://research.wmz.ninja/projects/phd/index.html

    There's no reason a "housing crisis" game couldn't have been done like that, with simple choices and immediate reactions. A game that respects the player's time, is easy to pick up and makes the point effectively.

    • Any simplification hides real problems and takes away from the point. Even your desire for simple choices and immediate reactions elides the fact that not every policy decision has visible short term effects. Some are only visibly beneficial or harmful in the long run, and may not end up that way depending on other decisions.

      4 replies →

    • If the thesis of the game is that there's too much paperwork and regulatory burden, a simpler game would have to just tell the player "there's too much paperwork". This game--whether you liked it or not--is a lot more effective by showing you. You are the (simplified) bureaucrat, not a choose-your-own-adventure player being told that the bureaucracy is dense.

      I really do think that complexity and UI obtuseness was implemented as commentary, not as a mistake.

Eh, your example is a different kind of game. Not into linear choose-your-own-adventure games myself. I think the UI of this one accurately models the many moving parts and forces in the process it's simulating, and I didn't have a problem picking it up though I skipped the tutorial. It has a sense of humor (read the speaker comments at meetings, and the news articles), and hits you with the real world outcome each development is based on. Made an impact on me.

"I didn't understand this, so I had an AI make this so that you couldn't understand it too"

> Why would I spend time learning this ugly, convoluted and verbose UI? Who is this for??

Tell me you never played the old TUI dwarf fortress without telling me.

  • Well, you should seek a better tell because I've played ASCII Dwarf Fortress quite a bit. Re-read my comments, I only have an issue with TFA's complexity, in the context of it being a throwaway educational game. It shouldn't require as much involvement from the player as it currently does. And certainly, it shouldn't even occur to people to compare it to Dwarf Fortress, which happened twice already.