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(Hi! Sorry for the lateness of this video, as I talk about at the end, I got Covid and it knocked me on my ass for a few weeks which really put a dent in my whole speech in the last video, I'll talk about it more in the Architect Address just want to say sorry here too!)

Check out Filmotter: https://www.youtube.com/c/filmotter

Rimworld's best story didn't exist until you played the game - in fact, if you hadn't picked it up, generated a few colonists and spent a few hours trying to stop them getting eaten by megaspiders, it wouldn't have had a story at all! Somehow, without you even thinking about it, you stepped into the role of Rimworld's storyteller and a narrative that was entirely unique formed around you... how?

After spending a few hours stranded on an alien planet fighting off a spaceborn pathogen, The Architect has gotten a few ideas. More and more, games are eschewing the traditional relationship between author and audience, allowing the players themselves to tell their own stories their own way, but how can games be designed to facilitate this unique kind of fun, and how much freedom should us players have in creating our own emergent narratives?

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How YOU Wrote Rimworld's Best Story

Check out Filmotter: https://www.youtube.com/c/filmotter Support the channel on Patreon!: https://www.patreon.com/ArchitectofGames Follow me on twitter!: https://twitter.com/Thefearalcarrot Rimworld's best story didn't exist until you played the game - in fact, if you hadn't picked it up, generated a few colonists and spent a few hours trying to stop them getting eaten by megaspiders, it wouldn't have had a story at all! Somehow, without you even thinking about it, you stepped into the role of Rimworld's storyteller and a narrative that was entirely unique formed around you... how? After spending a few hours stranded on an alien planet fighting off a spaceborn pathogen, The Architect has gotten a few ideas. More and more, games are eschewing the traditional relationship between author and audience, allowing the players themselves to tell their own stories their own way, but how can games be designed to facilitate this unique kind of fun, and how much freedom should us players have in creating our own emergent narratives? You Saw: Rimworld - 2013 The Legend of Zelda: Tears of the Kingdom - 2023 Shadows of Doubt - Early Access Metal Gear Solid 5 - 2015 Crusader Kings 3 - 2020 Lethal Company - 2023 Shadow of War - 2017 Grand Theft Auto 5 - 2013 Far Cry 5 - 2018 The Sims 4 - 2014 Starfield - 2023 Baldur's Gate 3 - 2023 Deep Rock Galactic - 2020 Xcom 2 - 2016 Stellaris - 2016 Death Stranding - 2019 Teardown - 2022 Far Cry 6 - 2021 Far Cry 4 - 2014 Far Cry 3 - 2012 Hunt: Showdown - 2018 Pokemon Fire Red - 2004 Darkest Dungeon - 2016 Darkest Dungeon 2 - 2023 Hitman 3 - 2021 Noita - 2019 Civilization 6 - 2016 Left 4 Dead 2 - 2010 Back 4 Blood - 2021 Darktide - 2021 Dishonored 2 - 2016 Disco Elysium - 2019 Wildermyth - 2021 The Elder Scrolls V: Skyrim - 2011 Fallout 3 - 2008 The Elder Scrolls IV: Oblivion - 2006 Slay the Princess - 2023 Tales from the Borderlands - 2014 Suzerain - 2020 Mass Effect Legendary Edition - 2021 80 Days - 2014 Tiny Tina's Wonderland - 2022

Comments

May Contain Fox-Like Substance

I'm glad there seem to be some "RimWorld-likes" moving through Early Access, because I'd love to see the genre pioneered by Dwarf Fortress grow into a mainstream indie genre.

aaah!

you're right, the shit at 21:05 IS genuinely harrowing