Grudge Games

So I just renewed my library card and they had a book about the history of Rockstar Games so I checked it out and tore the fuck through it.

(As an update to my game progress, I’ve had to basically rebuild the whole thing without the preferred character selection, and I’m still in the process of that. It’s a pain in the ass, but ultimately, it’ll end up solving some invisible errors (redirects from old stuff I deleted in the past) as well as make it so you can, you know, play the game. But because that’s not terribly interesting, I’mma tell you about Rockstar and their influence on my marketing design.)

One of the most important things I ever learned about game design and marketing is that every aspect of a game’s promotional materials, ideally, should be designed in service to the game. It’s one thing to write up a manual to explain the game. It’s another better, more immersive thing to make that manual something you can enjoy while you’re still “in character”, something that also exists in the canon. Rockstar’s game manuals and websites were what taught me this.

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It’s Not an Inside Joke if Everyone is in on It

Frankly, the game has been an utter pain in the ass for the last week. I was encouraged to make a little video, showing how it works thus far, but when I went to do it, I found that client players no longer spawn their characters when they load into a level. I think I’ve narrowed it down to the same sort of problem that causes their preferred characters not to be acknowledged, but I still don’t know how to to fix that problem. So harrumph.

So I’m gonna indulge in a bit of fantasizing about the glorious future where this is not the problem I’m dealing with.

One thing I’m really looking forward to is referencing things. But not the same old shit everyone else references.

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