>Let's be Bittage! I mean, come on, Wouldn't it be cool? At least, not in the ghost Mind Control/Flipout way.
Last edited by hero122; 07-04-2012 at 08:34 AM.
In this Spoiler is my dark collection of black magic, Opening it releases the forces of light and dar- ...You misclicked on it didn't you.
>Let's. Not go to the tower. Please.
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Supported. Some amendments I suggest:
>Not any one's free will in particular, which could create a second Triangles, or a second Bittage. Record the concept of free will itself, the ability to choose one's path, to obey or to disobey.
>The empathy should be similarly conceptual; but it should be your all-inclusive compassion, rather than Bittage's more childish and specific. Just as if you were granting her vision, give her both eyes instead of only one.
Last edited by Midtime; 07-05-2012 at 06:03 AM.
In response to Midtime's post: If Veror can influence and control drones, what if it's able, to some lesser extent, influence things like Circles or TQM? I can see an argument that could be made for it...
Forgotten Age: An adventure set in the universe of Exalted. Try it, you'll like it.
What is inside may be Triangles' death, or Circles'. I think we would all like to know the secret of the Tower; but mind what the author said—that entering the Tower at this point will make the adventure instantly more difficult, which is all very well for gamers, but in terms of the story means not 'harder' so much as 'more perilous'.
I think I have said this before, but the present situation is quite, quite serious for Triangles. We can go to the Tower at any time; we have the memory in storage, and if we did not, we could always record it again—the materials are with us. For the decision to go there now, or not to, we have an advantage in knowledge: we know the things in the Tower are more dangerous than anything Triangles has ever faced; we know that a powerful entity once lived there; we know that once we go there, we wo'n't have the choice to return and pretend that we did nothing.
Our good reasons for going to the Tower are: curiosity. Our good reasons for not going to the Tower are: Triangles' safety, Circles' safety, keeping our chance at rescuing the journal-writer, a guarantee of evil consequences if we do go there. As far as I can see, it is a foolish thing to do.
Better a pansy than a suicide.
If that is so, we wo'n't be able to tell, for we have only seen them in their present state; though neither one of them noticed anything out-of-place about the behaviour of the other. The purple-coloured voice suggests that VEREOR really can be directed without succumbing obviously to its influence, and as the creature seems only interested in its own survival, and shows little subtlety about it, I suspect that its influence, where it is not very slight, would be very obvious. Maybe it really is just waiting for a chance to escape, or to retaliate against its captor.
Then again—we have never yet heard it speak or act for itself, and it would be interesting to see TQM undergo a sudden change when VEREOR no longer controls him, or satisfying to read one of his effusions of self-justification dissolve into endless repetitions of “I worship”.
As long as our actions have any impact on the course of the story, it is possible that something more than narrative tension will result from making a bad decision.
Free will should definitely be given to everything. Everything. That can't possibly backfire.
Go then. There are other lesbians than these.
~A lost and lonely Page of Life. More or less.
Never compromise. Not even in the face of Memegeddon.
~An old and long, long weary Knight of Hope. I may be paraphrasing.
*Ahem*
I am not being a "pansy". You don't go walking into the final boss corridor without having all the weapons and upgrades you can get. You don't go spoiling the big secret before everyone's ready to hear it. You don't go to the tower until you've got circles and realized TQM is kind of a jerk. We only get one shot at this, and some fictional characters' lives may depend on it, so no potentially disastrous sequence breaking. I remember sequence breaking link's awakening once. It was a lot of fun but you couldn't beat the final boss with just a fire rod.
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You DON'T do that? O_o Where's the fun in that!? Everything spoilery is always hidden behind nigh-impassable curtains in games where sequence breaking is actually allowed as a part of a game anyway. There's almost zero chance of anything going wrong, except possibly death... but then, if we record our current location and combine it with teleport, we'll always be able to return to a safe location anyway.
Really, you kind of are being a pansy.
Go then. There are other lesbians than these.
~A lost and lonely Page of Life. More or less.
Never compromise. Not even in the face of Memegeddon.
~An old and long, long weary Knight of Hope. I may be paraphrasing.
Nitro has made it completely clear that things will be different if we go to the tower. Things will be worse, more complicated, more difficult. It seems likely to me that, with a warning like that, we will probably be be put in a condition where we can't simply back out. There is a difference between being brave and being reckless. And going to the tower now is clearly a reckless move.
Keeping in mind that Triangles' abilities are rather excessively powerful in nature, I would daresay that using them to skip to the tower is less like sequence breaking in a game that's designed to allow it (like a Metroid game or something) and more like using the select glitch to skip around Link's Awakening, or the 4th day glitch in Majora's Mask. I mentioned the former for a reason.
Last edited by Xindaris; 07-05-2012 at 11:52 PM.
Got Portal 2? Come check out my maps, please!
Active Adventures (awaiting suggestions):
PersonS-like Persona, but not | An Aranor Adventure-high fantasy and adventure | Odd One Out-3 best friends, a kidnapped girl, an evil king, and elves | Beasts-a tale of survival | The Longest Flashback-fantasy noir, or something like that | GUIH-raising a dragon is harder than it sounds. | MageBound-Fantasy+"Stuck" | Creation-wherein the readers are the mind of a universe's omnipotent god | The College of Magic-pretty much what it says on the tin
Reckless? Hardly.
Nothing worth having is ever easy. Complicated, more difficult, all those things it might be... but knowledge, forewarning, hardship, and exposure to what lies in wait? These could well make us stronger. It's a decision either way. Believe it or not Safe is not always superior. Especially in the long-game.
Go then. There are other lesbians than these.
~A lost and lonely Page of Life. More or less.
Never compromise. Not even in the face of Memegeddon.
~An old and long, long weary Knight of Hope. I may be paraphrasing.
A bit cliche and highly inaccurate. Being difficult to get neither improves nor guarantees the quality of something; and being relatively simple to get neither decreases the quality nor guarantees that it will be low.
What I'm trying to say is that if we go this way we much more strongly risk there not being a long-game. What we're doing is already plenty unsafe without taking unnecessary risks. The "safe" option here isn't even in view, because that would be going back to the capsule, going back to sleep, and letting TQM enact his master plan to put the universe into stasis or whatever.Believe it or not Safe is not always superior. Especially in the long-game.
Being cautious is not an indication of weakness.
Got Portal 2? Come check out my maps, please!
Active Adventures (awaiting suggestions):
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There is a slight difference between a forum adventure, and a video game or something else with a fixed story. The possible problem is that what we do here can affect the eventual outcome.
There are diverse ways in which adventures like these can show harmful outcomes. In Homestuck, when John tried to fight his denizen too soon, he died. The timeline was irreparably altered, and ended in disaster. The story passed over all of that, and a second chance was given—but that need not come about; the story of failure can be as interesting as the story of success.
“There will be direct and immediate consequences of going there”, as the author said. How do you know that any location will be safe after this? If Triangles should meet an enemy that can teleport after him, what then? If TQM be angry that he has gone where he should not, and decide to send VEREOR after him, what then? Or if the journal-writer is discovered and killed in the mean-time? Or if we stir some chaotic force and doom the universe to eventually tear apart? We don't know what could happen, only that it will be serious, and it may very well make some of our goals impossible to achieve. Nor is it certain that we will learn more than we would have otherwise—to the contrary, what if we can never talk to the journal-writer, and lose a window into the history of the facility?
Even if death is the only thing that could happen, will it necessarily cause a harmless reset, as it does in most games? What if TQM resurrects Triangles without any of his abilities or memories, in a place where he cannot do any harm to his designs? What if he is not resurrected at all, and Bittage is left on his own for a good part of the adventure?
This game is not of the kind in which we will necessarily get a second chance.
Maybe visiting the Tower will give Triangles an unforeseen benefit, or show us some kind of secret that cannot be gotten elsewhere. If that benefit were more valuable than everything Triangles can lose by going to the Tower, then the course is worth the while. That seems unlikely to me; that is why I am against it.
It is less likely to backfire, in this case, than not giving the Bioweapon free will. She may still try to kill us if we do; but if we don't she is certain to.
Your level of misunderstanding here is such that I'm forced to the conclusion it must be deliberate. A: Believe it or not... doing the more difficult thing DOES alter things, and generally in a positive way, no matter whether the outcome is a positive or negative one. People like you never measure the worth of lessons learned and experience gained. But this is not my point. What IS my point is, B: In this particular situation, it is not the difficulty which makes the choice desirable. It's all of the OTHER positive possibilities, dozens of them really, weighed AGAINST the possible difficulty. You're being a pansy because you're deciding that going through the tower would be 'too hard'. You don't think we, and Triangles, are up to the challenge the greater difficulty would provide. You don't think we're good enough, and you're not willing to try.
We have regenerative abilities... to an unknown extent. In addition, our teleportation will very likely take a great many entities by surprise. I doubt we would die... and certainly not permanently, unless, of course, the author of this fan adventure has grown bored of it. Even without meta thinking, however, we are currently HIGHLY skilled for our level of ability at running away. Death is, while not impossible, unlikely.
The indication of weakness is not in your stance against this choice. It's in the way you dismiss it out of hand. But I digress. If we go any farther, it should likely be somewhere we don't take up threadspace, since I believe all relevant points are currently on the table.
Go then. There are other lesbians than these.
~A lost and lonely Page of Life. More or less.
Never compromise. Not even in the face of Memegeddon.
~An old and long, long weary Knight of Hope. I may be paraphrasing.
I tend to agree with Xindaris, if my voice counts for anything.
Think of it less in terms of hard vs easy and more in terms of what we've seen and what we haven't seen. There's a very REAL chance if we go to the tower we won't be able to go back, or if we can the repercussions of our visit will escalate our situation exponentially. That in and of itself isn't the part that's causing me to vote against it. Risk is worth taking... within reason.
But if we have the ability to go or not go at any time, why take that jump now when we can take it at some later point? You could argue that there's stuff to discover there, but that argument is pointless to make as we're still discovering things here. Given the paradox barrier, and the fact that most things around here don't have Triangle's powers, it's very likely that the person who wrote in that journal and the pages of the journal are still all around here. I dunno about anyone else but I want to see more about what the heck the journal was about. And who was writing in it that can think and talk like Triangles and the other Anchorpoints? Thus far the only other talker we've seen beyond Triangles, Circles, and TQM is Bittage. (The "We Must Act Now" talkers don't count because they're just repeating things over and over again like a parrot as far as we've seen) And who is TQM talking to? Unless they have a way of leaving the Facility, they've got to have been holed up in here just like Triangles and Circles were. Saying we should go to the tower to discover stuff isn't a good argument to me because there's a guarantee that we'll discover more about the details we've already seen here and no guarentee we'll do it there.
I never liked the "Hard Mode vs Easy Mode" comparison because as gamelike as I AM Triangles is, there's also a larger story to it that is part of what hooked me. Jumping to the tower just feels like skipping from page 30 to page 300 in a storybook.
Also, there's Circles to consider. Are we really ok with leaving him in a lurch? I'm not.
Forgotten Age: An adventure set in the universe of Exalted. Try it, you'll like it.
To all those, I say that, again, I personally stand in favor of teleportation because I believe we are up to the challenges it would bring; John dying was actually an incredibly positive thing for their game session... because without his death, we would not have ended up with Davesprite, who was absolutely beneficial... even if things had gone such that calsprite wasn't created, the sprite would have been lesser than davesprite was and is; and I was being sarcastic in my sarcasm on the free will thing. I actually think it's a good idea. I was just being a goof.
Go then. There are other lesbians than these.
~A lost and lonely Page of Life. More or less.
Never compromise. Not even in the face of Memegeddon.
~An old and long, long weary Knight of Hope. I may be paraphrasing.