I haven’t played much of Antichamber, but I have seen it recommended a bunch. I think that this is a place where my aesthetic differs from others. I dont think I like this kind of game nearly as much, because (I believe) there is a lot of stuff that I would call guessing the developer’s password. It is something like I feel like I have to try things without knowing whether it would work, and have the game tell me whether they work in a way I could not deduce myself.
I have played through Gorogoa
Minor spoilers for Gorogoa:
I think Gorogoa made me feel like I had to try things without knowing whether they would work, and let the game tell me whether or not they worked, in a way I could not deduce myself (even with enough time to consider all the options). This seems pretty bad according to my aesthetics. I feel like I have not pin-pointed the thing, because a lot of good games could also be described this way, but in a way that is good. I think it feels good when it feels like I am doing science, and Gorogoa did not feel like science. It felt like in Gorogoa I was exploring a space made by man rather than by nature? IDK
I’ll just say whitelisted things on the first subject: I had a blast playing Antichamber. I played it for 3.9 hours, I believe I finished it, and it was hard but I completed everything myself (I never googled for hints).
I have played through Gorogoa. Minor-to-Medium spoilers:
I think it’s a charming game. It feels like exploring someone else’s world and aesthetic. I thought it was very beautiful, and after a while I started being able to predict how a couple of scenes in a row should go. But I could not tell you the rules by which the game works, in any concise and complete way, which is probably a large part of why you did not enjoy it.
I have played a very small amount of Antichamber.
Very minor spoilers for Anti-chamber:
I haven’t played much of Antichamber, but I have seen it recommended a bunch. I think that this is a place where my aesthetic differs from others. I dont think I like this kind of game nearly as much, because (I believe) there is a lot of stuff that I would call guessing the developer’s password. It is something like I feel like I have to try things without knowing whether it would work, and have the game tell me whether they work in a way I could not deduce myself.
I have played through Gorogoa
Minor spoilers for Gorogoa:
I think Gorogoa made me feel like I had to try things without knowing whether they would work, and let the game tell me whether or not they worked, in a way I could not deduce myself (even with enough time to consider all the options). This seems pretty bad according to my aesthetics. I feel like I have not pin-pointed the thing, because a lot of good games could also be described this way, but in a way that is good. I think it feels good when it feels like I am doing science, and Gorogoa did not feel like science. It felt like in Gorogoa I was exploring a space made by man rather than by nature? IDK
I’ll just say whitelisted things on the first subject: I had a blast playing Antichamber. I played it for 3.9 hours, I believe I finished it, and it was hard but I completed everything myself (I never googled for hints).
I have played through Gorogoa. Minor-to-Medium spoilers:
I think it’s a charming game. It feels like exploring someone else’s world and aesthetic. I thought it was very beautiful, and after a while I started being able to predict how a couple of scenes in a row should go. But I could not tell you the rules by which the game works, in any concise and complete way, which is probably a large part of why you did not enjoy it.