magistrate: The arc of the Earth in dark space. (Default)
Good Twin: It's okay. See... we can do this. We can just be buds.

Evil Twin: Yeah. We can be buds. Buds who want each other dead.

Good Twin: Yeah. Exactly.

Some initial notes before I get into my next Blood on the Clocktower ramble (see Part 1 here for context):

Experimental ethics, in-person games, a bad idea, and a ship that ain't sunk. )

ANYWAY. I had thoughts about ludo-narrative dissonance, and I was going to type up thoughts about ludo-narrative dissonance, but now I'm almost two thousand words into a post AGAIN and I have yet to define even the term! So that post is still going to wait for another day!

But ludo-narrative dissonance is when your game mechanics or gameplay work counter to the story you're trying to tell in the narrative component of a game, which I feel like I flirted with in the fourth point anyway. So there's your definition. You're welcome.
magistrate: The arc of the Earth in dark space. (Default)
If you'd asked me half a week ago, when I'd first learned of it, what Blood on the Clocktower was, I'd have said it was basically a game of Mafia (or Werewolf) but overcomplicated to the point of catastrophe. That was when I first encountered it, wandering unprepared into a Twitch stream by someone who'd accidentally left their stream game listed as "Vampire Survivors", a relatively mindless swarm survival game where you just walk around an infinite map and attack hordes of monsters automatically.

If you asked me today, I would say that Blood on the Clocktower is basically a game of Mafia (or Werewolf) but overcomplicated to the point of UTTER HILARITY.

Read more... )

In conclusion, I hated this game on sight, I was unable to escape its gravitational pull, and now I love it. And I both hate and love that I love it.

I have more thoughts on Blood on the Clocktower and ludo-narrative dissonance, but that has to go into its own post, because I've almost hit 2,000 words on this one.

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