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Comment by karl11 | original | A city-building game in which the city would prefer you didn't
[−]karl11 · 2026-10-10 Sat 22:01 UTC · link
I think that may be exactly the point.
[−]thrance · 2026-10-10 Sat 22:05 UTC · link
No, I do not think fighting the UI is part of the point this game is trying to make. I'll give a good example of what such a game should be: https://research.wmz.ninja/projects/phd/index.html

There's no reason a "housing crisis" game couldn't have been done like that, with simple choices and immediate reactions. A game that respects the player's time, is easy to pick up and makes the point effectively.

[−]zdragnar · 2026-10-10 Sat 22:35 UTC · link
Any simplification hides real problems and takes away from the point. Even your desire for simple choices and immediate reactions elides the fact that not every policy decision has visible short term effects. Some are only visibly beneficial or harmful in the long run, and may not end up that way depending on other decisions.
[−]thrance · 2026-10-10 Sat 22:37 UTC · link
Do the simplifications in the PhD game (https://research.wmz.ninja/projects/phd/index.html) take away from the point that finishing a PhD is pretty freaking hard? I think not!
[−]Apocryphon · 2026-10-10 Sat 23:12 UTC · link
That game is more of an idle / clicker game, and while I quite enjoyed the one from a few months ago about being a SWE in SF, the shtick wears thin quickly especially if you’re not in the niche that identifies with all the in-jokes.
[−]Z_I_F_F · 2026-10-11 Sun 00:21 UTC · link
link to the SWE one?
[−]Apocryphon · 2026-10-11 Sun 03:42 UTC · link
[−]zbentley · 2026-10-11 Sun 01:10 UTC · link
If the thesis of the game is that there's too much paperwork and regulatory burden, a simpler game would have to just tell the player "there's too much paperwork". This game--whether you liked it or not--is a lot more effective by showing you. You are the (simplified) bureaucrat, not a choose-your-own-adventure player being told that the bureaucracy is dense.

I really do think that complexity and UI obtuseness was implemented as commentary, not as a mistake.