kiwifarms net
kiwifarms.net
- Joined
- Aug 2, 2024
Apologies for the double post. Turns out that you can still play Dan Olson's #Resist™, as I hadn't tried actually getting a Flash emulator until I finally pulled my head out my ass and looked. Once I tried Ruffle, it did eventually play - and the browser extension was even kind enough to allow downloading the entire swf file, meaning that Dan Olson's Resist can be archived after all, which I have done so locally. For posterity's sake, I also added the Resist Sound Assets package that was also on Olson's itch.io page to the same zip archive. Anyhow, I wanted to actually check on the main aspect of the """game.""" Sure enough, in spite of the instructions saying to "resist" both concepts by either standing or walking, you'll find that walking will decrease both the ennui and entropy bars. Does that mean he was so fucking retarded that he actually coded it so that you walk to resist both and instantly win forever by only doing that? Well, not exactly. But that isn't going to stop #triggering #gamergating my latent game design autism.

1. Entropy starts as a full bar. If Entropy goes empty, you lose. You resist an empty bar by standing still, filling it.
2. Ennui starts as an empty bar. If Ennui gets full, you lose. You resist a full bar by walking forwards, emptying it.
3. Walking will decrease both bars, but at different rates.
What this means is that dis nigga can't even shit out a singular game mechanic without immediately annoying the shit out of me. Why can't both bars start empty, and if either one goes full, you lose? See, the phrasing of "resist entropy" and "resist ennui" implies that both of the things you're "resist"-ing are to function identically. So, you'd think they're identical bars that you interact with separately. In reality, each bar's functions are separate, and walking interacts with both bars identically. So, Dan Olson is so ludologically illiterate that he couldn't even translate "standing vs. walking" into sensible game mechanics without forcing players to wonder what the fuck is wrong for a split second. In fact, he's also just plain illiterate. Entropy is the accumulation of inefficiency, the slow, yet ever-growing trend of all energy in a system dissipating into only heat energy and/or chaos. With that in mind, resisting entropy means reducing it. He gets it right, narratively, by having you stand still to resist entropy, thus conserving your energy and delaying entropy. But despite Dan Olson having a video entirely about the concept of ludonarrative dissonance, when it comes to his one and only game - which has only a single mechanic, walk forward or don't - he still manages to immediately spring ludonarrative dissonance by having the entropy bar start off full. Absolute kino levels of retardation.
Hell, he could've at least been marginally clever and made it so that the game consists of only ONE bar. Have it start in the middle, then make a balancing act out of keeping it from going too far in either direction. It's so fucking free. Maybe he had an intentional message in mind though, like being unable to completely avoid either entropy or ennui, which is why the bars were made separate after all - but I digress. Because, shit, man, even the button scheme annoys me. It isn't even a one-button-game-type of input scheme when it ABSOLUTELY could have been. That's like the artsiest thing in gaming, what with simplification and accessibility having been so trendy back when this kusoge came out. You have to press Enter to start the game, and after that, the only buttons that do anything are Right Arrow Key, and F. Both of them are the "walk forwards" button, and Enter does nothing now. There is no pausing, no resetting to main menu. There isn't even the ability to walk backwards. And even when you refresh the whole swf file to get back to the main menu, Right Arrow Key and F will not start the game, only affect the volume control. He could've ignored the Enter key and just had it so that Right selects main menu options.
To give a token amount of credit though, Dan's Ludonarrative Dissonance video was published on July 19, 2017. According to the Resist Sound Assets pack, the game's latest publication date must be at most April 5, 2015. Ergo, he could have learned a lesson afterwards... maybe. Also there doesn't seem to be a publication date on Resist's itch.io page, so I had to use the dates on the files of the sound assets download for the estimation. I don't think I give enough of a shit to trudge through his Twitter or blog tonight just for the sake of searching for when, where, how, and/or why this trash was made in the first place.
As one last cherry on top, perhaps the absolute funniest part about Resist is that it's an unironic white male feminist hipster version of that one Kickstarter scam game that the Retsupurae gang dug up and naturally shat all over. I'm surprised I dug up the source of that ancient memory - though I did end up first sifting through classic iDubbbz with his Kickstarter Crap series before nailing it second try.
1. Entropy starts as a full bar. If Entropy goes empty, you lose. You resist an empty bar by standing still, filling it.
2. Ennui starts as an empty bar. If Ennui gets full, you lose. You resist a full bar by walking forwards, emptying it.
3. Walking will decrease both bars, but at different rates.
What this means is that dis nigga can't even shit out a singular game mechanic without immediately annoying the shit out of me. Why can't both bars start empty, and if either one goes full, you lose? See, the phrasing of "resist entropy" and "resist ennui" implies that both of the things you're "resist"-ing are to function identically. So, you'd think they're identical bars that you interact with separately. In reality, each bar's functions are separate, and walking interacts with both bars identically. So, Dan Olson is so ludologically illiterate that he couldn't even translate "standing vs. walking" into sensible game mechanics without forcing players to wonder what the fuck is wrong for a split second. In fact, he's also just plain illiterate. Entropy is the accumulation of inefficiency, the slow, yet ever-growing trend of all energy in a system dissipating into only heat energy and/or chaos. With that in mind, resisting entropy means reducing it. He gets it right, narratively, by having you stand still to resist entropy, thus conserving your energy and delaying entropy. But despite Dan Olson having a video entirely about the concept of ludonarrative dissonance, when it comes to his one and only game - which has only a single mechanic, walk forward or don't - he still manages to immediately spring ludonarrative dissonance by having the entropy bar start off full. Absolute kino levels of retardation.
Hell, he could've at least been marginally clever and made it so that the game consists of only ONE bar. Have it start in the middle, then make a balancing act out of keeping it from going too far in either direction. It's so fucking free. Maybe he had an intentional message in mind though, like being unable to completely avoid either entropy or ennui, which is why the bars were made separate after all - but I digress. Because, shit, man, even the button scheme annoys me. It isn't even a one-button-game-type of input scheme when it ABSOLUTELY could have been. That's like the artsiest thing in gaming, what with simplification and accessibility having been so trendy back when this kusoge came out. You have to press Enter to start the game, and after that, the only buttons that do anything are Right Arrow Key, and F. Both of them are the "walk forwards" button, and Enter does nothing now. There is no pausing, no resetting to main menu. There isn't even the ability to walk backwards. And even when you refresh the whole swf file to get back to the main menu, Right Arrow Key and F will not start the game, only affect the volume control. He could've ignored the Enter key and just had it so that Right selects main menu options.
To give a token amount of credit though, Dan's Ludonarrative Dissonance video was published on July 19, 2017. According to the Resist Sound Assets pack, the game's latest publication date must be at most April 5, 2015. Ergo, he could have learned a lesson afterwards... maybe. Also there doesn't seem to be a publication date on Resist's itch.io page, so I had to use the dates on the files of the sound assets download for the estimation. I don't think I give enough of a shit to trudge through his Twitter or blog tonight just for the sake of searching for when, where, how, and/or why this trash was made in the first place.
As one last cherry on top, perhaps the absolute funniest part about Resist is that it's an unironic white male feminist hipster version of that one Kickstarter scam game that the Retsupurae gang dug up and naturally shat all over. I'm surprised I dug up the source of that ancient memory - though I did end up first sifting through classic iDubbbz with his Kickstarter Crap series before nailing it second try.
