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>As much as I enjoyed my time with “Metamorphosis,” I should note that its stiff character animations make the human characters look like eerie-looking puppets.
The only thing remotely Kafkaesque about the whole game, it sounds like.
Would it even be possible to make a truly Kafkaesque game? The primary elements of Kafka are all directly opposed to an enjoyable experience, if done right. The only way I think you could do it would be to focus on some minor quirk in Kafka's writings which doesn't directly lead to soul-sucking anguish. I think the best such quirk would be the tendency for rooms to be dominated by beds. So maybe make it a game like Katamari Damacy except instead of a katamari ball, your character is bed-stricken and is moving the bed around by wildly jerking their body, and their bed consumes things and grows like a katamari ball, eventually dominating the whole room, after which point the character's jerking movements cause the whole room to move around, to suck up things from the surrounding town and allow the room to grow bigger while the bed inside it also grows too. Until the character is barely even visible on their giant overgrown bed, which they are still somehow causing to move around with difficult jerky motions.
> Would it even be possible to make a truly Kafkaesque game?
Dwarf fortress.
1. Everything to do with the user experience, but if you want specific examples, minecarts, "uniforms", task priorities in the main ui without mods
2. How you actually get to the point where you play the game is Kafkaesque in and of itself (eg the whole starter pack thing)
3. The mind-boggling complexity of everything
4. How banal the game seems much of the time if things are going well
5. How utterly benign things can lead to utter degredation and destruction. (Case in point, I had a happy fortress, one of my guys went out fishing, got caught in the rain, started a murderous rampage that ended up with half the fortress killing each other. During the fight one of my female dwarves put her baby down somewhere, couldn't find it and even though she survived the fight, went into a spiral of despair from which she never recovered)
6. There is no such thing as success. All games end in failure
Now that I think about it, one Kafka environment which does indeed fit the Dwarf Fortress description really well would be the hotel in "Amerika", especially when Karl works as an elevator attendant there. It's exactly the sort of thing you'd expect to happen to an elevator attendant in DF (maybe except for the lack of disastrous magma leakage or things like that).
The first half(?) of Metamorphosis, where Gregor tries to act as usual (opening the door, going to work) with his unfamiliar bug body could work in a physics-based game along the lines of Table Manners.
> Would it even be possible to make a truly Kafkaesque game? The primary elements of Kafka are all directly opposed to an enjoyable experience, if done right.
Isn't that true for any horror game, though? And yet people play them.
I can't put my finger on it, but this really upsets me for some reason. I think, maybe, it's because any game that purports to be Kafkaesque should be unwinnable?
>As much as I enjoyed my time with “Metamorphosis,” I should note that its stiff character animations make the human characters look like eerie-looking puppets.
The only thing remotely Kafkaesque about the whole game, it sounds like.
Would it even be possible to make a truly Kafkaesque game? The primary elements of Kafka are all directly opposed to an enjoyable experience, if done right. The only way I think you could do it would be to focus on some minor quirk in Kafka's writings which doesn't directly lead to soul-sucking anguish. I think the best such quirk would be the tendency for rooms to be dominated by beds. So maybe make it a game like Katamari Damacy except instead of a katamari ball, your character is bed-stricken and is moving the bed around by wildly jerking their body, and their bed consumes things and grows like a katamari ball, eventually dominating the whole room, after which point the character's jerking movements cause the whole room to move around, to suck up things from the surrounding town and allow the room to grow bigger while the bed inside it also grows too. Until the character is barely even visible on their giant overgrown bed, which they are still somehow causing to move around with difficult jerky motions.