Speedrunning Appreciation Game

1: The Games

Speedgame/tech's vast Variety under a Creative Solution's Cohesion that allows for appreciating said variety sans the insanity of direct reimplementation.

2: The People

Stories/growth of runners in a community/bloc but generalized a la Pokemon X/Y but less one-note, rather than e.g. use actual runner names & drama.

Pillars

Third Person Overworld

Different Camera View?

Player Characters

Title Text

Speedrun science motivation

The Speedtech Q

Navigation
Encounters
Skips

(movement)

(Combat, AI, et al)

(sequence breaks, wrong warps, et al)

https://kb.speeddemosarchive.com/Generic_techniques + https://kb.speeddemosarchive.com/Main_Page on the submission process and https://kb.speeddemosarchive.com/Bughunting for glitch hunting

  • Esp. "Planning" section but the techs here break into:
  • Navigation: movement-related, ABHing, FF7 steps?
  • Encounters: HP/fight-related, AI manip, dmg boosts
  • Skips: seq breaks, clips, warps, zips, cutscene techs
  • A Priori Info Challenges: non-RNG puzzles/menuing, language choice, score/bonus/rank avoiding, etc?

Also noted that first 2 vs. 3rd is a balance that can tip, but interesting runs tend to keep them relatively even...

AI Manipulation patterns to account for in the element of execution: ally and/or foe, to get gear, kill faster, or sequence break (Halo CE).

 

(also doesn't include swag strats)

Should the amount of speed tech be handled the way Cards are handled as abilities? Or perhaps as Equipment slots? (But what about RPGs...)

You could even... obtain them in a gacha system? I like the idea of building an inventory of these... but of what exactly are these?

http://virt10.itu.chalmers.se/index.php/Bag_Building ? /Drafting_Spreads ?
Just NOT deck building, since speedtech isn't like that. (What of sequenced drawing? /Drawing_Stacks?)

My goal is to partially abstract the uniqueness of each speedtech (to lower dev cost) but not fully (e.g. making it into just an FString name that pops up in a list of such names)... need a midground b/t that vs. full reimplementation?

I love the way they sorta craft narrative beats around a sequence of glitches ("and I get paid for it, this game supports glitches") and their impact on the normal game story as a whole

Maybe do something with the way glitches can exist in the game without being connected to a run, then suddenly become incredibly useful? Like linking together isolated nodes suddenly...? What card-like system behaves that way??

So there's the New Abilities nature -- like you've gained a new key (if you generalize the idea of a timesave) -- but also usually an element of execution to the speedtech. The former isn't so hard to emulate, the latter's the trick.
---> Is this the player, or just their char improving at it...?

Although key-side there's still this Q: how to come by more new speedtech... it can't just be on a "level up" but maybe it could be done via some form of skill tree approach? That would allow "gating" 2nd-order+? Or should the element of execution allow those to just emerge naturally? What is "emerge naturally" even?
-- oh! maybe /Exploitation phase it? use speedtechs (how???) to then obtain further ones, like Minecraft crafting?

This is why the Cards analogy falls apart -- the element of execution is lacking. But it also can't be 100% reimplementing.

* Tying it to a particular tool (Zelda, Metroidvania)
* Tying it to a LVL up gaining a perk (Fallout et al)
* Tying it to a time limit like Mario Kart power-ups?
* Found by some form of "world exploration"...??

e.g. Memory Corruption as a tree node branching into Save Corruption (Pokemon, Zelda SS) or Wind Waker style out of memory barrier-skip corruption

For New Abilities

Also worth reflecting on how Player-Planned these speedtech progressions are...
---> A GOOD QUESTION TO PUT VS. THE SPEEDRUN SCIENCE BOOK!

at the beginning you can see it from the outside and say yes/no to a game's tech (even just based on category choice), but after no?

it's also not tied to a "type of player" when it comes to the speedtech, I don't think, as far as your motivations go... maybe Entertainment != tedious?

For Abstract Player Construct (Character) Development

Also worth reflecting on how Player-Planned these speedtech progressions are...
---> A GOOD QUESTION TO PUT VS. THE SPEEDRUN SCIENCE BOOK!

It's obvious to understand gaining/training at a speedtech as a change "internal" to your player character... but what about externally? i.e. Persistent Game World Changes caused by that?

at the beginning you can see it from the outside and say yes/no to a game's tech (even just based on category choice), but after no?

it's also not tied to a "type of player" when it comes to the speedtech, I don't think, as far as your motivations go... maybe Entertainment != tedious?

Also noting how these speedtech pop up in a way that's on a per-game basis, as in the Control AGDQ2020 interview... having a place for people to come together accelerating the optimizing of the runs / glitch finding

UGC idea: making the extension process open to users? e.g. as simple as "watch a GDQ or other run, note down what they and show about a particular speedtech, and then ??? boom it's in this game?

Examples I Don't Want of Speedtech Abstraction

* Cards: Boss Dungeon, spaces in Game of Life
* Spellcasting systems or Game Dev Tycoon that are just waiting for an arbitrarily named meter

but most emergent games still root themselves in a fixed number of parameters those emergent behaviors deal with? position, DamageState, etc.
-- e.g. Far Cry 2 or BotW, sandboxes like Minecraft, immersive sims Deus Ex or Dishonored

Too Abstracted

UGC idea: making the extension process open to users? e.g. as simple as "watch a GDQ or other run, note down what they and show about a particular speedtech, and then ??? boom it's in this game?

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