It seems the only time that we eat at Pancake House anymore is precisely because of such breakfast meet-ups at the start of his day and at the end of mine. It also means a heck of a lot of walking for me (since I stubbornly try not to cab so short a distance) and even more walking to get back to the MRT station t get home. But it's totally worth it.
In this weeks's Double Fine Adventure backer update (and yes, we're still getting updates more than two years after the project completed), Tim Schafer mentioned the latest game presented by Double Fine - Mountain. And I tend to put a lot of stock into what games that Double Fine decides to support in terms of publishing, mentoring or even just marketing, so I was curious enough to check it out. And at $0.99 to download a DRM-free copy of the game, it wasn't too hard a decision to make, even though I initially had little to no idea what I was getting into.
Thus far, I've determined that you can "kill" a mountain using the infamous melody used to communicate with the aliens in Close Encounters of the Third Kind. As much as the game's settings menu claims that the mouse and keyboard represent NOTHING from a controls perspective, keys Z-< and A-K represent about two octaves (but it sounds like a note or two may be sharp or flat). When we managed to play the ominous Wild Signals tone, a giant thing from outer space arrived, smashed into the Mountain and ended the game. I tried it a second time with another Mountain just to be sure - and yes, it was actually a repeatable action.
So I've been left Mountain as a small window in the corner of my screen just to try and catch happening. Thus far I've only been lucky to catch that slice of cake when it crashed into the side of the Mountain. Later on I saw the the message in a bottle do the same thing. But I have no idea where the film reel and the traffic cone came from - they just appeared during Mountain's next revolution.
Mountain is proving to be one of those strange experiential games that exist just to be and you wonder if it's meant to be some sort of interactive art form. Are we supposed to find meaning in Mountain? Or is it simply what it is and that's all it's ever meant to be? But at $0.99, it's still an interesting bargain that has me staring at my little CGI mountain on and off while I'm at my computer. The website advertised about 50+ hours of gameplay, so I wonder what else there is to experience.
I think the last time I felt like this was when Tobie and I first started tapping away at the Curiosity cube or perhaps when I first got to try playing Flower. Both games were rather abstract, provided little in terms of explanation really of what was going on and yet you felt oddly driven to continue to invest time in the game.
When the game stops being about winning or achieving a specific objective and instead becomes more about an experience and maybe even a story (albeit a very subtle one) that is being told with through the flickering of lights from fireflies, then you just need to let the game go on and happen. And that's sort of why I still have it running on my desktop - to see what might happen.
In some ways it's a little relaxing - but to be fair I know that I can find some pretty quirky things to be fascinating. And the random objects and Mountain's periodic zen-like quotes all make for a pretty weird experience indeed. And yet the Mountain spins on and I just watch it go - resisting the urge to invoke the one interaction that I know that only leads to its premature end.