#Game suggestion: Disco Elysium (with an overview of integration options)

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golden vault
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This is a game that has been mentioned often in discussions of potential games for Neuro/Evil to play, but I don't recall it being discussed in detail before. I decided to write a short review on what it would have to offer in a playthrough. Let's get the obvious out of the way first: The game is M-rated – not in a graphical sense, but there is strong language in parts, and topics like drug use, suicide and sexual themes do come up in the dialogue occasionally. If that is a no-go, just disregard the rest of the post.

The game is ~90% dialogue, which can be a pro or a con. This obviously offers a huge amount of agency and interaction opportunities. The dialogue is widely considered to be extremely well written and all of it is voiced, which would make Neuro/Evil reacting to it flow smoothly and feel very natural. The game is quite long when exploring the side missions thoroughly; the majority of it is optional however. The actual playtime is thus quite variable, but I'd estimate a typical playthrough to be 20+ hours in duration with the reactions added on top of that. The con of course is that someone who's not interested in this type of gameplay might get bored. I imagine most viewers would find the story quite gripping though, depending on how into it the streamer gets.

The second point I want to make is that the game could possibly be played entirely by Neuro/Evil themselves. Implementing it would probably have some similarities to the Among Us mod, in that it's fixed camera and kind of has tasks. They're not quite the same in the sense of literally telling the player what to do, but are rather objectives that can be straightforward or more vague. For example, if the next step in a task would be to talk to a specific NPC, and a list of locations of encountered NPCs was kept, that would be pretty easy to complete. But another one may require the player to figure something out, or might not be possible to complete until later in the game. (continues in comments)

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With that in mind, some additional information could be required to progress at points, and I don't really know how to implement that. It would be incredibly cool if the LLM could figure out where to go or who to talk to based on just the information that is normally available – would probably be worth experimenting on. Finally, the game is click-to-move, which would simplify if not quite trivialize pathfinding stuff. If an objective is on the other side of the map for example, you can't just click directly to it in an unmodded game at least. There are also transitions when moving from outside to buildings for example. That is all I have, thanks for reading if you did!

fair yarrow
fair yarrow
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Disco

vast bolt
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I also love this game to bits and it would be interesting to see Neuro play it.

hollow hamlet
queen lava
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it has been 6 months.

tacit prairie
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EvilBwaa1 would be a good thing for variety nowadays
-# maybe a good first playthrough with Evil so she can get out of automated stream jail

tough garnet