I just thought about the fact that Outer Wilds is probably the only space game that lets you take a ship anywhere that it'll fit even though it's made for travel between planets. Most games that give you full control have limits like certain areas being blocked for your ship, or that you can't take it underwater, and may even limit where you're allowed to land. Meanwhile, Outer Wilds let's you wedge your ship into a gap between rocks and use that as your ship's landing location, or you can use it to handle your underwater travel instead of needing to immediately get out with it on land. I'm mentioning this because I appreciate the level of freedom that the player gets in how they handle Outer Wilds, and I thought this was a good example of that.
Edit: I remembered another detail. Outer Wilds is the only game I know of that doesn't prevent you from leaving in space, and one of very few that doesn't have you lose velocity when you aren't accelerating despite space not having air resistance. Even with there being things in the game that wouldn't work in real life (like the sizes of the planets), it still feels more immersive for space travel than Starfield or No Man's Sky, just to name the first things that come to mind.
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Ask games have been fun so far, and I kind of felt like making one. This time, it's character names. I don't mind if you want to just use the question sentences, the rest of each prompt is just context to help with answering the questions.
Chert: What's something that surprised you about the story or world when you discovered it? Whether it's something you didn't know about, or something that majorly affected your theories, or even just something you didn't expect that you found funny.
Esker: I can't really think of anything for Esker, but I'm sure they wouldn't mind a conversation. Free yap spot. This ask is repeatable because it's fun to yap and Esker deserves the company.
Slate: This ask has two options. What's a funny way your ship messed up, or what would you say was your favorite ship maneuver you've managed?
Riebeck: Was there a moment that you found particularly intimidating or scary during your playthrough? Whether it was intended to be scary or not.
Gabbro: What would you consider to be the most relaxing place in the game? Criteria for "relaxing" is up to your interpretation.
Feldspar: How reckless were you during your first playthrough? How Feldspar-y were you?
Solanum: Is there a point where you felt like you were stuck, or a point where you believed that you could have handled a particular obstacle if you just had enough information? It's okay if you were wrong.
Prisoner: I can't think of anything for the prisoner, so this is a funny spot. Share a time when a glitch or some weird timing gave you a laugh during your time playing.
Hatchling: I've seen one asking what got you to play, and one asking about the ending, so let's go in the middle. At what point did you go from just trying the game to feeling genuinely invested? What kept you "looping" back to the game?
You can reblog to show interest, and I hope whoever sees this and participates has fun with it.
So, spoilers for Outer Wilds/EOTE, but I think I figured out a mistake I made when trying to figure out the beginning of the DLC. Under the cut because I'll have some pictures/explanations that I got now that I'm trying a PC playthrough. (I'm following the roleplay idea I mentioned here.)
This is the picture that I was supposed to reference for the DLC. It shows that you see something significant at 40 degrees, and so should follow the satellite to that point to check it out. However, I didn't realize yet at the time that all of the planets were on the same plane, and somehow I didn't realize that it wasn't one of the already known planets, so I assumed that this was just a regular planet disrupting the view.
This is the image that I thought I was supposed to follow. The thing in front of the sun here looked wobbly to me, and has a strange blue outline, so I assumed this was what I was meant to see. Instead of waiting for the satellite, I just tried to figure out where this would have been and fly there myself. After that didn't work, I tried to wait until the satellite was approaching that angle and then join, stopping when I reached 0 degrees. As you can imagine, this didn't work out for me.
I just thought of something about Timber Hearth. We know that Hearthians use wood, fish, and minde materials thanks to the construction and the people who have clear resource-gathering related jobs. We also know that they have at least real life creation capabilities thanks to the houses, machines and gadgets, and the production of sapwine. But how do they get marshmallows? And how do they choose to eat their food? Food is a big cultural thing that we only know three disconnected details about. (I'm not considering this spoilers since it can all be seen within the starting area.) So, here are some Outer Wilds headcanons about food. It'll be under the cut so I'm not cluttering anyone's for you page.
First of all, since they have the knowledge to use sap to produce alcohol, I think they also know how to produce sugar from sap for the production of marshmallows. And if there's salt in some or most of the water, they probably also know how to get that salt out for the purposes of both water potability and seasoning food.
Related to the fact that they ferment things, at least for the sapwine, I think that they know how to get the edible parts of bark and turn them into flour. Bark bread is a thing in real life, and Timber Hearth trees grow fast enough to let travelers make use of emergency tree seeds, so I can see them knowing how to make use of the trees in as many ways as possible. This is related because alcohol production has a naturally resulting extra product that acts as a fermenter, like yeast, which could be used to produce bark bread and other related dough-using products.
Real life marshmallows use gelatin, but would the Hearthians know how to get that? I know there's a marshmallow plant in real life that used to be used for marshmallows, so I'm wondering if a gelatin-like plant is used to produce their marshallows. Mild spoiler here: That would explain how Esker has expired marshmallows in his cabin, since real life marshmallows last a super long time and he's surely having food brought to him by someone.
Finally, I'm wondering if they use plants they find to create their own seasonings. Like, "That's a neat leaf I haven't seen before. It doesn't look dangerous. Let me try putting a tiny bit in some food to see what happens. It tastes good and I'm not ill? Let me bring some back to put in the food!"
That's it for my headcanons. Feel free to use them in your own stuff if you want to, you don't need to credit me if these headcanons aren't part of the focus of what you're making, just please don't claim that what I mention here is entirely your own idea. I don't expect anyone to have a food scene with any of these details for a brief part, then have to give credit for it. That would make inspiration much more of a challenge.
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yellooo ::]]] for your own ask game, i'd like to give you a feldspar and/or an esker !!
Hello there! ::)
Feldspar: I'd say that I had medium Feldspar-iness during my playthrough. I often preferred jetpack flight to normal walking, and I tried to use speed to traverse the Interloper. Funnily enough, the most Feldspar-y maneuver I did was when I found Feldspar. Outside of having the advantage of the signal scope, I pretty much got to Feldspar's camp in the exact same way they did. Came in unprepared, ran away from an anglerfish, and arrived with my ship decently damaged before getting out to talk to them.
Esker: Since it didn't end up happening in the last ask game, I kind of feel like yapping about the ending to Outer Wilds, so major spoilers under the cut. Also, it's kind of long. 😆
So, the hatchling has successfully gotten the warp core to the vessel, and now they're at the eye. Not yet aware of what comes next, they take a tentative step into the warp that will take them to the surface of the Eye, then drop into the Eye itself...
The Drop: It's interesting how, in a world that had such consistent patterns if you look hard enough, the source of it all would be so chaotic in appearance. Yet the patterns are still there, in the repeating space and the large curves that make up its appearance. I remember something I read in Minecraft: The Island when I was younger. "Just because the rules don't make sense to you, doesn't mean they don't make sense." I think this drop demonstrates this pretty well. While it's hard to understand how the space works, it's consistent with itself. It doesn't need your approval to exist, but you don't need to worry about why it exists either. "The universe is, and we are." From here, it has to be fully headcanon since there's no universally agreed upon interpretation of the ending.
The Quantum Museum: A conscious observer collapsing the possibilities is what happens at the final campfire. Your own perception of reality is what makes the new universe exist. I always thought of this museum, and the rest of the Eye, as the Eye itself communicating to you. So what's being communicated here? Each museum exhibit explains the history of your journey, the past and present of what you've discovered. You're not expected to be satisfied, you're just being given a conclusion to your own findings and major questions. If you missed something, it's too late now.
But there is a museum exhibit of note here. "Of all the life forms that will perish in the oncoming death of the universe, we will miss the anglerfish the least." Not that it won't be missed, but that it'll be missed the least. It's okay to be sad about loss, it's okay if you find it difficult to move on. Even the anglerfish weren't a complete waste of carbon, they had some form of value that you just couldn't see, so you can't be expected to be completely okay with losing what you love. And the same goes for you. You have value, even if you can't see it.
The Forest: Your home environment. A forest is what's most familiar to you, so it's how the Eye will work with you. The lights fade out, signifying the end of all the old universe's stars, and then you hear your own breathing. You, the last remnant of what was, and you are going to facilitate the creation of what will be. This time, the lesson won't necessarily be about yourself, but about demonstrating some last lessons to carry over through the help of your old friends. These lessons will serve the new universe in maintaining a good order to things, and they can give the player an insight into their own life. Most of the demonstrate a good and bad principal each.
Esker, the loneliest Hearthian. They're the ones to inform you that you can hear music. They're the first around the campfire, your indication that you're going to need friends. Total isolation can break a person, so it makes sense that one so lonely would be the first to hear the music.
Chert, the most scientific of the Hearthians by self proclamation. They were always looking through their telescope, always looking at what they couldn't affect. When their greatest fears came to pass, they were so used to observing what they couldn't affect that they didn't have the needed experience to contain their own emotions, one thing they could affect, causing a full emotional breakdown into numbness.
Riebeck, the Hearthian that was most afraid. They tried to stay in their comfort zone, built up walls that they hoped would keep them safe. Though it's good to be prepared, they were so reliant on the walls and comfort they had built up that everything came crumbling down when they were confronted with what they hadn't prepared for.
Gabbro, likely the most relaxed of the Hearthians. They were never concerned with what happened, all things pass after all. But they became complacent, doing only the things that weren't overly difficult, and leaving them unwilling to take action when it would have been most helpful to do so, even though they did have the tools they needed for it.
Feldspar, the bravest Hearthian. Their bravery was valuable, and it got them far enough to help make your journey possible. But they didn't guide their bravery into their reasoning, and in the end their own recklessness led to them being stranded without help.
Solanum, the last Nomai. The Nomai were incredibly intelligent, their technologies made the hatchling's journey possible. However, they went too far with this curiosity, being willing to blow up the sun if it meant achieving their goals, making them a danger to themselves.
The Prisoner, the only inhabitant of the stranger that had accepted the end. The inhabitants single mindedly pursued what they perceived to be best, destroying their own world in the process. When what they thought to be a blessing was found to cause destruction, the prisoner was the only one with the courage to keep looking, the only one with the courage to realize the truth and give others a chance to seek the opportunity themselves.
The Final Campfire: Here is where the Hatchling, and the player by extension, gets one final lesson. You can't do everything alone. If the hatchling had been on their own, the forest would have been the end. But they had friends and found new ones. With the help of those they know, the hatchling is able to make the new universe possible, make new life possible. As for why you can talk to Solanum and The Prisoner, I think the eye is giving you a chance to say goodbye to everyone. You decide when you've accepted this, and you decide who to say goodbye to. You don't get to decide how or when the end comes, but you get to decide how you treat the people in your life before you go.
So, I have yet to draw it, but I do actually have an idea for a hatchling OC. My thought is that they'd be interested in the architecture of the Nomai, instead of the culture of the Nomai like Riebeck, but also has the confidence of Feldspar without the skill to back it up. The first several loops are just them overestimating then crashing into planets and spending the rest of the loop using their jetpack to try to navigate.
I'm thinking of having them be nicknamed Sid, with their full name being Obsidian. My reasoning is that they get sharp (minded) when they take the time to cool off and work on one thing, but they're also a bit physically and mentally fragile, being prone to injury and spending several loops just venting to Gabbro and wishing they could stop the loops. Fortunately, due to pure impatience, they figure out how to end the loop in the way that gets the best Outer Wilds ending, and so they use their last loops to practice The Flight. You know the one.
Giant's Deep - If you were one of the travelers, what instrument would you play?
The Interloper - Which discovery did you find the most impactful?
Hello! Never gotten three prompts before, this should be interesting. I'll just use the names since you included their prompts in the ask. I'll be answering somewhat out of order to hold off on spoilers for at least one answer.
Giant's Deep: After some thinking, I think I'd have to go with the Hurdy Gurdy. Partially because I like the sound and think it's a very convenient instrument to move around (it's kind of like a crank-powered lute shaped piano with a droning sound built in), but also because it's kind of funny. While everyone else is using a traditional instrument, I'm using the string/percussion equivalent of a bagpipe.😆
That's the only thing I can say without spoilers, so the rest will be under the cut.
The Attlerock: There are two main ones, and I feel a bit awkward about having struggled with them, but I also have no problem with sharing. First of all, I was a bit confused by the tower of quantum knowledge because I didn't realize it falls into the blackhole until I got stumped and looked it up.
The main difficulty was with The Interloper, so I'll go through my thought process to at last make getting stuck a bit more understandable. So, when I first landed on it, I assumed that I had to be at the back when I'm near The Sun to avoid dying. The Sun has strong gravity, and it emits a lot of heat, so it felt reasonable that I'd want to be as far as possible. Then I saw the ship in the ice, and the note about entering, so I tried to teleport the ship from its launchpad before going back. The ship was full of ice, so I assumed it was covering the entrance. Then I tried looking around, and I couldn't find anything. Eventually I just gave up, looked it up, and felt like I had been missing the obvious when I saw that I had to be on the front when passing The Sun. I then also couldn't find all the tunnels within The Interloper at first, so I thought there was a speed at which you could survive ghost matter since you don't technically die instantly.
The Interloper: I personally found ATP the most impactful, but not because I didn't understand it. Before I found any information about ATP, I accidentally launched out of the Solar System with a Nomai launchpad, and decided to just wait and see what happens if I get far enough out. Fortunately, without aiming at all, I didn't hit any planets, so I got the situation where your vision fills and you get sent back without dying to anything. After that, I took a break from the game because I didn't want to get through the game too fast.
I started theorizing after I saved and quit, and keep in mind that I had no information about ATP yet except for seeing the mask. Here's what I somehow theorized just from that one experience and my prior observations, as close to my original thought as I can get, and I wish this was a joke because it's hilarious to me. "So, I always go back after The Sun explodes, regardless of whether or not I die. I think that those two towers on Ash Twin are somehow collecting energy from the explosion, then using it to send my memories back instead of myself. That would mean that I'm not actually time traveling, I'm just getting the memories of failed attempts." Imagine my satisfaction when I found out that was exactly how it worked.🤣