[HN Gopher] Archipelago: Multiworld Multi-Game Randomizer
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       Archipelago: Multiworld Multi-Game Randomizer
        
       Author : jeffchien
       Score  : 37 points
       Date   : 2024-07-10 23:34 UTC (3 days ago)
        
 (HTM) web link (archipelago.gg)
 (TXT) w3m dump (archipelago.gg)
        
       | jeffchien wrote:
       | TLDR context: a randomizer shuffles around game items/skills and
       | even game areas such that the game is completed in a different
       | order. Archipelago shuffles those things among different
       | playthroughs. For example, I might pick up an item in my Pokemon
       | playthrough that unlocks a gun in your Doom playthrough, and when
       | you pick up a keycard it might unlock Ground Pound for a Mario
       | player, and so on. It's like a giant collaborative puzzle game.
       | 
       | Here's an example with 114 playthroughs (includes some game
       | spoilers in the latter half): https://youtu.be/YwUIfxF3ujo
        
         | bongodongobob wrote:
         | I don't understand this at all. So if you were playing Doom,
         | you might get stuck because someone in some random other game
         | needs to find your key? That sounds awful.
        
           | jeffchien wrote:
           | That's definitely a concern. Players call getting stuck by
           | others' checks "BK'd" because a player once went out to get
           | Burger King and returned before they got unwalled. But I
           | think sharing the challenge/frustration and randomness with
           | other players is the fun part, and that's what makes this
           | such an interesting way to play games.
           | 
           | The organizer can also kick inactive players out and release
           | their checks. You could play solo with one or multiple games.
        
           | JoshTriplett wrote:
           | It's intended to be a collaborative endeavor, often played
           | with people who are on a live call with each other. In the
           | kinds of games that work well with randomizers, you usually
           | have multiple different options for how to proceed, and you
           | have to figure out how to check as many item locations as
           | possible to unlock things for yourself _and_ (in the case of
           | Archipelago) for other players.
           | 
           | It doesn't work as well with linear or mostly linear games.
           | 
           | And as another reply noted, sometimes you get stuck ("BKed").
           | Sometimes each person has more than one game in the
           | randomizer, so they have a couple of options to play further.
           | Sometimes people go watch someone else play until they're
           | unblocked again.
        
       | JoshTriplett wrote:
       | This has really evolved over time. Originally, there were single-
       | game randomizers, which became more and more sophisticated in
       | what they could randomize. Early on, those randomizers added
       | "logic", meaning that they ensure you can't have an impossible
       | random seed where an item is stuck behind a point that needs that
       | item to proceed, or a set of items that would mutually require
       | each other.
       | 
       | At some point, people started combining games; most notably,
       | "SMZ3" is a two-game randomizer for Super Metroid and Link to the
       | Past (already two very popular games for randomizers), in which
       | you're playing one SNES cartridge that has both games on it and
       | you can step in specific doors to switch from a spot in one game
       | to a spot in the other game.
       | 
       | Archipelago is an evolution of those multi-game randomizers,
       | which combines the logic from each game to ensure that _someone_
       | is always able to proceed.
       | 
       | And there are options you can choose to make things simpler; for
       | instance, you can prevent certain key items from being very late
       | in the game. But it's also fun to _not_ do that, and end up (say)
       | having to do half a game without an item you usually get in the
       | first few minutes, working around the lack of that item. (For
       | instance, playing substantial parts of a Zelda game without even
       | a basic sword.)
       | 
       | Some randomizer modes also convert a more linear game _into_ a
       | more open-world game, by making it so you can go anywhere from
       | nearly the beginning, though what you can _do_ in those places
       | will still be limited by the items you have.
        
         | jncfhnb wrote:
         | What games actually work reasonably well with this?
         | Particularly for someone who is not a speedrunning master of
         | any particular title?
        
           | JoshTriplett wrote:
           | The top priority is picking games you're familiar with; you
           | almost never want to play a randomizer of a game you've never
           | played normally. That does _not_ mean you need to be an
           | expert at the game, but you should probably be able to beat
           | the game with more-or-less 100% completion.
           | 
           | Beyond that, personally I'd suggest Super Metroid or any
           | Zelda game.
        
       | BigParm wrote:
       | The website has zero examples. Am I supposed to start a complex
       | process and get friends on board based on something I've never
       | seen?
        
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       (page generated 2024-07-14 23:02 UTC)