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Porpentine's Wonderful World of Slime

Intensely personal, erotic, bizarre, and unabashedly honest are just a few words that describe the work of Porpentine, one of gaming's most absorbing designers.

As game development becomes more accessible, it's becoming more personal. Not everyone wants to retell the hero's journey for the millionth time. There are other stories out there, stories people can intimately relate to. Designers like Porpentine are at the forefront of this movement.

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Some of Porpentine's games are likely to make you uncomfortable. You cannot play a Porpentine game without getting to know a part of who she is, and your reaction will depend on your own life experiences. In most cases, though, it will be a lack thereof. Viewed through the lens of her games, Porpentine has not had an easy life, but her games provide players an empathetic, sharply humorous glimpse into her world.

And, yes, before we get any further, Porpentine is her real name.

"I love that Porpentine starts with a squishy sound and ends sharp," she said, "with an almost fragile 'tine'--it has all these dimensions and contradictions you can feel with your mouth. And it's good for making puns."

If only takes a moment on Porpentine's website to gain an immediate sense of her style--brash, loud, and full of slime. These principles are front-and-center throughout many of her games. But that's just the opening paragraph, and it buries the subtle lede that defines the complicated underbelly of her work. It's the megaphone that prompts you to pay attention to Porpentine. But it's misleading, as it can suggest a shallowness that's not present in the games themselves.

Porpentine came to my attention during the Game Developers Conference last year. When Cart Life won the Independent Games Festival's Seumas McNally Grand Prize, its designer ripped down his booth and let Porpentine show off her Twine-based Howling Dogs. I never got around to playing Howling Dogs, a game she's tried to move on from, hoping to escape being defined as a creator of text games.

Many of her new games, such as Armada, have graphics, though writing remains a key component.

When I spoke to Porpentine on Twitter, this anxiety seemed present. She really, really wanted to talk about her new games, one of which was, actually, the reason I wanted to talk to her: Ultra Business Tycoon III.

You have to play Ultra Business Tycoon III. I implore you. I beg you. It's remarkable. Ultra Business Tycoon III initially presents as a text adventure set within a world of trash, violence, and rampant death. It quickly becomes clear it's not only that but also an astonishingly accurate homage to games of the era (right down to an NFO file) and a darkly humorous window into a moment in Porpentine's youth. These moments come out of nowhere, and often strike a stark tonal contrast to everything else.

But once Ultra Business Tycoon III's dynamics are clear, it's hard to put down, a simultaneously heartbreaking and exhilarating experience that also has one of last year's best "a-ha" moments.

Ultra Business Tycoon III is decidedly retro, and Porpentine's put enormous thought into this idea.

"[Designers usually] reproduce them in a way that is not capturing why we care about them so much," she said. "They are separating it from our experiences as a child. A lot of my thinking on this subject has to do with Kat Lake writings on this subject. She wrote something called Phantom Games--it’s a little essay. Basically, the idea is that you can’t just reproduce the power of nostalgia just through a system. It’s what was going on in our lives when we were playing these games. When I was playing these games, I was growing up in an abusive household, and you’re not going to find that magic just by slavishly reproduces the graphical essence of it or the mechanics. That’s why it’s got these shareware-y things, but it’s also blended. I couldn’t have done it if I hadn’t blended it with real-life."

You're going to spend lots of time looking at things that will kill you in Ultra Business Tycoon III.
You're going to spend lots of time looking at things that will kill you in Ultra Business Tycoon III.

One reason a Porpentine game can feel uncomfortable is precisely how nakedly honest she can be about her own life experiences. It's challenging to put yourself out there, and, in some ways, ask to be judged. Not everyone will be kind, and not everyone will understand. But Porpentine does this over and over in her work. There is purpose to it, though it seems awfully exhausting.

"I started out going to the gym and doing lots of emotional push-ups," she said. "There’s lots and lots of steroids involved, it’s totally illegal."

(I'll remember that the next time a sappy movie gets to me, or I listen to the LOST soundtrack.)

"I guess my question would be: why don’t more people put more things from their lives into things?" she said. "Are you not just putting things from other people’s lives into games, then? [...] It can be a form of catharsis once you actually get it out there. What was emotionally draining was having it actually happen to me. What was emotionally draining was having to be silent about it, like any kind of thing that’s hurt me. Once it turns into art, it becomes free in a way. It’s a way to show other people. When we share our experiences, I think it’s a very healing thing."

"I just really want people to be able to access it in every possible way. I’ll probably make things that cost money in the future, but it’s really important to me to have a lot of stuff be free and be a gift."

The act of sharing is critically important to Porpentine, as well. She wants everyone to have a chance to play most of her games, which is why they're given away for free on her website. It's no surprise to learn this philosophy is influenced by how she first started experiencing media.

"I grew up pirating everything," she said. "I grew up too poor to consume most media. The only way I was able to get it is if it was free or I pirated it."

Piracy is how I discovered music. I listened to music before piracy, but there was nothing like Spotify in early high school. But I did have Napster, which introduced me to Weezer, Pearl Jam, Radiohead, The Flaming Lips, and other musicians that formed the foundation of my ascension into having real taste.

Giving away games for nothing, however, is obviously at odds with the idea of being able to support yourself for a living though game development.

"I just really want people to be able to access it in every possible way," she said. "I’ll probably make things that cost money in the future, but it’s really important to me to have a lot of stuff be free and be a gift. Part of how I’ve been supporting myself is that I have a Patreon account."

Patreon is an interesting, relatively new service stemming from the term "patron."

"a person who gives financial or other support to a person, organization, cause, or activity."

In Armada, explore a psychedelic world with a slime trail.
In Armada, explore a psychedelic world with a slime trail.

Through Patreon, you can support creators, even if you're not totally sure what you're paying for. Porpentine's patrons collectively pay her $650 per game. She's averaging one release per month, but it's not like being a Kickstarter backer. Porpentine is not required to provide "updates" on what's happening, though if she stopped producing games, people could theoretically pull their support. But that's not the case right now, and it's working out for her.

"It’s really good to have that confidence as an artist, and have this material support," she said. "You can’t support marginalized artists only through singular acts of recognition or through praise. You have to give them jobs, you have to reform their day-to-day systematic existence, you have to make it worthwhile and healthy to be them. Money is a concrete thing that is very helpful to marginalized artists. Rent and food and clothing--these are all concrete needs. I’m just really glad to have that support, and it allows me to make free games."

One cannot play a Porpetine game without being left with a distinct impression. The more you play, the more you begin to feel like you know her. That's not to say all of Porpentine's games are pseudo-biographical experiences, but few designers are as willing to put themselves into their work at the risk of being misunderstood. Wrapped around these games is an grungy, dirty aesthetic, a borderline obsession with grime, slime, and trash. Porpentine does not deny this. In fact, it's a defining characteristic.

"I think trash represents this kind of lowest of the lower, this sinking point," she said. "If you’re trash, there’s nowhere else to go, and you’re co-mingling with all these things around you. It’s a refuge. It represents finding value in something that so many other people find ugly and celebrating it, which is something that applies a lot to my life and my work."

Patrick Klepek on Google+

139 Comments

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EuanDewar

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As a PSA about Porpentine and a recommendation to check out her work this article is useful but beyond that it feels kind of i dunno... Superfluous, maybe? Kinda feel like you could've just tweeted "Hey check out this stuff by this game-maker Porpentine" and it would've had the same effect. The aspects of her personality on display here seem pretty standard amongst the people i've known throughout my life.

Whatever i feel like i sound a bit rude and i dont much like sounding that way

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MuttersomeTaxicab

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@knopper7 said:

Text adventure websites are not ART.

Of course they are.

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MuttersomeTaxicab

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<3 DAT PORP.

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Humanity

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The problem with creating articles like these that specifically highlight the game maker almost more so than the game(s) itself, is putting an elephant in the room and asking everyone to be civil and not comment on it.

These games are ok, fairly basic indie stuff that doesn't really draw me in one way or another. The developer seems likewise fairly standard in their commentary and motivations. It's everything outside of this very basic game-designer package which gets a bit unorthodox. Since this article presents the artist alongside the art, you immediately connect one with the other. I unwittingly followed the Tumblr link and to be perfectly honest, some of the stuff that I saw there made me a little more than uncomfortable - which in turn makes me associate that feeling with the games now and that pushes me away.

Is that rude for me to say? It really shouldn't be. As much as the developer has every right in the world to put that stuff up for everyone to see, to be shocked, inspired or offended, it is my right to actually feel offended when I do and be able to say as much. Now I wasn't offended per-se, but as I said it did make me feel uncomfortable.

The only reason I point this out more so than the content of the article itself is that I'm all for open discussion on the site, but that means being completely open about everything. This of course doesn't mean vitriolic and outright offensive comments should be tolerated, but I see so many people dancing around a point they're trying to make because they "don't want to sound like a jerk" when in fact they're just stating an opinion.

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MuttersomeTaxicab

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@humanity said:

The problem with creating articles like these that specifically highlight the game maker almost more so than the game(s) itself, is putting an elephant in the room and asking everyone to be civil and not comment on it.

These games are ok, fairly basic indie stuff that doesn't really draw me in one way or another. The developer seems likewise fairly standard in their commentary and motivations. It's everything outside of this very basic game-designer package which gets a bit unorthodox. Since this article presents the artist alongside the art, you immediately connect one with the other. I unwittingly followed the Tumblr link and to be perfectly honest, some of the stuff that I saw there made me a little more than uncomfortable - which in turn makes me associate that feeling with the games now and that pushes me away.

Is that rude for me to say? It really shouldn't be. As much as the developer has every right in the world to put that stuff up for everyone to see, to be shocked, inspired or offended, it is my right to actually feel offended when I do and be able to say as much. Now I wasn't offended per-se, but as I said it did make me feel uncomfortable.

The only reason I point this out more so than the content of the article itself is that I'm all for open discussion on the site, but that means being completely open about everything. This of course doesn't mean vitriolic and outright offensive comments should be tolerated, but I see so many people dancing around a point they're trying to make because they "don't want to sound like a jerk" when in fact they're just stating an opinion.

That said, Porpentine is generally inextricable from her work. She's made numerous comments about how her games and writing are literal extensions of herself. Another aspect of her work is that her games are necessarily built on creating that discomfort within her audience. By and large, I don't think Patrick could have written this article any other way. Plenty of the comments have absolutely been, "this makes me uncomfortable" - and that's a totally valid and reasonable response. However, it's not ok for people to resort to insults or to otherwise denigrate (well, anyone, but in particular the subject of the article) with dismissive namecalling. It's this last part that some folks continue to have problems with.

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deadmoscow

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Porpentine is awesome, this is a good article. Also Twine is the shit. I spent like a solid week trying to make my own little non-linear mystery game that was set in Jorge Luis Borges' Library of Babel and it was more or less total garbage but it was still way fun to make. Coincidentally, Twine is a great way to get a taste for programming / creating. I've been shifting the focus of my master's degree from library science to information science, particularly with an emphasis on user interface design. Thanks Twine! Thanks Porpentine!

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patrickklepek

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Money is a concrete thing that is very helpful to everyone, not just whatever a marginalized artist is. Money comes from providing a population with goods or services, in exchange for your labour or effort. Like making games in exchange for money.

Also, everyone else is responsible for reforming the artist's day-to-day systematic existence? What does that even mean?

What she's saying, at least how I take it, is she wants to make games that may not have the broadest appeal, but they are very important to the people that it does impact. If there are ways we can build services to sustain her livelihood to create those works and not sacrifice the integrity of her work, that's important.

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deadmoscow

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@brodehouse said:

Money is a concrete thing that is very helpful to everyone, not just whatever a marginalized artist is. Money comes from providing a population with goods or services, in exchange for your labour or effort. Like making games in exchange for money.

Also, everyone else is responsible for reforming the artist's day-to-day systematic existence? What does that even mean?

What she's saying, at least how I take it, is she wants to make games that may not have the broadest appeal, but they are very important to the people that it does impact. If there are ways we can build services to sustain her livelihood to create those works and not sacrifice the integrity of her work, that's important.

It's like how artists used to have patrons - somebody basically ponies up cash for you to live and eat and have shelter and stuff, so you're able to focus on your art without having to worry about making rent at the same time. In this instance, the internet becomes a collective patron instead of the Pope or whoever. Thus, "Patreon".

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deactivated-5e49e9175da37

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@patrickklepek: Can I ask who 'we' is referring to, legitimately? You say we should find a system that supports her; alright. Who is we, is it Porpentine's fans, or every video game fan, or the government or business or whom? I'd assume it's Porpentine's fans, but how is that any different from any other niche developer? I love and support a lot of niche devs, because they make things I want and I want more... Not because they're entitled to my support.

The one thing I might understand is if she's attempting to get fair-weather supporters to actually vote with their wallet. I agree with the premise that praise is sweet, but money is honey. A good review doesn't buy any bread.

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Mister_V

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@patrickklepek: Can I ask who 'we' is referring to, legitimately? You say we should find a system that supports her; alright. Who is we, is it Porpentine's fans, or every video game fan, or the government or business or whom? I'd assume it's Porpentine's fans, but how is that any different from any other niche developer? I love and support a lot of niche devs, because they make things I want and I want more... Not because they're entitled to my support.

The one thing I might understand is if she's attempting to get fair-weather supporters to actually vote with their wallet. I agree with the premise that praise is sweet, but money is honey. A good review doesn't buy any bread.


Ah good. I was just about to ask the same question. Because what it seems like you are suggesting is some kind of welfare state for indie game developers, and as much i do like some indie games. I ain't down for that.

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@drkunze said:

Judging by the amount of "This message was deleted" i will refrain from posting an opinion that differs from total agreement.

We don't require total agreement, we just ask that people not be rude. Be constructive if you want to disagree; heck, we encourage that. But a lot of people can't seem to find a way to do that without being flippantly or sarcastically dismissive, and that shit's gonna get deleted real quick. If you want to say something, make it mean something and make it longer than "lolwut?"

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DTS

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Can I ask who 'we' is referring to, legitimately? You say we should find a system that supports her; alright. Who is we, is it Porpentine's fans, or every video game fan, or the government or business or whom? I'd assume it's Porpentine's fans, but how is that any different from any other niche developer? I love and support a lot of niche devs, because they make things I want and I want more... Not because they're entitled to my support.

The one thing I might understand is if she's attempting to get fair-weather supporters to actually vote with their wallet. I agree with the premise that praise is sweet, but money is honey. A good review doesn't buy any bread.

Establishing a system to provide patronage to individual developers will benefit more people than just Porpentine. This isn't about how artists are entitled to pay, though as producers they certainly are. This is about establishing a system that allows people to support the arts in a general sense, and further lowering the barrier to entry.

The notion of "make something worth paying for, then I'll pay you" is understandable, but can also serve to limit the talent pool. Not everyone is in a situation to make a game and then see how it does. A well established patronage system would allow people of all types to produce content in a lower risk manner.

So yes, the "we" can refer to Porpentine fans, every video game fan, governments and businesses. This type of system isn't different from almost any other type of art. I get calls and newsletters from my local symphony about fundraising events, and I'm sure they receive some grants, taxspayer dollars, patronage support, and donations from businesses and individuals.

If you like an art form, or just a hobby, you might want to consider funding its overall growth and development. You're "investing" in the future of video games by creating the financial incentive (if you want to think of it that way) to create video games.

The more people making games, the better. Right now we're limited to the daring and crazy that do it without financial support, or the established designers that have some scratch set aside. There are some middle grounds, but most of the big indie hits have taken real capital to get going.

It's time to figure out how to expand on that, for our own good.

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deactivated-5e4c09d3ba1b3

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@amyggen said:

@meatball: I don't really get that POV. Why not just ignore that kind of content, and keep consuming the other guys' content? I don't get how this kind of content could turn anyone off the site as a whole as long as they still enjoy the other parts.

I should start off by saying this has nothing to do with Porpy:

I check the site less often now because I know the front page is going to be SCOOPIN AND SPELUNKIN AND WORTH READING/WATCHING/PLAYING WITH KLEPEK!!!. Now I just listen to the Bombcast and check the site maybe twice a week to see if there are new Quick Looks.

Again, nothing to do with Porpy, I just don't happen to like Patrick's stuff. And that has nothing to do with him as an individual, either.

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aquacadet

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As a PSA about Porpentine and a recommendation to check out her work this article is useful but beyond that it feels kind of i dunno... Superfluous, maybe? Kinda feel like you could've just tweeted "Hey check out this stuff by this game-maker Porpentine" and it would've had the same effect. The aspects of her personality on display here seem pretty standard amongst the people i've known throughout my life.

Whatever i feel like i sound a bit rude and i dont much like sounding that way

Couldn't have said it better myself.

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ArbitraryWater

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I played Ultra Business Tycoon III a while back when Patrick tweeted it or something, and I didn't really get it. The idea of this DOS-era shareware game juxtaposed with deeply personal moments doesn't really resonate with me, I guess. Porpentine seems like she's lived an... interesting life, and I can't really relate to that. I guess I should make a Twine game about being a straight white male growing up in a stable, relatively happy home environment.

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deactivated-5e49e9175da37

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@dts: I suppose the point I'm making is that we already have artists using their artistic talents in exchange for financial compensation and artists who are entrepreneurs. We already have people providing value to others in exchange for money. Lowering the barriers to entry is good, but that's just an alteration to the current market and not some new revolutionary idea.

If you love a thing, you should support it, yes. But this is exactly my point; by actively deciding that she wants to target niche markets, she is decreasing the overall market value of her work. That's fine, that's her choice, that's any artist's choice. But I find it very odd to create things that are in low demand and be frustrated that it's not financially viable. She's trading financial security for artistic agency, she's trading risk for reward. Not everyone gets to have both, a lot people don't even get to have one.

In short, it feels like she's asking to have her cake and eat it too.

Somewhat tangential; I don't like Patreon's set up, I like Kickstarter more because it has a project-based nature. Patreon to me reads like I'm hiring a person to do whatever they want. Kickstarter on the other hand; I'm hiring people to do contract work for something they want to make and I want them to give me. That's the ultimate ideal of economics; everyone producing and receiving what they want at prices and wages they want to pay or receive.

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Edited By HoboKnight

I'm glad people are making games like this, even if I don;t always connect with them. I've never understood all the complaints about not being able to relate to games. I never hear anyone say a book or a film should not have been made because they couldn't relate to the characters or story.

Also @mormonwarrior, have you ever heard of "The Shivah"? It's an adventure game about a Rabbi rediscovering his faith. (disclaimer: I haven't played they game, but heard it discussed a lot on podcasts and various articles. It's on my pile of shame)

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MuttersomeTaxicab

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I played Ultra Business Tycoon III a while back when Patrick tweeted it or something, and I didn't really get it. The idea of this DOS-era shareware game juxtaposed with deeply personal moments doesn't really resonate with me, I guess. Porpentine seems like she's lived an... interesting life, and I can't really relate to that. I guess I should make a Twine game about being a straight white male growing up in a stable, relatively happy home environment.

You certainly could if you wanted to.

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patrickklepek

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Edited By patrickklepek

@brodehouse said:

@patrickklepek: Can I ask who 'we' is referring to, legitimately? You say we should find a system that supports her; alright. Who is we, is it Porpentine's fans, or every video game fan, or the government or business or whom? I'd assume it's Porpentine's fans, but how is that any different from any other niche developer? I love and support a lot of niche devs, because they make things I want and I want more... Not because they're entitled to my support.

The one thing I might understand is if she's attempting to get fair-weather supporters to actually vote with their wallet. I agree with the premise that praise is sweet, but money is honey. A good review doesn't buy any bread.

I just mean "we" as a general purpose term. You don't need to support her monetarily, but having a system like Patreon that makes other people have the ability to easily support her? That's pretty cool. Setting up your own website with your own payment system is not exactly easy. Patreon removes a barrier for both sides of the equation.

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Three0neFive

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Edited By Three0neFive

This kind of twee-indie tumblr folk-art is way too self-indulgent for my tastes but hey, more power to the people who find meaning in it. It's dumb to point at a medium - especially one as broad and emerging as videogames - and arbitrarily define what it can and can't be.

As far as the Patreon thing goes, if there's a market for it and people want to donate then sure, why not. No skin off my back.

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joshwent

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There's a new Sheriff in town... with a quick-draw delete button and a bandolier full of puppy photos.

That last sentence you wrote is a crucial point to enabling productive discussions that I've been trying to get accross here for years. Thanks Rorie!

... I find it very odd to create things that are in low demand and be frustrated that it's not financially viable. She's trading financial security for artistic agency, she's trading risk for reward. Not everyone gets to have both, a lot people don't even get to have one.

Maybe I'm missing a point or just interpreting her words differently than you, but the difference I see is that she doesn't seem "frustrated" that these games don't turn a profit. She's instead comfortable having found people who are voluntarily paying for her to be able to create what she wants.

I saw no implications of, "why can't I make more money" or "my type of games should be supported", which I would also disagree with. But it seems like the Patreon thing is just a great set up for her and her art, the folks funding it clearly agree because nothing is compulsory, and she's asking nothing more. Win-win-win!

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deactivated-5e49e9175da37

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@joshwent: I can admit I may be projecting on that angle. The phrasing gave me the impression of a 'call to action', or what game fans 'should be doing'. Whenever anyone tells me something I should do, my overwhelming reaction is 'should I?' So if I'm overreacting, I'm overreacting and sorry.

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InternetDetective

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How about a system where comments are voted up or down? This "message deleted" approach seems a bit totalitarian. Let us decide which comments we want to see.

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Edited By Pathos

Porpentine sounds like a cool, quirky person! :D

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Edited By rmanthorp  Moderator

@internetdetective: I'll be honest 60%-80% of the deleted comments on here are just spam. Which is annoying!

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Zapf

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Edited By Zapf

@internetdetective: How about we don't turn into Reddit and just let moderators delete spam and shitty posts.

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patrickklepek

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How about a system where comments are voted up or down? This "message deleted" approach seems a bit totalitarian. Let us decide which comments we want to see.

Yeah, most of 'em are spam, to be perfectly honest. Only a small number are people acting up.

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idwolf

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I'd love to make a pun... but I would never do that on porpous. :}

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@humanity: I agree with your points in the article and the comments.

It's fairly standard as an article but the content will obviously raise the interest or ire of a fair number of people.

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mike

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@internetdetective said:

How about a system where comments are voted up or down? This "message deleted" approach seems a bit totalitarian. Let us decide which comments we want to see.

Yeah, most of 'em are spam, to be perfectly honest. Only a small number are people acting up.

Giant Bomb had the +/- feature at launch and it was removed due to abuse. Glad it's gone.

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Niceanims

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Edited By Niceanims

Never heard of her, but her stuff sounds pretty cool. I'll go check it out.

On another note, what the hell happened in this thread?

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gamer_152

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gamer_152  Moderator

Nice piece Patrick, I'll have to look into more of her stuff.