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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/05/14/rip-sq-vg-2/" rel="bookmark" title="Permanent Link to RIP SQ.vg">RIP SQ.vg</a></h2>
						<p>SecondQuest.vg was created as the website arm of the podcast Cartridge Blowers, hosted by Richard Goodness and Eric Brasure. Since early 2012, it has functioned as the homepage for the videogame writing of Richard Goodness. Due to a change in circumstances, SecondQuest.vg will no longer be updated. Thank you.</p>
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/05/09/work-harder-hard-worker/" rel="bookmark" title="Permanent Link to Work Harder, Hard Worker">Work Harder, Hard Worker</a></h2>
						<p>One must imagine Sisyphus happy.</p>
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				<li id="main-post-3" onclick="location.href='https://www.secondquest.vg/2013/04/15/review-corn-zone/';" style="cursor: pointer; background:url( https://www.secondquest.vg/wp-content/uploads/2013/04/KornPA300911.jpg ) top center no-repeat;" title="Permanent Link to Review: Corn Zone">

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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/04/15/review-corn-zone/" rel="bookmark" title="Permanent Link to Review: Corn Zone">Review: Corn Zone</a></h2>
						<p>Corn Zone is a game about corn.</p>
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						<p>&#8220;Maybe there are other people who can fly, you know, and they&#8217;re all scared to,&#8221; Tim says. &#8220;You&#8217;re being brave&#8211;you&#8217;re gonna be a role model. And look, you&#8217;ll be able to get any guy you want after this. Your days of being single are over.”</p>
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/04/05/for-the-cost-of-bioshock-infinite-you-could-buy-60-copies-of-miner-dig-deep-more-if-you-count-tax/" rel="bookmark" title="Permanent Link to For The Cost of Bioshock Infinite, You Could Buy 60 Copies of Miner Dig Deep (More If You Count Tax)">For The Cost of Bioshock Infinite, You Could Buy 60 Copies of Miner Dig Deep (More If You Count Tax)</a></h2>
						<p>I really dug this game. HA HA HA.</p>
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					RIP SQ.vg<br />
					May 14, 2013 | 3 comments				</a>
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					Work Harder, Hard Worker<br />
					May 09, 2013 | 0 comments				</a>
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					Review: Corn Zone<br />
					Apr 15, 2013 | 0 comments				</a>
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					Flying Man<br />
					Apr 14, 2013 | 0 comments				</a>
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					For The Cost of Bioshock Infinite, You Could Buy 60 Copies of Miner Dig Deep (More If You Count Tax)<br />
					Apr 05, 2013 | 3 comments				</a>
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						<a href="https://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/" rel="bookmark" title="Permanent Link to Deeds, or, Hofmeier Destroys Everything">	

<img src="https://www.secondquest.vg/wp-content/uploads/2013/04/BGd6fU_CUAA-ePl.jpg_large-150x150.jpg" alt="Deeds, or, Hofmeier Destroys Everything" class="post_thumbnail thumbnail" width="150px" height="150px" />
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/" rel="bookmark" title="Permanent Link to Deeds, or, Hofmeier Destroys Everything">Deeds, or, Hofmeier Destroys Everything</a></h2>
						Richard Hofmeier is a vandal.					</div>
					<div class="entry-bottom">Apr 02, 2013 | <a href="https://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/#comments">0 comments</a> | <a href="https://www.secondquest.vg/2013/04/02/deeds-or-hofmeier-destroys-everything/" rel="bookmark" title="Permanent Link to Deeds, or, Hofmeier Destroys Everything">View Post</a></div>
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						<a href="https://www.secondquest.vg/2013/04/01/ken-levine-does-not-need-your-money-play-waking-mars-instead/" rel="bookmark" title="Permanent Link to Ken Levine Does Not Need Your Money. Play Waking Mars Instead.">	

<img src="https://www.secondquest.vg/wp-content/uploads/2013/04/mars-150x150.jpg" alt="Ken Levine Does Not Need Your Money. Play Waking Mars Instead." class="post_thumbnail thumbnail" width="150px" height="150px" />
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/04/01/ken-levine-does-not-need-your-money-play-waking-mars-instead/" rel="bookmark" title="Permanent Link to Ken Levine Does Not Need Your Money. Play Waking Mars Instead.">Ken Levine Does Not Need Your Money. Play Waking Mars Instead.</a></h2>
						'nuff said.					</div>
					<div class="entry-bottom">Apr 01, 2013 | <a href="https://www.secondquest.vg/2013/04/01/ken-levine-does-not-need-your-money-play-waking-mars-instead/#comments">11 comments</a> | <a href="https://www.secondquest.vg/2013/04/01/ken-levine-does-not-need-your-money-play-waking-mars-instead/" rel="bookmark" title="Permanent Link to Ken Levine Does Not Need Your Money. Play Waking Mars Instead.">View Post</a></div>
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						<a href="https://www.secondquest.vg/2013/03/25/anna-anthropys-triad-a-review/" rel="bookmark" title="Permanent Link to Anna Anthropy&#8217;s Triad: A Review">	

<img src="https://www.secondquest.vg/wp-content/uploads/2013/03/ColorBra_3Girls1-150x150.jpg" alt="Anna Anthropy&#8217;s Triad: A Review" class="post_thumbnail thumbnail" width="150px" height="150px" />
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/03/25/anna-anthropys-triad-a-review/" rel="bookmark" title="Permanent Link to Anna Anthropy&#8217;s Triad: A Review">Anna Anthropy&#8217;s Triad: A Review</a></h2>
						Anna Anthropy has released a game about hot, hot lesbian bed arrangements.					</div>
					<div class="entry-bottom">Mar 25, 2013 | <a href="https://www.secondquest.vg/2013/03/25/anna-anthropys-triad-a-review/#comments">1 comment</a> | <a href="https://www.secondquest.vg/2013/03/25/anna-anthropys-triad-a-review/" rel="bookmark" title="Permanent Link to Anna Anthropy&#8217;s Triad: A Review">View Post</a></div>
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						<a href="https://www.secondquest.vg/2013/03/18/we-dont-need-no-edutainment/" rel="bookmark" title="Permanent Link to We Don&#8217;t Need No Edutainment">	

<img src="https://www.secondquest.vg/wp-content/uploads/2013/03/pink-floyd-the-wall-150x150.jpg" alt="We Don&#8217;t Need No Edutainment" class="post_thumbnail thumbnail" width="150px" height="150px" />
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						<h2 class="post-title"><a href="https://www.secondquest.vg/2013/03/18/we-dont-need-no-edutainment/" rel="bookmark" title="Permanent Link to We Don&#8217;t Need No Edutainment">We Don&#8217;t Need No Edutainment</a></h2>
						New York Times editor Pamela Paul thinks videogames aren't educational. Maybe that's why she hasn't played one in 30 years.					</div>
					<div class="entry-bottom">Mar 18, 2013 | <a href="https://www.secondquest.vg/2013/03/18/we-dont-need-no-edutainment/#comments">2 comments</a> | <a href="https://www.secondquest.vg/2013/03/18/we-dont-need-no-edutainment/" rel="bookmark" title="Permanent Link to We Don&#8217;t Need No Edutainment">View Post</a></div>
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							<a href="https://www.secondquest.vg/2013/05/14/rip-sq-vg-2/" rel="bookmark" title="Permanent Link to RIP SQ.vg"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/05/14/rip-sq-vg-2/" rel="bookmark" title="Permanent Link to RIP SQ.vg">RIP SQ.vg</a></h3>
														<p style="text-align: center;">SecondQuest.vg was created as the website arm of the podcast Cartridge Blowers, hosted by Richard Goodness and Eric Brasure.</p>
<p style="text-align: center;">Since early 2012, it has functioned as the homepage for the videogame writing of Richard Goodness.</p>
<p style="text-align: center;">Due to a change in circumstances, SecondQuest.vg will no longer be updated.</p>
<p style="text-align: center;">Thank you.</p>
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						<p class="bottom">May 14, 2013 | <a href="https://www.secondquest.vg/2013/05/14/rip-sq-vg-2/#comments">3 comments</a> | <a href="https://www.secondquest.vg/2013/05/14/rip-sq-vg-2/" rel="bookmark" title="Permanent Link to RIP SQ.vg">View Post</a></p>
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							<a href="https://www.secondquest.vg/2013/05/13/porpentine-vs-ethics-part-3/" rel="bookmark" title="Permanent Link to Porpentine vs. Ethics, Part 3"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/05/13/porpentine-vs-ethics-part-3/" rel="bookmark" title="Permanent Link to Porpentine vs. Ethics, Part 3">Porpentine vs. Ethics, Part 3</a></h3>
														<p>On Friday, Porpentine&#8217;s piece disappeared and the re-edited version appeared on her site. (For those of you who are coming in late, my other articles on the subject are <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/">here</a> and <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-reactions-response-to-one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/">here</a>.) As of the time of this writing&#8211;about 2 PM EST on Monday the 13th of May&#8211;no explanation has appeared on either her site nor on re/Action. My articles, which focused on the ethical breaches and the poor quality of Porpentine&#8217;s work have been interpreted to be a vicious personal attack. Any actual criticisms or points I&#8217;ve made were ignored. At no point did I ask for her article to be removed, nor did I make any critique of the content of the article in question beyond her edits. Any decision to remove the article was made between her and the staff of re/Action.</p>
<p>I have not seen anyone defending her actions at stealthily editing her article in order to recharacterize herself. To claim that this is not a problem is ridiculous, and there&#8217;s a reason I don&#8217;t think we&#8217;ve seen anybody defending her ethical breach. I have not seen her attempt to justify the stealth change&#8211;while she has explained her reasons behind making the edit, that&#8217;s not the issue.</p>
<p>I am curious as to why she made that edit without disclosing it on re/Action.</p>
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						<p class="bottom">May 13, 2013 | <a href="https://www.secondquest.vg/2013/05/13/porpentine-vs-ethics-part-3/#comments">3 comments</a> | <a href="https://www.secondquest.vg/2013/05/13/porpentine-vs-ethics-part-3/" rel="bookmark" title="Permanent Link to Porpentine vs. Ethics, Part 3">View Post</a></p>
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							<a href="https://www.secondquest.vg/2013/05/10/one-thought-on-reactions-response-to-one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On re/Action&#8217;s Response To &#8220;One Thought On Porpentine&#8217;s Revisions to &#8217;7 Thoughts on Women in Games&#8217;&#8221;"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/05/10/one-thought-on-reactions-response-to-one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On re/Action&#8217;s Response To &#8220;One Thought On Porpentine&#8217;s Revisions to &#8217;7 Thoughts on Women in Games&#8217;&#8221;">One Thought On re/Action&#8217;s Response To &#8220;One Thought On Porpentine&#8217;s Revisions to &#8217;7 Thoughts on Women in Games&#8217;&#8221;</a></h3>
														<p><a href="https://www.secondquest.vg/wp-content/uploads/2013/05/spaced.png"><img class="alignleft size-medium wp-image-4738" title="spaced" src="https://www.secondquest.vg/wp-content/uploads/2013/05/spaced-300x163.png" alt="" width="300" height="163" /></a>Since writing <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/">this piece</a> this morning, the original article has been restored. Managing editor Andrea Shubert has posted an apology on her Twitter, as has EIC Mattie Brice. As of the time of this writing, Porpentine has not responded, although she&#8217;s made several clever arty tweets since.</p>
<p>Brice wrote <a href="https://twitter.com/xMattieBrice/status/332911609620082689">the following tweet</a> as explanation:</p>
<blockquote><p>Hi, seeing that @reActionZine isn&#8217;t a funded venture with many people staffing it, no one has been awake to deal with what&#8217;s brought up.</p></blockquote>
<p>This brings up a very interesting question: If none of the editorial staff was awake, how were the changes made?</p>
													</div>
						<p class="bottom">May 10, 2013 | <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-reactions-response-to-one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/#comments">6 comments</a> | <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-reactions-response-to-one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On re/Action&#8217;s Response To &#8220;One Thought On Porpentine&#8217;s Revisions to &#8217;7 Thoughts on Women in Games&#8217;&#8221;">View Post</a></p>
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							<a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On Porpentine&#8217;s Revisions to &#8220;7 Thoughts on Women in Games&#8221;"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On Porpentine&#8217;s Revisions to &#8220;7 Thoughts on Women in Games&#8221;">One Thought On Porpentine&#8217;s Revisions to &#8220;7 Thoughts on Women in Games&#8221;</a></h3>
														<p><a href="https://www.secondquest.vg/wp-content/uploads/2013/05/tumblr_ly32zn6zql1qcn5w3o1_500.png"><img class="alignleft size-medium wp-image-4735" title="tumblr_ly32zn6zql1qcn5w3o1_500" src="https://www.secondquest.vg/wp-content/uploads/2013/05/tumblr_ly32zn6zql1qcn5w3o1_500-300x187.png" alt="" width="300" height="187" /></a>Ah, Porpentine, the little scamp. Destroy everything. Logic is bullshit. Fuck you, don&#8217;t speak for me. Ah, re/Action Zine, where you&#8217;re gonna go if you want to listen to a few Zinesters attempting to make us give a shit about their Problems.</p>
<p>We&#8217;re in the early stages of the Criticism Wars being open now, and I love that Porpentine is being called on her shit.</p>
<p>Here&#8217;s the story:</p>
													</div>
						<p class="bottom">May 10, 2013 | <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/#comments">6 comments</a> | <a href="https://www.secondquest.vg/2013/05/10/one-thought-on-porpentines-revisions-to-7-thoughts-on-women-in-games/" rel="bookmark" title="Permanent Link to One Thought On Porpentine&#8217;s Revisions to &#8220;7 Thoughts on Women in Games&#8221;">View Post</a></p>
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							<a href="https://www.secondquest.vg/2013/05/09/work-harder-hard-worker/" rel="bookmark" title="Permanent Link to Work Harder, Hard Worker"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/05/09/work-harder-hard-worker/" rel="bookmark" title="Permanent Link to Work Harder, Hard Worker">Work Harder, Hard Worker</a></h3>
														<p id="docs-internal-guid-0-fc31e9-897f-2a13-da2f-1c2ef2e3729f" dir="ltr"><a href="https://www.secondquest.vg/wp-content/uploads/2013/05/gildedagea.jpg"><img class="alignleft size-medium wp-image-4724" title="gildedagea" src="https://www.secondquest.vg/wp-content/uploads/2013/05/gildedagea-300x188.jpg" alt="" width="300" height="188" /></a>I  can&#8217;t open up <a href="https://store.steampowered.com/">Steam</a> without getting assaulted by a screaming match  between <em>Cart Life</em> and <em>Cargo Commander</em>. The two games live next door to  each other in my library, and <em>Braid</em>, across the street, always keeps its window open to  overhear. Later <em>The Real Texas</em> and <em>A Valley Without Wind</em> will come over  for coffee and <em>sotto voce</em> gossip.</p>
<p dir="ltr">Both  games could be played by Patty Duke in different wigs and slightly  altered speech patterns. One&#8217;s got pixel art; one&#8217;s cartoony! One&#8217;s  black and white; one is colorful! One features interactions between  characters; one leaves you isolated and alone! One&#8217;s got a chiptune  soundtrack; one features a single country song on repeat! One gives you a  choice of three characters; one has a single avatar! One takes place  over a finite period of time; one stretches endlessly! Pitch it to USA,  Characters Welcome: <em>Cart Life</em> and <em>Cargo Commander</em> are the original Odd  Couple.</p>
<p dir="ltr">But  at the end of the day, the two of them like having each other around.  They may fight, and they may say ugly things, and they may hurt each  other, but sooner or later, schmaltzy music is going to play and they&#8217;re  going to express their appreciation for each other. They&#8217;re reaching  towards the same goals: Both <em>Cart Life</em> and <em>Cargo Commander</em> take almost  opposite tactics to come to the same conclusions the ways in which we  can escape drudgery and transcend the loneliness of existence.</p>
<p dir="ltr">Cart  Life&#8217;s designer Richard Hofmeier subtitles Cart Life, simply, &#8220;A Retail  Simulation for Windows&#8221;. Much ink has been spilled on whether or not  that descriptor is accurate. In fact, this was much of the focus of Nick  Fortugno&#8217;s Well Played talk at IndieCade East this year. Fortugno  stated that the &#8220;retail simulation&#8221; label was a &#8220;dodge&#8221;&#8211;perhaps  suggesting that it was simply latching onto the genre&#8217;s popularity? It&#8217;s  true that Cart Life doesn&#8217;t really fit the &#8220;retail simulation&#8221;  genre&#8211;one which appears to contain games as disparate as Fortugno&#8217;s own <em> Diner Dash</em> and other, older games like <em>Lemonade Stand</em> and <em>Dope Wars</em>&#8211;but, in a  way, that&#8217;s exactly the point.</p>
<p dir="ltr">Line  up every game that&#8217;s considered a &#8220;retail simulation&#8221;; five minutes  with <em>Cart Life </em>will demonstrate that it&#8217;s the clear outlier. Its almost  stubborn commitment to its own vision makes one almost wonder if the  subtitle is less a sign that <em>Cart Life </em>wishes to fit into a certain  genre and more a suggestion, by Hofmeier, that other games in the genre  are shallow. Consider <em>Diner Dash</em>&#8216;s story: Flo, a cute and perky  businesswoman who decides to leave the rat race in order to fulfill her  dream of owning a restaurant; it&#8217;s a lot of hard work, of course, but  she&#8217;s not afraid to roll up her sleeves; she&#8217;s totally got this. Hell,  Diner Dash is fun&#8211;it&#8217;s concerned with being a light casual puzzle game.  <em>Cart Life</em>&#8216;s minigames are optimized to be just uncomfortable enough  that it&#8217;s never painful, but it&#8217;s very&#8230;tedious. At one point,  Fortugno, smiling smugly, flashed a slide with the legend &#8220;Drudgery !=  fun&#8221;. The few people who have admitted to enjoying <em>Cart Life</em>&#8216;s minigames  themselves usually admit that they&#8217;re getting a perverse pleasure from  it; I admit that my own love of <em>Mass Effect 2</em>&#8216;s mining comes from a  desire to be one of those weird people who likes <em>Mass Effect 2</em>&#8216;s mining. <em> Cart Life</em> isn&#8217;t fun.</p>
<p dir="ltr">What  <em>Cart Life</em> does is to take a look at <em>Diner Dash</em> and <em>Lemonade Stand</em> and  find that genre is normally either so abstracted or rose-colored as to  seem almost inhuman. Hofmeier creates a retail simulation which isn&#8217;t  exactly pleasant to play; to that he has grafted an adventure game. And  by giving the worker a distinct identity&#8211;family relationships,  employment history, fears, etc.&#8211;the economics of the business intersect  with the economics of life. One character smokes cigarettes in order to  stave off hunger so he can concentrate enough to work a little bit  longer in order to sell more newspapers so he doesn&#8217;t waste any money on  unsold stock in order to increase his profits in order to afford  cigarettes to calm his addiction for just a little while. The retail  simulation, Hofmeier suggests, is incomplete: Your Lemonade Stander gets  a hot meal from Mom in between turns; your Dope Warrior doesn&#8217;t have a  dropping meter showing his intoxication level. Life in retail, when you  get to it, is a nexus of needs and addictions and cost, and cart life  leaves one fried and hollow.</p>
<p dir="ltr">And  yet, the characters in <em>Cart Life </em>are able to attain a kind of dignity  through their work. Success at the cart business represents something  more for each character. For Melanie, it&#8217;s proof of independence and  adulthood. For Andrus, it&#8217;s a new start in a new country. For Vinny,  it&#8217;s a way to serve humanity in whatever way he can. Failure at their  goals means failure at their dreams&#8211;at their lives. And yet there  really isn&#8217;t a big deal made upon succeeding in any character&#8217;s  scenario. Well, that&#8217;s Life. No one&#8217;s gonna throw you a party just  because you remembered to pay the rent. <em>Cart Life</em> is less about  achieving a &#8220;happy ending&#8221; for the characters than it is about getting  these people into a sustainable lifestyle&#8211;one which may not be smooth  sailing, but one where they can get the bills paid on time and maybe see  a movie from time to time.</p>
<p dir="ltr">Less  optimistic about the value of work is <em>Cargo Commander</em>, designed by  Maarten Brouwer and Daniel Ernst. The premise is simple enough, and very  different from <em>Cart Life</em>: You&#8217;re presented with a series of cargo  containers, containing a selection of valuables and monsters, floating  through space. The levels are procedurally-generated through whatever  names you choose to give them, and the game tracks high scores for  friendly competition. The goal of the game eventually becomes to scour  sectors until you find one of every cargo type.</p>
<p dir="ltr">None  of this is particularly innovative&#8211;<em>Cargo Commander</em> doesn&#8217;t really add  any new elements to the table, although it balances its systems very  well. There&#8217;s plenty to do, and enough secrets that it stays fresh, but  while the game initially appears to have a steep learning curve, its  structure becomes very quickly apparent and your morning routine  develops. Wake up, grab a cup of coffee&#8211;feed that caffeine  addiction!&#8211;check your upgrade bench, check your email, call the first  wave of containers, explore and fight and collect, call another wave of  containers, repeat until death or you get a pass to go to the next  sector where you wake up, grab a cup of coffee&#8211;feed that caffeine  addiction!&#8211;and so on.</p>
<p dir="ltr">This  is <em>Pac Man</em>, this is <em>Dig Dug</em>, this is <em>Asteroids</em>. For a game to present  itself as an unusual job&#8211;mining, or space defense, or whatever&#8211;is  fairly standard, and so <em>Cargo Commander</em>&#8216;s conceit&#8211;that you have a job  in deep space doing salvage&#8211;isn&#8217;t unheard of. But like <em>Cart Life</em>, <em>Cargo  Commander</em> is interested in the person you&#8217;re controlling. <em>Cart Life</em> takes a fully-realized character and drops him into a retail simulation;  <em>Cargo Commander</em> takes a generic game character and wonders who he is.</p>
<p dir="ltr"><em>Cart  Life</em> doesn&#8217;t need to go out of its way to justify why its characters  are becoming cart jockeys&#8211;they&#8217;re all more or less at the end of their  ropes financially, and carting appears, at least at first, to be the  easiest way to stay afloat. It&#8217;s rough, and the deck may be stacked  against you, but you can succeed at this job, and you can thrive. <em>Cargo  Commander</em> makes no bones about the fact that cargo commanding is one of  the worst jobs ever created. It&#8217;s lonely and isolated, it&#8217;s dangerous,  you&#8217;re constantly fighting the mutated corpses of former cargo  commanders, the pay isn&#8217;t great and the company doesn&#8217;t care if you live  or die. One can&#8217;t really picture this existence being preferable to  homelessness, and so the most logical solution is that he&#8217;s supporting a  wife and a child back home.</p>
<p dir="ltr">And  as the game progresses, you get emails from your wife talking about  what life is like back home. And she warns you against playing online slots, which is quite strange considering that all the gambling activities in the game are <a href="https://www.freeslots99.com/">completely free</a>. You&#8217;re in deep space. And  she talks about your promotion and hopes you&#8217;re not bored at the  office&#8211;which is strange, because this is as far from an office job as  you can get. And she jokingly&#8211;but not really jokingly, because she  worries&#8211;hopes that you&#8217;re not flirting with your secretary&#8211;which is  strange, because you&#8217;re all alone with only a single country song on endless  repeat for company. And she mentions that she ran into someone who works at your  company at the grocery store, and he wouldn&#8217;t look her in the eye&#8211;and  you know, that makes perfect sense. Because the type of man who is  willing to take a dangerous, horrible job to support his family isn&#8217;t  going to be able to bear them worrying about him, and so he&#8217;s told them  he&#8217;s a desk jockey working far away at Cargo Corp Headquarters,  desperately hoping he doesn&#8217;t get killed and that, if he ever makes it  back home, he&#8217;ll do his best to hide the trauma from them.</p>
<p dir="ltr">And  then you get a notice that a package has been delivered to the  headquarters&#8211;because that&#8217;s where you told your family you were working  at, right?&#8211;and they&#8217;re happy to forward it on to you for a small fee,  and so you sell some of your hard-found cargo in order to pay the fee,  because what could it possibly be?, and it finally gets there after a  couple of days, and inside is a crayon drawing, of you, from your son,  with the note &#8220;<a href="https://www.secondquest.vg/2013/04/28/for-dad/">FOR DAD</a>&#8221; scrawled on it. And as the game goes on, you get  more notices, and the fee gets greater and greater each time, and you  know what, it doesn&#8217;t really matter, and you stick them up on the wall  of your ship.</p>
<p dir="ltr">And  then you notice that the drawings are tied into the achievement  system&#8211;that when you earn certain ones, the drawing your son gives you  is related somehow to it, although since he&#8217;s been told you&#8217;re an office  guy you&#8217;re in a shirt and tie and surrounded by coworkers&#8211;and you  begin to earn achievements just to get these little scraps from home.  And then you notice that other achievements remind you about times with  your wife, and then you notice that the descriptions of some of the  cargo items give you other memories&#8211;you find a &#8220;serial killer sweater&#8221;  which is not unlike the awful one you wore on your first date with the  woman you eventually married, a pair of sexy heels that remind you of your  honeymoon&#8211;and it becomes clear that this character views everything in  terms of the wife he misses, the son he cannot watch grow up, the home  he cannot live in, the family he cannot enjoy, and then suddenly Cargo  Commander becomes a document of the extreme sacrifice that this guy is  making. In a way, the man&#8217;s wife and child are held hostage by the  company: Work harder, hard worker, or you&#8217;ll never see your family  again.</p>
<p dir="ltr">Both  Hofmeier and Ernst have real-life inspirations for their work.  Hofmeier&#8217;s random curiosity about street vendors led to research and  respect&#8211;in many ways, <em>Cart Life</em> is a Studs Terkel-esque work of  creative journalism. The park has a statue of Ruby the Knish Man&#8211;it  sounds like a lost Malamud or Singer story. He was a real New York City  knish vendor. The whole game is, in a way, Hofmeier&#8217;s attempt to build a  statue for an oft-ignored group of people whose stories he felt moved  to share. Ernst based his game partially on memories of his father, who  worked in a dangerous factory he was never allowed to see as a child,  the deep space setting an exaggerated version of that life. In many  ways, <em>Cargo Commander</em> represents an opportunity for Ernst to thank his  father for the sacrifices he&#8217;s made for his family&#8211;but in translating  the setting and not even naming the cargo commander, Ernst universalizes  it. It has been the traditional role of men to place themselves in  dangerous, life threatening situations so that women may enjoy the  privilege of not having to. And we&#8217;ve all met at least one person who&#8217;s  living in the US in order to earn money to send back home. Critiques of  patriarchy from the point of view of the housewife&#8211;that her options are  extremely limited&#8211;are all valid, and all necessary. And yet <em>Cargo  Commander</em> shows us the flip side&#8211;both men and women are victims of a  system which exploits its workers without caring about them. At one  point, the computer sending you emails each time you go up a level  breaks down; the traditional &#8220;Hello INSERT EMPLOYEE NAME HERE, your  INSERT ACCOMPLISHMENT HERE has been recognized&#8221; joke is made, and it&#8217;s  particularly cruel because you don&#8217;t even have the dignity of being able  to pretend that a piece of boilerplate form text is an actual person.</p>
<p dir="ltr">And  yet, much as people see <em>Cart Life</em> as a <a href="http://www.depressionquest.com/">depression simulator</a>, as dark  and as cynical as <em>Cargo Commander</em> can be, in each is the hope of human  connection. A job running a food cart is unsteady, unstable work which  hurts the spine and fatigues the brain&#8211;and yet, a chat with a regular  customer, a random good tip, someone finding something you made  delicious&#8211;that makes it all worthwhile. And the <em>Cargo Commander</em> may be  sacrificing everything for his family&#8211;but it wouldn&#8217;t be a sacrifice if  it wasn&#8217;t awful, and you know what? He loves them enough that he  doesn&#8217;t even really think about it. Both games take place inside  inherently corrupt systems which give no safety net to its lowest  members, and either game can make one receptive to arguments against  capitalism. And yet, until change occurs, we&#8217;re living in a world of  Work, and of Work which may not necessarily be fulfilling, or even  necessary&#8211;I can think of no possible future that would employ someone  to find ugly sweaters and bent forks. Human connection is what makes  life in a world of drudgery bearable. And so, one leaves <em>Cargo Commander</em> and <em>Cart Life</em>, neighbors, enemies&#8211;and friends&#8211;with a strong  impression of empathy, and of love.</p>
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						<p class="bottom">May 09, 2013 | <a href="https://www.secondquest.vg/2013/05/09/work-harder-hard-worker/#comments">0 comments</a> | <a href="https://www.secondquest.vg/2013/05/09/work-harder-hard-worker/" rel="bookmark" title="Permanent Link to Work Harder, Hard Worker">View Post</a></p>
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							<a href="https://www.secondquest.vg/2013/04/28/for-dad/" rel="bookmark" title="Permanent Link to &#8220;For Dad&#8221;"></a>
							<h3 class="post-title"><a href="https://www.secondquest.vg/2013/04/28/for-dad/" rel="bookmark" title="Permanent Link to &#8220;For Dad&#8221;">&#8220;For Dad&#8221;</a></h3>
														<p>Cargo Commander&#8211;a nifty little game I got from Indie Royale; as of 4/28, it&#8217;s available for another four days. Not sure if I&#8217;m gonna do a proper writeup of the game or not, but I&#8217;d like to explain the setup for this screenshot:</p>
<p style="text-align: center;"><a href="https://www.secondquest.vg/wp-content/uploads/2013/04/BI8XfkdCMAMa_x81.jpg_large1.jpg"><img class="aligncenter size-full wp-image-4715" title="BI8XfkdCMAMa_x8.jpg_large" src="https://www.secondquest.vg/wp-content/uploads/2013/04/BI8XfkdCMAMa_x81.jpg_large1.jpg" alt="" width="614" height="461" /></a></p>
<p>The premise of the game is you&#8217;re this cargo salvage dude in deep space. Sectors get generated based on names you can type in&#8211;join sector Foxylvania and try to beat my high score&#8211;and feature waves of cargo containers that you bop around in, salvaging and fighting mutants.</p>
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						<p class="bottom">Apr 28, 2013 | <a href="https://www.secondquest.vg/2013/04/28/for-dad/#comments">2 comments</a> | <a href="https://www.secondquest.vg/2013/04/28/for-dad/" rel="bookmark" title="Permanent Link to &#8220;For Dad&#8221;">View Post</a></p>
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