Imprimatura by Elizabeth Ballou

I may write a full review of this one later. For now, I’m curious about the experiences of anyone who’s replayed. I started a second playthrough expecting to see entirely new memories and paintings, but one of my first two paintings was a repeat, and both of my first two memories were (I haven’t gone beyond those first two yet). (EDIT: Having played through the rest, five of seven paintings and the same number of memories were repeats.) The memories were tied to different paintings than they were the first time, though, which made the experience feel less special, as if the memories and paintings are being randomly mashed up together rather than being deliberately curated. This is making me think DemonApologist’s approach might be the ideal one:

Bonus: my final painting!

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There was something in the game that said the memories would be different on a new playthrough, but when I played for the second time, I selected a painting from my first time and got the same memory attached to it. After that, I assumed paintings and memories were 1:1 associated and selected entirely new ones, getting entirely new memories that way.

Didn’t know the memories weren’t directly associated with one specific painting. That does remove a bit of the charm, I guess. Maybe I was lucky to not get any repeated memories besides the one?

Here’s what I got from my first go-around. I really liked the variation in paintings and memories that I saw. The sound and music was nice, too.

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Rather than rely upon the randomizer, I am playing games for which a dedicated thread exists :sparkles:

A thing that comes up with regularity is whether or not people replay interactive fiction, whether authors can convince people to replay their games, what that might require, and so forth. Despite hoping to make replayable experiences myself, I wonder if there is an aesthetics of the singular, if finitude is a sort of beauty. This question led me to play Imprimatura once and stop there.

I’m always interested to read what characters say about—unless I misunderstand—mentally ill people, though in the end I did not so much understand the mentor as I did their specialness to the protagonist. But that is a kind of finitude, too.

The production values of Imprimatura are certainly impressive, with well-wrought art and music. This is a highly polished short work that, if experienced intuitively rather than exhaustively, yields a pleasantly wistful time.

Unfortunately, I did not hang on to a picture of my painting. That seems like it would have been a nice thing to share here in this thread.

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My review: Brett Witty's IFComp 2024 Reviews - #3 by BrettW

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(posting my impressions of the game first, then I’ll come back and see if I have anything to say in response to the thread)

This really didn’t work for me.

Partly I’ve played with procedural generation a fair bit, and this feels extremely naive: I pulled a first painting, then told it to pull another and got the exact same one. And then when I kept looking through paintings I kept seeing duplicates pretty frequently, which kinda ruins the effect of going through a deceased relative’s things: that’s not how you do it AT ALL, or at least not how I have. And arbitrarily choosing a piece to keep and only THEN getting to see the memories it triggers: seems exactly backwards. You get the memories and then the question is whether they influence whether or not you keep it?

Similarly, it didn’t give me the feel of actual art or actual artists I’ve known. I wouldn’t call myself an artist but my folks made sure we got to experiment with a bunch of stuff growing up: among other things, my grandmother did watercolors for a long time, so we learned a fair bit about that, but my siblings and I have also messed with a fair smattering of other visual media and a bit of pottery. And this didn’t build the sense of a character for me, even of a wide-ranging artist: it just felt like a random hodge-podge of paintings. The memories fit better, but then again the constructing the painting at the end didn’t ring true to me at all.

So… I’m sure other people follow other paths (for both art and grief) but this didn’t resonate at all with anything I personally know. It felt like procedural generation for procedural generation’s sake rather than a thoughtful exploration of what it adds to the interactions. For me this would have been a stronger piece with a pile of paintings all laid out to look at, or a pile to randomly pull from and a list of the ones you’ve seen…

Which is too bad, because the writing was well-done, I thought, if the structure hadn’t been so jarring for me.


And looking back at the rest of the thread… yeah, I didn’t have any interest in replaying but I think I got a similar feeling from just the first time.

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I’m not very solid on how procedural generation works, or at least, I’m not clear in my understanding of how it’s working in this particular game. Is (as far as you understand it, anyway) the proc gen being used to pull the paintings and then to match a painting with a memory? I had assumed it would be used to some extent in the descriptions of the paintings, but those seemed consistent across playthroughs.

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I hadn’t looked at the code, but I assume the paintings are fixed? …yeah, all the paintings and memories are pre-written.

And it’s just using <<set $currentPaintingPull to either($paintingCollection)>> to choose a random painting each time.

I think I would have shuffled the list of paintings and then choose by removing the last one from the end of the list with probably $paintingCollection.pop(). Or maybe shift() and then push() to rotate a painting from the beginning of the list to the end so you don’t risk running out? But either way they wouldn’t repeat.

It’s a minor thing, just adds to my impression that it’s an “ooh, we could randomly select to give players different experiences” without maybe having a super nuanced idea of how that feels or what it’s trying to accomplish artistically as opposed to… idk, putting the 27 paintings on a grid, or using a bit of CSS (or just preformatted whitespace?) to arrange them around the screen as Painting Painting Painting links and letting the player click them at random?

Then it looks like it matches up the painting with a random memory for the associated mood: joy, fear, anger, or melancholia.

Anyway. It’s fine, I can see what the author is trying to do, they obviously put a lot of work into it, I liked how the paintings and memories themselves are written. It just didn’t fit how I think/feel about these things very well and that kept bouncing me out of the mood I suspect they were trying to evoke, even on a first playthrough…

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Ah yes, the four humours.

(I don’t have anything more meaningful to contribute than that, I just couldn’t resist.)

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I’ll start by quoting the review from my review thread:

I’m mostly in agreement with Josh about the structural weakness of the piece. It’s really strange that the paintings are selected randomly with no regard for which ones you’ve already chosen. (I wonder whether this was a conscious design decision, or whether it’s the result of simply not being familiar enough with the programming tools at the author’s disposal.) It also feels wrong to get a memory only after choosing the painting.

That said… Imprimatura still basicaly worked for me. The vignettes are good and well written, and though the structure left much to be desired, the strength of the memories pulled me through. The different paintings you can get at the end are also quite wonderful. This is the kind of piece where I’m thinking: “I really hope that the author learns from the game design criticism we’re giving and uses their very obvious talents again in the future!”

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