# hacking brendon chung's quadrilateral cowboy
dear brendon
i've been following the development of q.c with interest and consider it a true 'abstract encounter'
having recently seen the horizon hightlight video i feel your 'deck' hacking mechanic a dissonant element in an otherwise excellent garme-system
// video here
it doesn't seem to fit aesthetically given your deliciously lo-fi approach seen as a whole. it's perceived difficulty - 'typing in programming text type stuff' - may alienate players unwilling to engage with something they view as overly complex. it also changes the overall pace which might lead to frustrationone alternative would be a 'visual programming language' as seen in teh garme glitchspace
on your garme considered as a system: when i look at images on your site instead of discrete levels i think of a huge number of potentially explorable little 'scenes' and 'scenarios'
indeed q.c might benefit greatly by being more hackable / player moddable as a whole (dynamic) system of interlocking elements / components
that is imagine q.c as a procedurally generated hacking simulator that players are able to return to again and again approaching each virtual scenario in different cool ways using a wide variety of neat gadgets and techniques - just like the vr missions in metal gear solid
// video here
i understand that a small group of individually hand crafted levels often beats a bunch of procedurally generated ones - but this is all just food for thought anyhow
apologies for taking up your time - best wishes with your project
sincerely robert what
// republic of bob