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TIGSource ForumsPlayerGamesearth-shattering battle between icycalm and jason rohrer
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Author Topic: earth-shattering battle between icycalm and jason rohrer  (Read 290205 times)
PleasingFungus
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« Reply #1760 on: January 23, 2011, 07:02:14 PM »

I licked Foucalt's frenulum. He thanked me for it and was very cordial.
WTF Shocked Tears of Joy

Can it be?

Dear god, I hope so.
Not sure yet, holding up my enthusiasm. Who, Me?
finally i can see what a tigsource with super joe was like. Tears of Joy

I am incredibly excited.

Already, it's... so beautiful. So beautiful.

They should've sent a poet.
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substance
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« Reply #1761 on: January 23, 2011, 08:09:31 PM »

Hey, instead of making cute insults at Jason (whose absence from this thread speaks very highly of his character), I'm curious if you have anything to say about the points I made in my last post. I put some time into them hoping to hear from you. And AshfordPride, guitar_mobster, et al.

Sorry, typed that up before heading off to bed. Wink I'll go through your post as soon as I have breakfast.

EDIT: Posted below.
« Last Edit: January 24, 2011, 12:37:03 AM by substance » Logged
Derek
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« Reply #1762 on: January 23, 2011, 10:16:36 PM »

I think most reasonable people would agree that the appropriate reaction to something truly boring and shit is to ignore it, but that seems impossible for anyone to do, but most of all detractors like yourself and icycalm. That's probably one reason why abstract art keeps getting made - it's because of the critics and not in spite of them.
Just a couple words on this: It can become hard to ignore something you find trite and boring once it reaches a certain level of popularity.

But isn't "hard to ignore" the complete opposite of trite and boring? That's my point.

I'm going to come back to the whole genre thing for a moment, because I just read icycalm's thread about his book that will be required reading by all game developers in 2020:

http://forum.insomnia.ac/viewtopic.php?t=2526

Quote from: icycalm
Basically, what it comes down to in the end, is that there exist four major categories of videogames: Action, Strategy, Puzzle, and RPG. Those are the four fundamental categories of videogames possible, and they will never change.

Quote from: icycalm
Puzzle games, on the other hand -- pure puzzle games -- do not involve reflexes, just as pure strategy games do not involve them. But of course you also have real-time strategy games, and action puzzle games, which fall somewhere between the four grand categories

Quote from: icycalm
A "puzzle-heavy" action game, to give you a comparison, would be Tetris for example. A "puzzle-light" action game... tough call. I'll let you know if I come up with any good examples.

Quote from: icycalm
Puyo Puyo and SFII do not belong in the same category.

Quote from: Recap
Does Tetris demand from the palyer either, "strategy development" or "logic" (call it "pattern-recognition", if you will)? Or is it purely "reflexes and dexterity"? I can see the former much more clearly in say, R-Type than in Tetris!

Quote from: icycalm
True, to an extent, but what it comes down to in the end is that undumbness=experience=old timers. Why do you think that me and you have clearer and more correct views on games than anyone else? Would this have been possible if we had started playing games two months ago? Five-six years ago, for example, I saw no problem with credit-feeding. So I wasn't BORN with all the convictions I have now, even though I was definitely born undumb.

This is so that he can reach the apex of his work, to create top 10 lists for each genre:

Quote from: icycalm
I am still failing to communicate to you exactly what the idea of genre means to me. It's basically a tool. I need genres for two reasons: 1. To be able to critique games at all, and 2. To be able to construct Top 10 lists of similar-style games. If a genre convention does not fulfill BOTH of those goals, then it is entirely useless for me.

I'm not saying that creating top 10 lists is an unworthy task - I'd love to see them. What I'm saying is that the staggering genius you guys are following blindly requires the philosophy of Nietzsche to decide whether or not Tetris should be compared to R-Type or Street Fighter in a video game review. He's also crafted four important categories of games that are: games that require reflexes and three categories of games that don't require reflexes. Oh, and also all the ones that fall between those categories.

I'm beginning to understand why he spent almost an entire page lecturing me on roguelikes, using a definition of them that I've heard no roguelike developer ever use.

And guitar_mobster, you have the gall to make fun of people on this forum for discussing what "indie" means. You charlatan, you hypocrite, you fag, you retard, you chimp, you gook, you woman, you subhuman, you bashi-bazouk, you coelacanth, you bicycle, you lamp, you carrot, etc., etc.
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« Reply #1763 on: January 23, 2011, 11:47:14 PM »

words

Blink  Mock Anger
Damnit! You used words! I'm only reading this thread for your am(us/az)ing art. :D
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« Reply #1764 on: January 23, 2011, 11:51:19 PM »

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« Reply #1765 on: January 24, 2011, 12:20:11 AM »

More Super Joe, s'il vous plaît.
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substance
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« Reply #1766 on: January 24, 2011, 12:36:33 AM »

I already said this twice in this thread, but the problems I had with the whole "Spelunky isn't a roguelike" thing are:

1. I never advertised Spelunky as a roguelike, or even a platformer with roguelike elements, really - I said it was inspired by roguelikes.

I'd say that point is sustained, however it's not so much what you've said about it but what everyone else has said about it. Practically everyone mislabels it as a "roguelike".

2. Glenn Wichman, the creator of Rogue, has stated that "the quintessential feature of a Roguelike" is that "the adventure has to be different every time, and the game has to be capable of surprising even its creators". Not the lack of a save feature.

Well, it seems the original author is a bit deluded, since if he was surprised (positively) from its output then he did not expect it (to be that good) -- i.e., he did not design it well. Or he's too dumb to understand the possible outputs of his program. If however, understands the algorithm he's using so well and generates awesome levels every time, there would be no surprise whatsoever.

Besides that, I don't think random level generation is a "quintessential" feature -- I mean, you wouldn't say Worms is a roguelike. I realise that most people would see him as an authority for having created Rogue, but that's no reason for us to be stuck with terms which render any discussion into a nonsensical one. I mean, imagine if he said the "quintessential" feature was that it's played on a computer. Heh.

Quote from: Derek
3. His definitions for "dungeon crawler" and "Metroidvania" that he used to bash me are imprecise ("have lots of")... and wrong? A Metroidvania is not a "platformer that has lots of saving and backtracking". And if you argue that "oh, well, he didn't want to take the time...", well screw you! His writing should be held to the same standards that he holds the games he reviews.

Yeah, that was pretty vague and he's certainly not beyond criticism. However, it was actually meant to be vague to demonstrate how vagueness can render a statement useless:

Quote from: icycalm
How can I explain this elementary concept to you more plainly? Here's another example: a metroidvania is a platformer involving lots of saving and backtracking. But many FPSes (or adventure games, or dungeon crawlers, or flight simulators, or, or, or...) also involve lots of saving and backtracking, yet no one calls these games "metroidvania FPSes" or "FPSes with metroidvania elements".

So you see, he's not proposing it as a definition, he's just telling you that stating metroidvanias "involves lots of saving (eh?) and backtracking" and then using it as a way to sort out what are and aren't metroidvanias, leads you to obvious contradictions. You seem to agree with him, so let's move on.

Quote from: Derek
Regarding the critique of Spelunky itself, I'm definitely taking it into consideration as I want to make the XBLA version better!

Excellent, the most important thing to take away from his review is the criticism of the control system. Spelunker's NES controls are not meant to be emulated. Grin Make the game challenging despite the controls, not because of them. I plan to write my own Spelunky review, for what it's worth. I just can't seem to find the time to sit down and write it.

Quote from: Derek
I chose the low-resolution and Game Maker the same way I choose a pen and a sketchpad when I want to develop some new ideas - it's faster and more fun for me. Now that I have the opportunity to put the game on a console, I'm "upgrading" to higher resolution artwork and "real code". If anyone claims I promoted the original game as anything else, they're making it up!

That's fair enough but a game using Game Maker will always be inferior to one using a natively written executable. Rapid application development is not a bad idea at all, though. The problem is many people will begin to think the "sketch", as you call it, is the "finished product" and their taste will degrade likewise. Actually, if you look at a lot of other "indie games" (and even some doujin games, like ring^-27) you'll notice that there's a trend of using low resolutions and low colour palette. Heck, even Capcom is guilty of this. Have you ever pondered the reason behind this trend?

Quote from: Derek
However, I really like doodles, sketches, short stories, short films, etc. Sometimes they're as fun to look at as full paintings, novels, feature-length films. Sometimes they lead to larger, more interesting works.

Sometimes though, they remove the possibility of larger, greater and more interesting work from ever being developed since the taste of the masses is degraded as a result and no one would (or even can) put the effort into such things that we once enjoyed.

Quote from: Derek
Quote
Terada has defined himself as a "rakugaki" artist, more of a philosophy than a style of drawing, in which one draws a little everywhere, all the time, without thinking too much, on notebooks etc.

I like that philosophy, obviously.

Well, can he really say it's "without thinking too much"? Smiley There's a lot of thinking involved, even in doodling. It seems to me like an excuse to hide behind unfinished or otherwise-unpublishable sketches!

Quote from: Derek
It's a misrepresentation of indie game developers that they treat the "indie games" label as an excuse to avoid criticism and avoid learning.

Perhaps not you, but a lot of people do use it as an excuse. Much like the people who say "it's a $5 game! Stop complaining!" to defend failures they've purchase, or worse "it's a FREE GAME why don't you do better" as a way to shut down criticism completely. In fact it brings us back to the "quadrupling of the pixels" issue -- an issue, that I'll leave for another time.

Quote from: Derek
It's exactly why I make small games - to invite feedback and criticism to improve myself (and also to entertain, yes). I have no problem with people comparing Spelunky to Super Mario Bros. 3, for example, although if you wanted to be honest about my intentions, you would mention that I made the game as a side project for my own pleasure.

This is a great attitude. That said, if one were to criticise someone else's work here in the same manner, I've got the feeling that you'd jump in to defend them like the rest of the other people. That is to say, don't you think you hold yourself up to a higher standard than you're willing to hold other "indie" developers to?
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Dustin Smith
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« Reply #1767 on: January 24, 2011, 12:52:20 AM »

thanks for the krishnamurti link paul, i gave up on classical philosophy two years ago but this dude seems cool

oh hi superb joe
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« Reply #1768 on: January 24, 2011, 01:47:41 AM »

That's fair enough but a game using Game Maker will always be inferior to one using a natively written executable.
Why is this? Because Game Maker will produce less efficient code? I don't think that's relevant to a game's quality as a game. As long as it runs on some hardware properly...
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mirosurabu
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« Reply #1769 on: January 24, 2011, 01:58:35 AM »

Quote from: substance
That's fair enough but a game using Game Maker will always be inferior to one using a natively written executable. Rapid application development is not a bad idea at all, though. The problem is many people will begin to think the "sketch", as you call it, is the "finished product" and their taste will degrade likewise.

This can apply to natively written executables [sic] too, so Game Maker has little to nothing to do with it. It was discussed to death - you get that impression because of the low barrier of entry.

Now of course, your main point is that way too much focus on "sketches" degrades tastes so let's move onto that.

Quote from: substance
Sometimes though, they remove the possibility of larger, greater and more interesting work from ever being developed since the taste of the masses is degraded as a result and no one would (or even can) put the effort into such things that we once enjoyed.

This is mere speculation, a scare story with no actual evidence to support it.

It's madness to say that just because people do small games they will remain small because their tastes somehow "degrade", ignoring that most big developers actually started small. It's even crazier to say that because some people keep doing small things that tastes will degrade because of that.

EDIT:

Quote from: substance
Perhaps not you, but a lot of people do use it as an excuse. Much like the people who say "it's a $5 game! Stop complaining!" to defend failures they've purchase, or worse "it's a FREE GAME why don't you do better" as a way to shut down criticism completely.

Can you name some people? Can you give some links?

I mean, yes, some people are not receptive to feedback, but you have to actually show that people who do smaller games are less receptive to criticism than those who do bigger ones. You do have rationalizations for your hypothesis, but you do understand that's not valuable evidence, right?

Counter-example: flash game developers tend to get more feedback on average. Thanks to websites like Kongregate and Newgrounds flash games can get several thousands of both destructive and constructive comments and reviews. These developers tend to deal with criticisms and learn from it and you can see that by comparing their games. And flash games are small, you know that right.

That's one example, but let me know what you think about it. I'm pretty sure the next topic will be "whose criticism should we listen to?".


Lastly, shutting criticism down is understandable thing to do if that criticism is pointless, insulting and generally destructive. I don't do it, but I can understand it. I tend to ignore it, others tend to "shut it down". There is little you can learn from such criticisms. There are so many other people who can communicate the same point but more clearly, so why bother?
« Last Edit: January 24, 2011, 02:24:21 AM by Miroslav Malesevic » Logged
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« Reply #1770 on: January 24, 2011, 02:05:24 AM »

That's fair enough but a game using Game Maker will always be inferior to one using a natively written executable.
Why is this? Because Game Maker will produce less efficient code? I don't think that's relevant to a game's quality as a game. As long as it runs on some hardware properly...

I begun to justify this statement you highlighted but decided to save it for later.

Not only the less efficient code, but the inability to tap into libraries and the ability to write fast compact written code that has the same functionality as its limited scripting language. As long as Game Maker implements a turing machine, it can have the same time-independent functionality as a native machine connected to the same inputs and outputs. The limitations are within the running speed and the scripting language. Whatever hardware that can "run" whatever game your developing will always be capable of running something even more computationally intensive so the point still stands.

And by the way,

Substance, are you into game development at all?

I don't want to go into too much details but let's say yes for now, or at least I used to be.
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« Reply #1771 on: January 24, 2011, 02:22:25 AM »

Quote
That's fair enough but a game using Game Maker will always be inferior to one using a natively written executable. Rapid application development is not a bad idea at all, though. The problem is many people will begin to think the "sketch", as you call it, is the "finished product" and their taste will degrade likewise.

This can apply to natively written executables [sic] too, so Game Maker has little to nothing to do with it.

The two sentences describe separate concepts despite being in the same paragraph. That said, Game Maker will indeed have a LOT to do with it. I'm not arguing it's impossible to make certain games using it, I'm making a much more practical argument as you'll see below.

Quote from: Miroslav Malesevic
It was discussed to death - you get that impression because of the low barrier of entry.

I wasn't a party to the discussion, if I were I guarantee you that it would have went very differently. And nope, that's what a normal person would perceive the situation "barrier of entry" -- i.e. purely from the output. However, my perspective is quite different. When presented with a certain tool that does a certain task best, most people will use it for that certain task. The talented, when they are working through another task, will use another tool. So really, the very environment of Game Maker will, at the very least unconsciously, effect the kind of games made for it.

Quote from: Miroslav Malesevic
Now of course, your main point is that way too much focus on "sketches" degrades tastes so let's move onto that.

Quote
Sometimes though, they remove the possibility of larger, greater and more interesting work from ever being developed since the taste of the masses is degraded as a result and no one would (or even can) put the effort into such things that we once enjoyed.

This is mere speculation, a scare story with no actual evidence to support it.

Not speculation at all, it's an expert observation that comes from decades of experience. If you expected me to expand on it in a quick forum reply then I don't know what to tell you. Of course there is evidence to support it, like, from the dawn of time. I actually wrote extensively on this topic for another forum, but deleted it because I didn't like the flow of it. I'll get around to it one day, or perhaps icycalm finally will close the subject in which case I won't bother.

Quote
It's madness to say that just because people do small games they will remain small because their tastes somehow "degrade", ignoring that most big developers actually started small. It's even crazier to say that because some people keep doing small things that tastes will degrade because of that.

It's not a matter of size but a matter of quality and indeed flooding anything with poor quality trash will degrade taste ... but it'll also make some people hungry. So in the end, it's not all bad, or as I muttered during an actual war:

"Only during the darkest hours can the greatest heroes be born."
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mirosurabu
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« Reply #1772 on: January 24, 2011, 02:29:52 AM »

The different name for expert observation is bad science, especially since it's so complicated that there is no time to actually explain it in a forum post, but there is time to write countless pointless posts that have no actual substance.
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« Reply #1773 on: January 24, 2011, 02:40:08 AM »

Yap yap yap, I'll get to it eventually. There's a whole backlog of crap I have no hope in hell of correcting between my replies. If I start doing this properly it'll turn into a full time job. I'm only here while it's fun and my time is limited. You can blame the people generating nothing but noisy posts for my attitude, especially Gilbert Timmy who has the ability to muddy up or otherwise botch the simplest of issues and the rest of the people who seem content to greet each other in the middle of a long thread.

I presented my idea and all you can do is cry about it and spice in a little "science" to justify the lack of substance in your own post. As if the scientific method can actually provide you the answer to this question, it cannot. We're dealing with human beings (let's be optimistic for a moment) and so we need to employ a psychological model which we agree upon to actually arrive at the solution. The idiots employing fMRIs, surveys and other forms of bogus statistics, I intend to expose as charlatans when the time comes, but not under this nom de plume. I don't need to anyway since, as you said, it's a complicated puzzle that these silly subject-driven tools cannot solve.
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« Reply #1774 on: January 24, 2011, 02:44:47 AM »

It's not a matter of size but a matter of quality and indeed flooding anything with poor quality trash will degrade taste ... but it'll also make some people hungry. So in the end, it's not all bad, or as I muttered during an actual war:

"Only during the darkest hours can the greatest heroes be born."

If you are truly worried about this, why do you play videogames? (The trashiest of the trash...) Doesn't this make you part of the problem?
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mirosurabu
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« Reply #1775 on: January 24, 2011, 02:48:29 AM »

There is no lack of substance in my posts. There are plenty of questions you've never bothered answering.

Quote
As if the scientific method can actually provide you the answer to this question, it cannot. We're dealing with human beings (let's be optimistic for a moment) and so we need to employ a psychological model which we agree upon to actually arrive at the solution. The idiots employing fMRIs, surveys and other forms of bogus statistics, I intend to expose as charlatans when the time comes, but not under this nom de plume. I don't need to anyway since, as you said, it's a complicated puzzle that these silly subject-driven tools cannot solve.

Sure it can, but that's beside the point. The point is that you make your flakey knowledge look complicated (just like any dude who's throwing science out of the window) to give yourself authority and rationalize your lack of substance in your posts.
« Last Edit: January 24, 2011, 03:00:31 AM by Miroslav Malesevic » Logged
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« Reply #1776 on: January 24, 2011, 02:49:17 AM »

@bento_smile: Videogames are trash?!
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« Reply #1777 on: January 24, 2011, 02:56:33 AM »

Substance is just another emotionally stunted manchild trying to co-opt philosophy to justify his nerdy hobby. He also thinks he's "superior" to others because of his geeky interests.

Also, if you have examples from "since the dawn of time", why don't give us one, just one, of them (NOT from vidyagames). Neither you nor your master Tony have come up with any so far.
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« Reply #1778 on: January 24, 2011, 03:01:21 AM »

Well, at least we now know what sort of monster he is.

A completely ignorant and uninformed one blustering his way through the thread. Continually.
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« Reply #1779 on: January 24, 2011, 03:03:05 AM »

So in the end, it's not all bad, or as I muttered during an actual war:

"Only during the darkest hours can the greatest heroes be born."

I'm dead.

My gravestone reads: "died while laughing at a post substance made"
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