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December 28, 2014, 09:02:54 PM
TIGSource ForumsPlayerGamesearth-shattering battle between icycalm and jason rohrer
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PGGB
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« Reply #320 on: January 05, 2011, 02:57:05 PM »

@pggb - truth is objective, but knowledge is subjective. this isn't a topic about truth though; it's irrelevant what one's personal epistemology is. i don't see why you brought it up anyway. any time someone says that they believe something you can attack it by saying truth isn't objective, it isn't a very good argument against someone, even someone who happens to be wrong (as icycalm is).
Point is, I wasn't attacking icycalm's belief nor was I trying to argue against it. On the opposite, you support me here by calling icycalm's theories beliefs. anime witches was bringing up the point that icycalm's beliefs are the truth.

I should point out that I don't believe that there is no truth, that was me overly simplifying it. Rather I believe that we as humans have no access to truth or no way to tell fiction from truth. But that's beside the point I agree.

The reason I brought this up was the major disagreement I have, not with icycalm's theories, but with his attitude, presenting simple beliefs as irrefutable truth even though they build on premises just like every other theory or belief.
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Breadcultist
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« Reply #321 on: January 05, 2011, 03:05:05 PM »

this part is interesting -- so formulas are only worth copying if they're modern? isn't a good game then a good game now?

I do not presume to speak for anime witches. But formulas aren't just meant to be copied, but copied and built upon. And Gradius has been, many times over. The next step is to build on the modern Cave games, or whatever.

Now, there is still value in the old Gradius, and even in retro clones. But not so much for hardcore shooting gamers. They've seen and done it before.

I'm not a hardcore shooting gamer. Maybe I'd get something out of this retro title. Or I could play Gradius.

Quote from: C.A. Sinclair
A good videogame isn't necessarily well programmed.

Nigga, what.
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« Reply #322 on: January 05, 2011, 03:07:08 PM »

Quote from: C.A. Sinclair
A good videogame isn't necessarily well programmed.

Nigga, what.

I think he just means that you dont need to be an amazing programmer to make your game good
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« Reply #323 on: January 05, 2011, 03:11:10 PM »

Well he'd be wrong. If you put code into a compiler, and a good game comes out, that code was good code (for making a game). If you wrote that code, you're a good programmer.
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ink.inc
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« Reply #324 on: January 05, 2011, 03:12:02 PM »


Quote from: C.A. Sinclair
A good videogame isn't necessarily well programmed.

Nigga, what.

It's true. Your code can be the ugliest piece of shit, but if it works, it works. The solution to a problem may be a dirty hack, but the computer doesn't care. Inefficiencies tend not to matter as much nowadays, what with Moore's law being fairly accurate and processors being more than capable of fulfilling the task.

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deathtotheweird
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« Reply #325 on: January 05, 2011, 03:13:12 PM »

Well he'd be wrong. If you put code into a compiler, and a good game comes out, that code was good code (for making a game). If you wrote that code, you're a good programmer.

I don't think you have any idea what you're talking about.
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Melly
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« Reply #326 on: January 05, 2011, 03:15:29 PM »

There are games that are somewhat glitchy and rough around the edges that are still fun and worthwhile. This can even be said of AAA games. It's not uncommon for high-budget games nowadays to come out with several bugs. Some of which are quite awful, like Fable 3 unexpectedly glitching and preventing you from completing the game, forcing you to start from scratch.

This of course doesn't take into consideration that a game may work properly at first glance, but under the hood it's a bloated mess that even the original developer would have trouble working with. Would the player notice any of that? Probably not until he replayed the game enough to notice the smallest details.

Have you ever programmed a game Breadcultist? Can you truly be certain of what is good/bad code for a game unless you have? There is a difference between programming a game and designing its mechanics, especially considering the large number of different languages that can be used.
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« Reply #327 on: January 05, 2011, 03:15:40 PM »

Well he'd be wrong. If you put code into a compiler, and a good game comes out, that code was good code (for making a game). If you wrote that code, you're a good programmer.
You know, I don't often write "ROFL" on forums, but in this case it's the only adequate response I can think of.
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« Reply #328 on: January 05, 2011, 03:16:07 PM »

I'm judging the goodness of code purely on the results. Maybe that's simplistic. But it works for these purposes (games).

Anyway, what did icy specifically say about engines and code?

I know he mentioned Spelunky's Game Maker engine. It didn't play nicely with his (quite powerful, we're assured) computer, apparently.
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« Reply #329 on: January 05, 2011, 03:16:32 PM »

So if I remade Super Mario Bros in MMF 2 down to the last Goomba, original physics intact, it wouldn't be of the same Philosophical Magnitude as the original?

Spelunky was made in Game Maker and was my favorite game of this decade (kinda sorta), so
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Dragonmaw
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« Reply #330 on: January 05, 2011, 03:16:54 PM »

If youtube doesn't lie this a Gradius knockoff with a bigger screen. Why anyone would be interested in a recreation of the Gradius formula years after the decade that brought us Deathsmiles, Batrider, Mars Matrix, and Dodonpachi DaiOujou is beyond me. Noitu Love 2 actually looks like a really fun game, and I'd be happy to try it.

Deathsmiles is an average horizontal shooter with lolita goths. Armed Police Batrider is fun, but ultimately standard in its mechanics. Mars Matrix is very unique and interestesting, but built upon the framework laid by Giga Wing. DDPDOJ is nowhere near as good as DDP or DDPDFK.

Really, this just comes across as ridiculous Japan worship.

Given that every game you listed is on par with Hydorah in terms of originality, I'd go ahead and say that your point there is null. I'm not saying they aren't good shmups (I like them!) but criticizing Hydorah for not innovating enough when only one of the games you listed was "innovative" is baffling.

See, I'm actually a nice guy. I don't hate "indie games." I hate "indie games that look and play like ass."Beer!

Hydorah, Limbo, Castle Crashers, and other games you proceed to list in this thread neither look nor play like ass. Each game has very tightly-polished controls, and visual style is open to interpretation. I generally define an "ass-looking game" as one with muddy textures or inconsistent art style, and none of these games listed below fall into that category.

Doujin simply means something fan-made and self-published, and like "indie" it's a vague term, tells you nothing about the actual game, and is often simply used as an in-word among fans and developers. (Case in point: mizuumi.net, a site which claims to specialize in doujin fighters, actually has wikis for Guilty Gear and BlazBlue, and hosts an active forum and wiki for Arcana Heart 3. Many of the players here consider themselves "doujin" or "poverty" gamers despite playing Arcana or BB. This is because "doujin" is about as useless a term as "indie," but at least -- sick burn alert -- the games tend to be fun.)

Eat a dick. People have a subjective opinion of what is fun. Just because you happen to enjoy playing shmups and fighters that look and play very similar to one another doesn't mean everybody does.

If I handed Melty Blood to the average person, they'd be confused and bewildered by the thoroughly weeaboo nature of the game. If I handed them Limbo or Super Meat Boy, they'd get right into it. Different games have different niches. I wouldn't presume to compare BioShock to Civilization.

That being said, I do love Arcana Heart and Melty Blood.

Doujin games are often associated with animu bitches because a lot of doujin games are fangames with characters from animes, visual novels (there's another phrase I'd love to erase from the collective vocabulary), etc... But this is not necessarily the case -- Trouble Witches, Touhou, and Vanguard Princess feature animu bitches who never before appeared in an anime. WHOOOA

Blah blah blah who cares

As to whether I play "indie" games, that's up to your definition. If your definition, like Paul's, is ever-expanding to suit the needs of argument, my second favorite game series of all time is "indie" -- Melty Blood. Altogether, my enthusiasm for the game has cost me enough money to buy a car, a few years of my life, and several points off my GPA when I graduated from college.

This is quite possibly the saddest thing I've read in this thread so far.

If your definition simply means "games approved by TIGS," then the answer is again yes, but I'm not a huge fan. (How did you guess???) Spelunky was not entertaining, Limbo was less than not entertaining (I would say that this game qualified as absolute trash), Passage was worse than trash, some exceedingly dull (but really quite beautiful, my friends assured me) game about fishing in order to cross a lake to meet your girlfriend or w/e, a dull and exceedingly annoying game called I Made a Game with Zombies In It (this game, though "better" than Passage, ranks far above it on my hate list), Castle Crashers, which I found as boring as Dynasty Warriors but far more irritating and not as pretty, Angband (great fucking game), N (fucking garbage ninja game, zzzz), Splosion Man (fucking garbage ninja game zzz), Alien Hominid (Metal Slug, Dolphin Blue, and Pong were better), Cave Story (which, although I live my life primarily for the sake of Icy-sama, I found to be pretty fun), I am a big fan of David Sirlin's "independent" (if you write out the word all the time the hilarity of its usage becomes more clear) card game Yomi (which has a computer version and is hence a video game, lol), and really I'm tired of writing this and I doubt you have read this far.

Fuck ooooooooooooooff. I like how you presume to make TIGS this indie cabal, list off a bunch of excellently designed games, and replace them with Japanese ones. I appreciate that you are participating in this thread, but could you please offer more than just idiotic pandering to your rage boner god? It's sickening.

The moral: I like games. Most totally awesome "indie" games I played are less than totally awesome. Some of them are complete garbage. Almost all of them are lavished with praise.
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Here's the thing. I have occasionally disagreed with Icycalm's taste in games, and there are a lot of people who completely disagree with his tastes all the time. Whatever, that's an almost piddling issue. However, I have never once read a single refutation of his central theories on games. He believes this is because he is right and you can't refute the goddamn truth. Maybe it's the fact that I'm gargling his rich, creamy essence as we speak, but I'm inclined to agree with him.

Central theories on games? What central theories? He has none. Please elucidate what about Icycalm is so particularly revolutionary or requires refutation. Most of his statements (buried underneath piles of bullshit) tend to be non-controversial, such as "sequels are not necessarily bad" and "games are meant to entertain."

PS: If you really liked games, you would understand them, and maybe offer criticism instead of stupid baseless claims of WHICH GAMES ARE BETTER. Christ, it's like reading a post from GameFAQs.

Icycalm has no central theory on games more than anybody else does. He's an empty shell who calls himself a critic and wraps himself in the veneer of vitriol. Out of any critic to follow obsessively, you sure picked the worst one.


The engine will always effect the possible scope of a game (not necessarily the actual scope). Since this is figured in the original post this thread reflects (hahaha!) on, the scope of Doom, its very design, would've been impossible with the Wolfenstein engine. That doesn't mean every game with the Doom engine will share that game's scope -- I'm sure Jason Rohrer could take the very same engine and craft a very moving "walking forward simulator."

This is not to say that it is impossible to make a great game with one of these pre-made engines; one guy used the 2d Fighter Maker engine to make the very fun and refined Vanguard Princess. However, I struggle to see how a developer using this pre-built engine could make a game as deep and nuanced as BlazBlue, Melty Blood, or Guilty.

Japan called, they said their dick is too raw from your rampant sucking.
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« Reply #331 on: January 05, 2011, 03:20:53 PM »

I'm judging the goodness of code purely on the results. Maybe that's simplistic. But it works for these purposes (games).
No it doesn't and you should probably stop talking about this to avoid embarrassing yourself further.

Great use of "nigga" though.
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« Reply #332 on: January 05, 2011, 03:23:33 PM »

So if I remade Super Mario Bros in MMF 2 down to the last Goomba, original physics intact, it wouldn't be of the same Philosophical Magnitude as the original?
I don't know what philosophical magnitude is, but it'd be just as good as the original. You could put the hardware in black boxes, run them side by side, and they'd be indistinguishable. So how can one be better?

Well, the original one has originality. It has more craftsmanship, see icy's polemic for details on that.

There's one thing I liked... still like?... about indie games, easy-to-apprehend craftsmanship.
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« Reply #333 on: January 05, 2011, 03:25:27 PM »

I'm judging the goodness of code purely on the results. Maybe that's simplistic. But it works for these purposes (games).
No it doesn't and you should probably stop talking about this to avoid embarrassing yourself further.

Great use of "nigga" though.
For the purpose of game criticism, the end result of the code matters. Does anything else?

Does craftsmanship come into it? I really don't know. I'll ask Icycalm.
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« Reply #334 on: January 05, 2011, 03:27:08 PM »

Who cares about craftsmanship when it has absolutely no bearing on the final product, especially if you have no idea how to judge said craftsmanship?
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« Reply #335 on: January 05, 2011, 03:30:09 PM »

Well he'd be wrong. If you put code into a compiler, and a good game comes out, that code was good code (for making a game). If you wrote that code, you're a good programmer.

I've been sitting in the reply page with this statement in the text entry for over five minutes now. I... I just... I need to stay away from this thread for a while.

BTW the way you look to Icycalm for all your answers is just... depressing.
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« Reply #336 on: January 05, 2011, 03:32:16 PM »

I myself posted
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twice now but I deleted the posts. I'll wait for things to get interesting/non-asinine again.

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Melly
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« Reply #337 on: January 05, 2011, 03:33:22 PM »

I'm judging the goodness of code purely on the results. Maybe that's simplistic. But it works for these purposes (games).

There's a lot more about what makes code good than the apparent end result. If the game's still good but the code is shitty, the game may not run well on a wider range of computers due to compatibility or performance issues. The game may do something stupid like delete/corrupt your saves, or glitch the fuck out when you least expect. Some people may play the game and never find those issues. Some most certainly will, because, arguably, bug-free software, especially software as complex as complete games, is extremely rare, if existant at all. And there is of course code-maintenance, which is problematic on bad code and can cause issues if the developer wants to keep expanding the game.

I feel discussing good code for games is a tangent. You should be focusing on game design, not game programming. Also does Icycalm program games? If not I don't see how he would be a qualified source to tell whether the craftsmanship matters if he doesn't know what the craftmanship entails.

I know he mentioned Spelunky's Game Maker engine. It didn't play nicely with his (quite powerful, we're assured) computer, apparently.

He probably played an early version. The current version is very light and from what people have said and my own experiences works well in a vast array of computers. My computer is also very powerful, be assured (I'll use the PC fanboy's favorite test and say it ran Crysys on max settings with a framerate of at least 30, maximum 50-60, back when people still gave a shit about that), and it runs Spelunky perfectly smooth. I also have a much less powerful computer that can't run the lightest 3D games released in the last 2 years, and it also runs very well there, with maybe a hiccup or two and longer times for level loading/generating.
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« Reply #338 on: January 05, 2011, 03:36:25 PM »

I feel discussing good code for games is a tangent. You should be focusing on game design, not game programming. Also does Icycalm program games? If not I don't see how he would be a qualified source to tell whether the craftsmanship matters if he doesn't know what the craftmanship entails.

He doesn't even like designing games, much less programming them. Why? it's  boring to him.

Quote
But to answer his question: I find game design boring. Playing games is more fun than making them: and this is no mere opinion, but a philosophical truth of the first rank -- as I will one day get around to explaining. An intelligent Insomnia reader should have already figured out the reason anyway. I've pretty much already given it away.
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« Reply #339 on: January 05, 2011, 03:38:39 PM »

Basically, icycalm believes he is always right. However, if he was right about game design being "boring" and playing them superior, then games wouldn't be made, and he wouldn't have anything to enjoy.

Ok then.
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