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879076 Posts in 32957 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:37:17 AM
TIGSource ForumsDeveloperCreativeDesignScore in videogames
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JWK5
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« Reply #60 on: May 17, 2012, 11:18:17 AM »

Touché.
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Derek
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« Reply #61 on: May 17, 2012, 05:33:39 PM »

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and the self-loathing, self-described "amateur" developers that make up a good part of his most ardent fanbase.
hey im a self described amateur developer. i dont hate myself and i dont like zirbas. also i dont have aspergers.

Haha, sorry... I didn't mean that calling yourself an amateur or hobbyist is bad at all. I'm talking specifically about the guys who make a big point out of it in order to get in with icycalm. Same goes with, say, zinger calling himself an aspie. I wouldn't call it humility or honesty or anything like that - it feels like something a dog would do for a treat.

But then they also try to mimic icycalm's way of speaking and end up being incredibly smug towards people over things they literally learned a week ago.

They're like the stereotypical born-again religious people - submissive and smug in the same package, with only a basic understanding of their own beliefs. It's annoying.

I think that the crux of the discussion is the difference between an experience-oriented (art) and competition-oriented (sport) game. Once the game attaches a number or symbol score to the experience and the player values that number or symbol, the game stops being an experience and starts being a competition and if the player devalues that, vice-versa. If the player scores 500k in Deathsmiles or ranks 'Ghost' in Hitman: Blood Money, the player can only understand the significance of that score and rank in relation and comparison to other scores and ranks. So, the second time, the player scores 1 million; if the player recognizes that he, in the present, played twice as good as he had in the past, he is now optimizing to compete with his own score and others'. Everything non-optimal to optimizing his score is redundant and ignored (id est the experience, the art). That is a truism and isn't controversial and I agree with Icycalm.

It's funny, because this is pretty much the argument the art games people use to promote art games - namely, that the competitive aspect of gaming takes away from the art aspect of gaming. I think the major difference is that icycalm treats fighting, killing, raping, WAR, etc. as very natural and therefore not a sport in the way you're describing (i.e. it's part of the "art").

Again, don't most games let you experience art and compete at the same time? I always thought that was the unique pleasure of video games, and it's precisely why a medal popping out of a spaceship is really cool in games even though it might not be in a comic book or movie. I thought that was a bad example, too. A medal popping out of a spaceship is like someone's eyes bugging out in a comic book - a great example of the artform's unique strengths.

The physical aspect of gaming is interesting, though, and that was something about the article I really liked. I think some games are just physically worse to play... like Starcraft 2. The mechanics of the game are still interesting stripped out, but I could see that, at a high level, the physical boredom and pain of constantly clicking stuff against online opponents probably outweighs the cerebral pleasure of understanding the mechanics and outwitting your opponent. And the pros all play with the graphics at the lowest setting, which kind of proves how little aesthetics matter to them at that point.

On the other hand, fighting games seem much healthier to play at a pro level. Just the fact that you're sitting side by side makes a big difference, but I think a joystick/controller is a much more natural input device than a mouse/keyboard, anyway. And you can still enjoy all the graphics and stuff, too.

You can kind of see the difference in the two communities, with Starcraft pro players just seeming much less happy overall than fighting games players.
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« Reply #62 on: May 17, 2012, 05:40:17 PM »

I suppose since the reason I registered on this forum in the first place was to take part in a gigantic Icyclam flamewar, I should be obligated to post something here.

What Icyclam said in the original chapter of his book is that he wants a game where you are required to use advanced gameplay mechanics purely for survival.  Not playing the game correctly results in failure.  He mentions that it should require a "World-class player" to complete.  Although he doesn't mention just how complex these game mechanics should be, I'll assume they're around the level of Mushi Futari, and not something totally bonkers complex like Hellsinker.

Now, what I'd consider to be a world class player is one who can hold their own in scoring against the absolute best, getting within 80-90% of the world record on a given game.  And last time I checked, Icyclam is nowhere near this figure in ANY game.  So essentially, he wants a game that he wouldn't even be able to play himself due to it being too hard.

All I have to say is .. lol.  Not to mention, there are already several shmups which are exceedingly difficult to play for survival, like DOJ (Both loops), Mushi Ultra, Futari Ultra, etc.  If he gets a clear on any of those, I'll reconsider his request for the game developers of the world to make his dream game for him .. :p
« Last Edit: May 17, 2012, 05:59:49 PM by Udderdude » Logged
DavidCaruso
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« Reply #63 on: May 17, 2012, 06:10:23 PM »

I wrote half of this up earlier and decided not to post but fuck it.

I think mechanics are interesting by themselves, and let's say you did replace the planes, tanks, and buildings of Ketsui with abstract shapes or, as zinger suggested in another thread, with random Google images... the game would certainly be a lot worse but it would still be immersive. But really, you just have to look at how icycalm praised the scoring system (inc. loops and true final boss) in and of itself in his 2007 review. Whether he's now changed his mind or not (aspie miracle cure?), there's obviously some palpable joy in unraveling and mastering that arbitrary system, aesthetics aside.

Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

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Ironically, the people it most easily convinces are guys like zinger, who seem more interested in getting approval from others ("Thank you, icy, for showing me my aspie ways!") than simply enjoying games for themselves.

zinger posts thanking icy for clearing up issues for him and helping him enjoy some of the games he loves the most that he has since joining the Shmups forum (that would be around 2005 or earlier, going by join dates) -- "enjoying them for himself," as you put it yourself -- then adds a small joking comment at the end, and you conclude from that exchange that he is a poser-drone mindlessly trying to gain icycalm's approval for... uh... what end, exactly? I think you've brought this up multiple times now, so what exactly do you think the people who support his ideas are trying to gain from this? Do you really think that, say, Alastair is so insecure with himself that he feels the need to instantly jump to the closest controversial opinions on videogames and "parrot" them, for the sole purpose of "doing the good work of his master" or some such crap? I mean, I won't deny having a few personal insecurities (don't think I've ever said anything about them here tho), but not nearly enough to put in the time and effort to do something like that on an Internet forum with the sole motivation of "getting in with icycalm," and from the limited interactions I've had with him Alastair seems like a generally good-natured, smart, and honest person, so I doubt he'd do that either. And if he and other people like him were only trying to gain others' approval, then wouldn't the pile of condescension they receive from others make them...do as the others say? Especially if some of those others can sometimes be as abrasive (or more) as the person who the ideas "originate" from (just look at that Shmups thread for proof) -- if it was just about covering up insecurities and hiding behind a shell, then what exactly makes one shell more appealing than another?

Maybe the appeal is in the ideas themselves? Not the glorious prospect of "essentially being a proxy for someone else," as JWK5 put it? Maybe the reason the person's thought tends to reflect (serve as a "proxy" for) the other's is because overall the person agrees with and has been influenced by those ideas when forming his own conclusions, based both on the theory and the practice (his own personal experiences), not because they're a droneparrot who's just out to get the highest score in iceproval points so they can receive an extend in art history books by being briefly mentioned in the Genealogy for a line or two? I mean, just food for thought here...

Anyway, how many ideas do I have to arbitrarily disagree with to get out of the "submissive" bracket, and how many "IMOs" do I need to add per sentence to get out of the "smug" one? Do I have to stop using em dashes (em dashes and semicolons are the best punctuation marks) because he does too? I guess I should be aiming for the low score on this one? Also have you ever seen a "born-again religious person" who's "constantly seeking approval from others" at the same time? I know I haven't, but then again I don't have much experience with either type of person!

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And the fact that you can discuss score (OR survival strategy, mind you!) doesn't show that score breaks immersion - it really just shows you that games can be so interesting that when we're forced to return to our normal lives we want to share them with others.

Your statement is right, but I think you missed the original point. It isn't the fact that you can discuss scoring strategies; it's that the players seem so eager to spoil themselves on that strategy. I mean, imagine if someone came up to you while you were stuck on a hard part of a (let's say turn-based strategy to make the analogy a bit easier, since execution skill isn't as huge a factor, though this still applies perfectly to action games) game and said: "here is how you beat this boss, you have to do this" and just showed you the complete process. If you were enjoying playing the game, then wouldn't that basically ruin the experience of discovering these things for yourself? Isn't that pretty much the definition of a spoiler: it ruins the experience of discovering a part of something for yourself?

So the question is, why would someone intentionally go and spoil themselves on what's apparently supposed to be the most crucial aspect of a shooting game? Well, the obvious answer has to be that they aren't really enjoying the discovery of these aspects as much as utilizing them once they already know them (which is where the tables come in, etc.) The reasons for that might vary -- the strategies might be too hard, they might be too esoteric, they might be completely counterintuitive and make no sense at all which makes one wonder how anyone figured it out, etc. -- but there's no other explanation I can think of for the general sentiment.

Quote from: Cerebros
So, if the players on a leaderboard for a 'playing for score' game are 'aspies', then Michael Phelps and Usain Bolt are 'aspies', too, for swimming and sprinting, respectively.

Did you read the essay fully? This is addressed, and Phelps is even mentioned a few times.

Quote from: C.A. Sinclair
btw: do people actually play stuff like cave shooters for "atmosphere?" because idk, i cant really see 99% of the shmups i've played as anything but almost completely abstract.

When I talk about "atmosphere" here I'm using it in a general sense of "wanting to see what happens next," which presumes that what happens next is worth seeing at all (and playing at all ofc, but that's not the main point of "atmosphere") in the first place. I mean, why do you think so many of the best arcade games have great audiovisuals (good-looking stages, catchy soundtracks which you won't get easily tired of listening to, etc.)? I've always thought it's because, in order to prevent the player from getting tired of struggling against the same stages and giving up, they pretty much have to. "If you think this is cool, just imagine what you're going to see next," etc.

Now, last time I checked, what I'd consider to be a world class player is one who can hold their own in scoring against the absolute best, getting within 80-90% of the world record on a given game.  And of course, Icyclam is nowhere near this figure in ANY game.  So essentially, he wants a game that he wouldn't even be able to play himself due to it being too hard.

Why does someone need to be able to "play a game" from the start to enjoy it, exactly? And how do you know that he won't be able to keep playing over time until he can beat it, etc.? Wouldn't the fact that the "scoring" mechanics are integrated more fully give you more motivation to learn how to use them and come up with strategies yourself while playing? I mean, even if you're going to argue that he won't be able to beat the game he wants to play (thus invalidating everything he says?), that doesn't mean he can't enjoy it? Isn't a main point of the article that you enjoy playing through games most the first time, i.e. before you beat it anyway? Why do I keep phrasing my points as questions in this post?
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Derek
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« Reply #64 on: May 17, 2012, 10:59:26 PM »

Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

Why does the ruleset have to be completely unified to be maximally enjoyable? It seems like a big part of the joy of shmup scoring systems is that it's there when you want to play around with it, but can be somewhat avoided if you want to focus on completion. Those two concepts - scoring and survival - already complement one another by being somewhat separate.

If you unified them the way you're suggesting, then complex scoring would become annoying if you weren't interested in it at the time. It'd be kind of like if Braid forced you to tackle its puzzles linearly rather than giving you some space to choose which puzzles you want to solve first.

Or to put it another way, should food always come mixed together in a bucket, or is it sometimes better if the sauce and sides are separated so that you can eat to your own tastes?

Maybe Udderdude or someone more familiar with shmups can clear this up, but that's what I always thought.

If it was just about covering up insecurities and hiding behind a shell, then what exactly makes one shell more appealing than another?

Simply put, icycalm's alpha male posturing makes his ideas more appealing to beta males. You know, "respect the cock" type stuff:

http://www.youtube.com/watch?v=_n2IVF9a2IA

I'd be more inclined to believe that it was just about the ideas if the attitude didn't get transmitted so much as well. Not sure why this isn't apparent to you even though you can pick out other types of herd behavior so easily.

Quote
Anyway, how many ideas do I have to arbitrarily disagree with to get out of the "submissive" bracket, and how many "IMOs" do I need to add per sentence to get out of the "smug" one?

You can agree with him without affecting his macho posturing, can't you? Or needlessly bashing yourself?

You don't really do it so much yourself, although I did notice a pretty significant change in you after the ESB thread. You came here pretty eager to learn and share game-making stuff, whereas now it's mostly arguing theory and snarking people.

Quote
So the question is, why would someone intentionally go and spoil themselves on what's apparently supposed to be the most crucial aspect of a shooting game? Well, the obvious answer has to be that they aren't really enjoying the discovery of these aspects as much as utilizing them once they already know them (which is where the tables come in, etc.) The reasons for that might vary -- the strategies might be too hard, they might be too esoteric, they might be completely counterintuitive and make no sense at all which makes one wonder how anyone figured it out, etc. -- but there's no other explanation I can think of for the general sentiment.

Probably for the same reason that someone would read an icycalm article and spoil themselves, or do anything outside of just playing the game - to maximize their enjoyment of it when they do play and also to get a chance to interact with other people over a shared interest.

You don't think the hours you've spent reading Insomnia has spoiled games for you somewhat (or maybe worse - turned you off of games that you might have enjoyed otherwise)?
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Derek
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« Reply #65 on: May 18, 2012, 03:15:02 AM »

Yeah, it's been tried to varying degrees many times in the past, and no one's managed to make a great game out of it. The closest I know of is Radiant Silvergun, which has a score-based EXP system for weapons, and even then that system was easily the worst part of the game and mostly what made it (at least, to me) just a good game instead of a great one. It isn't fun to always have to play for score or else later bosses take forever to kill. It doesn't help that most games which try to do this also have awful level design and lots of INEEERRTIAAAA (though Silvergun didn't.)

Okay, I remembered you saying something about Radiant Silvergun at one point...

Granted, this is a very specific, chain-based scoring system you don't like, but it seems like you're at least touching on the point I'm trying to make more generally, which is that "it isn't fun to always have to play for score or else ______".

But it can certainly be fun to be able to choose to play for score when you feel like it, and that fact has already been explained quite well by icycalm and other shmup players.
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« Reply #66 on: May 18, 2012, 03:44:36 AM »

And how do you know that he won't be able to keep playing over time until he can beat it, etc.?

If he hasn't even tried to beat extremely difficult games/modes like Futari Ultra, what makes you think he'll suddenly be motivated to do so by requiring the player to perform advanced gameplay mechanics to survive?  He's asking for something that maybe 4-5 people in the entire world would ever complete.

Wouldn't the fact that the "scoring" mechanics are integrated more fully give you more motivation to learn how to use them and come up with strategies yourself while playing?

Of course, when I play a game I try and learn the correct mechanics.  Doesn't mean I don't want to occasionally just ignore them and blow shit up.  Forcing the player to do things a certain way also removes a lot of the experimentation and flexibility inherent in (well designed) scoring systems.  If there's only one right way to do it to survive, you completely remove a major aspect of the game.

Isn't a main point of the article that you enjoy playing through games most the first time, i.e. before you beat it anyway?

Having the game be so difficult that you'd need, as said before, a world class player, would require you to play the game probably hundreds of times before you actually beat it.  At which point he'd be just as sick of it as if he was trying to get a world record score.

Also, the way arcade shmups are set up, you play from the beginning of the game each time anyway, but I don't see him railing against the horrors of having to play stage 1 and 2 over and over.
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Udderdude
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« Reply #67 on: May 18, 2012, 03:52:42 AM »

Saying that the game would "be a lot worse but it would still be immersive" seems a bit disingenuous; immersive compared to what? Every game is immersive to some degree, but Ketsui Google Label sure as hell wouldn't be compared to the original, and maybe not even compared to a mediocre shooting game.

And you're right in that there's still some joy that can be gained from the arbitrary systems, this is even something mentioned in the quotes I posted. That doesn't invalidate the point that there would be even more joy if the arbitrary system was...well, less arbitrary, and even inconsequential in the big picture. The point is to make the game's complete ruleset as harmonized and unified as possible, not just one "side" or the other.

(Also, aesthetics are a motivator in scoring as well, even if to a much smalller degree. I mean, why do you think score runs have multipliers flying around everywhere, etc.)

Why does the ruleset have to be completely unified to be maximally enjoyable? It seems like a big part of the joy of shmup scoring systems is that it's there when you want to play around with it, but can be somewhat avoided if you want to focus on completion. Those two concepts - scoring and survival - already complement one another by being somewhat separate.

Or to put it another way, should food always come mixed together in a bucket, or is it sometimes better if the sauce and sides are separated so that you can eat to your own tastes?

Yes, there are several posts in the shmups thread which basically say this.  You'd only end up pissing off both players who play for score, and players who just want to play the game without worrying about advanced mechanics.  Score/survival has co-existed in shmups for decades now.  This is a debate that no-one wanted or even really needed.

Immersion is important, but for a genre like shmups it's just not as important.  You're already playing on what's basically a flat 2D plane, isn't that non-immersive enough already?  (Note to icyclam: Make next insane rant about how only 3D tunnel shooters are truly immersive and all the 2D ones are for aspies who can't stand that extra dimension since it reminds them of real life)

It's like a game can't even be a game anymore, man .. gotta remove anything that reminds you you're playing a game now, because lord icyclam has willed it so.  Bye bye numbers, extra life icons, etc. And if you actually liked those things?  Woah boy, you are in ASSBARGERS CITY!  Better check yourself into a clinic, then go wrestle some sharks while waveboarding or whatever in between rounds of (insert 100% immersive, zero numbers allowed on-screen game here)

You know, I'm actually getting kind of sick of his armchair game designer schtick.  If he's not even willing to put the time and effort into figuring out what the results of his grandiose ideas would be, why should any developers listen to him?
« Last Edit: May 18, 2012, 04:12:17 AM by Udderdude » Logged
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« Reply #68 on: May 18, 2012, 06:58:19 AM »

What are some shmups that have a rank system that taps directly into the score?  ie. not a separate, hidden number?  Out of curiosity.  Anybody know any?
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« Reply #69 on: May 18, 2012, 07:05:23 AM »

Ibara Black Label and DDP DFK Black Label both feature prominent rank display that tie in directly with scoring.
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iffi
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« Reply #70 on: May 18, 2012, 05:20:58 PM »

This is a debate that no-one wanted or even really needed.
This sums up what I feel about this thread.

I can't be bothered to read all the long posts in this thread, but I don't see how this is a debate at all when it's obvious that there are plenty of people who like score systems and even enjoy abusing them, despite whatever flaws and seemingly arbitrary characteristics they may have.
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« Reply #71 on: May 18, 2012, 09:35:03 PM »

If you don't like stupid discussions, don't spoil it for other people
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« Reply #72 on: May 25, 2012, 09:51:29 AM »

i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that
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« Reply #73 on: May 25, 2012, 10:02:38 AM »

i just had an idea that would reconcile icycalm and everyone else: make a game where, if you do not reach a sufficient score by the end of a stage, you die

that way, score means something

e.g. let's say level 2 has 30,000 possible points if played perfectly. if you beat level 2 and didn't at least get 20,000 points, you'd explode, and have to start at the beginning of level 2 again

i don't even mean this in a joking way, on paper i think it'd be a good system, with a good balance between skill and survival. of course we'd have to see how it works out in practice to be sure of that

Racing games, except it's time limit instead of score.
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Paul Eres
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« Reply #74 on: May 25, 2012, 10:04:40 AM »

hmm, yeah -- racing games are sort of evidence that this system can work in a different context. i wonder if it's been done in shmups before?
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