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TIGSource ForumsDeveloperDesignTale of Tales discussion (now with more "state of arcade game")
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« Reply #140 on: November 15, 2011, 05:45:34 PM »

very good is not enough, groundbreaking is
but a lot of canonized artists aren't actually groundbreaking, they're just the ones with the better publicity.

example: mozart vs. joseph boulogne. you even brought that up in another thread.


Quote
Oh, I see. That makes much more sense. What games are you talking about, though?
I think he's talking about Super Meat Boy and VVVVVV.
« Last Edit: November 15, 2011, 05:56:18 PM by C.A. Sinclair » Logged
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« Reply #141 on: November 15, 2011, 06:40:42 PM »

To be fair though I think the people who get canonized are at the very least GOOD. That there are are a lot of good artists who don't get canonized is unfortunate but it's kinda inevitable.
Do you mean GOOD as in you like them all, or GOOD as in they have generally redeeming qualities and you can kind of rationalize why they're canon?
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« Reply #142 on: November 15, 2011, 06:45:58 PM »

i actually didn't like mother 3 all that much -- i preferred the original earthbound and mother 1, the third one felt too casual and linear in comparison, especially with the chapter structure, which made backtracking difficult

i was reading some reviews of 'unlimited saga', which is a rpg for the ps2, on amazon.com today. it was interesting to me how divergent they were: lots of 5 stars, lots of 1 stars, they either hated it or loved it

the main theme for the haters was that it didn't have a lot of the stuff they expected from rpgs. the gfx weren't full 3d, but a sort of 2d in 3d hybrid called "sketch vision" or something. you couldn't "move around", instead you moved from node to node, as if you were in the fft or smb3 worldmap; but this was true not *just* of the worldmap or the towns, but also of the dungeons themselves: the dungeons were node-based, there was no free movement anywhere in the game, and a lot of people hated that, and compared it to moving a chess piece around. the difficulty was also extremely high, and the battle system enormously complex and unlike most other rpgs, and even very unlike other games in the saga series

the people who liked it, well, here's a review:

Quote
This game gets awful reviews. I won't even deny that they make wonderful arguements. This game is not flawed; this is a misconception. U-Saga is exactly what the creator wanted it to be. And if you surrender your expectations and the vapid conventions of modern gaming, you're in for an experience.

Most games these days promise an adventure. U-Saga is the one of the only games I have played to fulfill this promise. This game is truly epic in scope, in style; its mercilessness and steep, harshly realistic learning curve only add to the fact that you are truly an explorer going into the unknown parts of the world, that are very reluctant to be explored. I cant tell you how satisfying it is, even the smallest achievement in this game makes you pleased with yourself.

I'm not going to write an entire review about this game, but the one thing I'll tell you is that this game is really a visionary's Dungeons & Dragons, set in a more macabre and unique fantasy world. The reel functions like dice; it affects each of your attacks and also determines your success at disarming traps, repairing weapons, opening doors, crossing obstacles, and so on and so forth. This sounds weird, yes. It is. But you must play it to believe exactly how AMAZING it is go through the beautifully-illustrated island of Avalon (one of the longer missions in the game) and not only fight enemies, but be forced to conquer a true maze with traps, hidden chests, water obstructions, and more.

In short, do try this game, if you are or were ever interested. It is a work of art. Many games have called themselves 'experiences,' but mainly in their immersive storyline. UNLIMITED: SaGa is perhaps the only game that has ever been an immersive experience of pure, bare-faced gameplay.

I love it.

what's my point in bringing these unlimited saga reviews up? mainly this: that there are people who don't like games because they aren't similar to other games, and there are people who do, and that this is totally unrelated to lack of difficulty (because this game is more difficult than most) and unrelated to "story focus" (because this game is *less* story-focused than most jrpgs, and is hated for that reason), and many of the other things that artf*gs are accused of. basically i think that there's an audience of gamer who loves novelty, and an audience of gamer who hates novelty, and that this is reflected in the reactions to the game "unlimited saga"

in personality psychology there's something called "the big five" which are five personality traits which they feel don't change very much in people over time, and which are not correlated to one another very strongly. one of them is how much a person seeks out or avoids novelty. we all have friends who love to try new things and are willing to go new places with you, and friends who like to do the same thing each day in a standard habit and are unwilling to vary that very much, and stubbornly resist any change in their lifestyle or daily routine. so it makes sense that there are games which would appeal to that personality trait, on both ends of the spectrum
« Last Edit: November 15, 2011, 06:52:31 PM by Paul Eres » Logged

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« Reply #143 on: November 15, 2011, 10:34:41 PM »

Interview with Shigesato Itoi about Mother 3:

WARNING: SPOILERS

Quote from: Itoi
During battles, there are times when Fassad appears to be a reliable ally. That evokes very complex emotions. Basically, the person who hurts you the most is the one who comes to your aid to save you from outside enemies. There's also the feeling of, "You probably haven't felt this feeling before, have you?" Games are really interesting because they're able to do that. You wouldn't be able to transfer something that evokes emotions in that way into a novel, for instance.

Things like that are what give games depth.

http://mother3.fobby.net/interview/m3int_06.html
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« Reply #144 on: November 16, 2011, 02:01:03 AM »

Interview with Shigesato Itoi about Mother 3:

WARNING: SPOILERS

Quote from: Itoi
During battles, there are times when Fassad appears to be a reliable ally. That evokes very complex emotions. Basically, the person who hurts you the most is the one who comes to your aid to save you from outside enemies. There's also the feeling of, "You probably haven't felt this feeling before, have you?" Games are really interesting because they're able to do that. You wouldn't be able to transfer something that evokes emotions in that way into a novel, for instance.

Things like that are what give games depth.

http://mother3.fobby.net/interview/m3int_06.html

Smart guy.  I guess I need to get back into Mother 3.  It was cool but I just drifted away and lost interest after a while.  I'll probably have to start over to refresh myself on the story too :/ (the focus on the story is probably why the game is so linear - this is kind of a response to Paul Eres who mentioned the linearity as the reason he didn't like it as much as the first two, which I found interesting as he is a pretty big story guy).
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« Reply #145 on: November 16, 2011, 02:27:24 AM »

To be fair though I think the people who get canonized are at the very least GOOD. That there are are a lot of good artists who don't get canonized is unfortunate but it's kinda inevitable.
Do you mean GOOD as in you like them all, or GOOD as in they have generally redeeming qualities and you can kind of rationalize why they're canon?
The latter.
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« Reply #146 on: November 16, 2011, 03:10:28 AM »

@Rinku: I bought Unlimited Saga when it came out and really liked it, but I'm not sure if people's polarized opinions of it can simply be broken down to like or dislike of novelty.

I think there are people who don't actively SEEK novelty but are just kinda benevolently indifferent to it if there's substance behind it. Some of the "haters" might just have been people who don't like difficult games or dislike games without free movement even if the freedom wouldn't add anything to the game if it existed (see also the "rail shooter" hate brigade and the many kneejerk reactions against Killer7's movement system). I don't think people necessarily loved or hated the game because it broke conventions.
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« Reply #147 on: November 16, 2011, 11:01:42 AM »

All this love for USaga will warm mesh's blackened heart.
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« Reply #148 on: November 17, 2011, 06:00:45 PM »

Quote from: C.A. Sinclair
Also Hamlet is a genre piece.

Was going to mention this, but also: Edgar Allen Poe, anyone? :D

Oh, I see. That makes much more sense. What games are you talking about, though? I think the problem is much more prevalent in FPS's and third-person action games.

Was mostly referring to a certain brand of modern 2D action game there, e.g. stuff like Knytt Stories, Super Meat Boy, VVVVVV, Limbo...I wanted to put a non-"indie" platformer there for good measure but I can't think of any using that design model off the top of my head right now, the phenomenon seems to be strongest within this scene. I think it's due to a combination of several factors, including the rise of Flash platformers (where a lot of current devs started, and where the idea of "bite-sized" level design first became prominent probably due to technical restrictions with the web format), misinformation that's been spread about old games (e.g. the myth of "unfairness," and I can't help but think that emulation, specifically savestates, have been a factor in this kind of design too) while devs are simultaneously trying to embrace "retro-fetishism" (which can be cool and I have no actual problem with it if it's well done, I'm even using it to cut down on graphics dev time lol) as a reaction to what they see as "soulless" modern games, and the modern target audience which these games are directed towards (if you make the game advertised as having "old-school difficulty" actually have it then people complain, so dull it w/ infinite lives and <40-second level segments, then fill these basic levels with actual cheap shots like sudden instakills or overly large hitboxes -- most of the time you don't even have the visual payoff of getting to see cool new things, because of bland art direction.) A related interesting phenomenon: ever notice how all the guys who reviewed Cave Story 3DS used phrases like "16-bit goodness," while at the same time their publications pan rereleases of classic 16-bit games (usually with choice words like "mindless action")?

Quote
I get this... I think I even used a similar analogy once before. But what's your point? That you want different stuff at different times? Right, yeah, that's why it's nice to have all kinds of different games to play...

Glad to see we're on the same page here! ...I think.

Quote
I have a few problems with this. One, I think you're misrepresenting a (small) group of people just so you have an "enemy". You know how earlier you took issue with the term "dudebro" because it's referencing this vague, invisible group of people? Right, yeah, enter the "artfag" who just wants to cry and only likes abstract art...

Dude, ToT practically fits that stereotype to a T haha. But anyway it isn't a "small" group of people who're going on about this subject, "games as art" has been the focus of hours of industry talks and articles at this point (as well as some museum presentations and TV shorts, lol), usually with an undercurrent linking art with "emotion" (again, for some reason people only ever seem to be talking about sad emotions when they use this word) or "deep meaning"/"self-expression"/"story" (because meaning is actually something that the artist just places into his work like color or shape and all the viewer does is look for it like an Easter egg scavenger hunt and also the most effective way to convey deep meaning is to obscure it by making the viewer press buttons to control a highly advanced technological TV toy displayed at 30FPS instead of just writing it down directly, and self-expression/personality is actually a real goal that needs to be explicitly aimed for in order to be achieved instead of something that always comes out naturally in any great work an artist makes, and what makes games artistic aren't things unique to them but rather what in their specific context usually amounts to supplemental coats of paint which other artforms have always been doing since the invention of writing, etc.), and it doesn't help that meanwhile the issue is being exacerbated from the outside by the media, the current "intelligentsia," etc.

Quote
You know, irrespective of how they present their views, it seems to me like all ToT wants is to play more games that are not based around skill... they love the look of a lot of modern games but feel like the skill-based obstacles get in their way. Like, they love the idea of virtual worlds but want to interact with them without it being a kind of "sport for nerds", as they say.

That's what easy modes are for. But then again they think that anything the player can't get past in 1 or 2 tries in a videogame is badly designed, so welp.

Quote
I think your "worry" (which you cite as the primary motivator) is completely unfounded... creative people will do what they will. If you have something to get out, you'll get it out, whether it's a bullet hell shoot 'em up or an art game. Most artists get their inspiration from themselves as well as a WIDE variety of sources. I mentioned James Jean earlier not because he makes abstract art but because I read that he was inspired in part by people who did (Dadaists and such).

Not all inspiration is equally important, artists' ideas are most shaped and molded by what's closest to them -- namely, the communities they're a part of (in this case, the community of game industry or hobbyist devs), the specialist press, their target audience (with the best games, that usually means "people like themselves," though that doesn't mean that any game with this target audience is automatically good), their own personal limitations, those of the people they work with, and those of their toolset (all of which inherently limit the quality of what they can "get out," as well as what their ambitions will be in the first place), and general trends taking place within their creative environments, just like any other craftsperson. If there's a demand for something within any community then people will want to fill the gap, and people like to jump on trends that they see (especially if it seems like a way "forward.") The entire issue here basically revolves around the work of less talented people being seen a model to follow (yes if people are saying something is "a step forward in games as an artform" then it's being implied that it's opening a path which should be directly followed, because "artistic legitimacy" is the current holy grail.)

Quote
"Artfag" or "dudebro"... either way, you're just creating a phantom to oppress you, even though, as you say, "the future's looking bright in the end". If it's looking bright then why are you worried? You just like getting worked up in the meantime, or what?

Things are only bright in the end because people get worked up. If too few people care enough to say anything then worse things can easily get canonized/elevated and therefore set as the standard. (Which, btw, helps explain: "Pollocks, kandisky, malevitch, mondrian, duchamps, bastiat, andy warhol." Tongue ...though a few people are still getting worked up about that today, e.g. Fred Ross and "classical realist" painters, we'll see if their ideas win out in the very long run)

Quote
You're really using the "they started it" line of defense?!

Is there anything particularly wrong about that line of "defense?" I mean, we wouldn't be having this conversation right now if it wasn't true.

Quote
"To some degree"... I don't get it, why is it you get to use exceptions to prove your points but not anybody else?

If you wanted I could name a lot of other recent games which didn't sell well or weren't received well critically initially but still went on to gain a large fan following and become more prominent over time, that was just one example (though not all of them are good games, but a lot are.) And like I was saying reevaluation isn't exactly an unprecedented trend in other artforms either (or even more generally, other areas where peoples' tastes are involved, not even just art.)

Quote
Why do you get to compare games to other artforms (Shakespeare, Citizen Kane), but not anybody else? (As an aside, do you even like Shakespeare or Citizen Kane?!)

That isn't a comparison. I'm using both of them as examples of the general reevaluation and canonization process that takes place in all artforms, which is a completely different thing from saying "IS THE CITIZEN KANE OF VIDEOGAMES...UH...L.A. NOIRE???" when there's no defined qualitative standard to judge between the two. And of course I like Shakespeare and Citizen Kane, I wouldn't use artworks that I disliked as examples of how good things get more appreciated over worse things over time even if the worse things were more popular initially. I'd be lying if I said they were my favorite plays/movies ever, since I obviously spend a lot more time with modern movies (...actually with plays I've enjoyed the time I've spent with old ones a lot more since the most prominent modern ones seem to be postmodern absurdist dramas (read: absurdly boring, with barely any drama to speak of) made after film came around and most people stopped caring about theater because, showcasing actors' chops in a consistent high-pressure setting aside, that could do virtually everything better, but yeah) but they're still great and it's hard to deny the craftsmanship and depth that went into them, as well as the general positive influence they've had on their respective artforms and art history (which btw, @ C.A. Sinclair, is why people say Shakespeare is the greatest writer even if there may be a few other writers that are technically better than him, because his stuff is not only high-quality but has also had a profound effect on art's history and evolution, even the evolution of later artforms e.g. film, and for those same reasons the Iliad and Odyssey are also rated even higher, etc.)

Quote
Why do you get to enjoy story-driven games but not anybody else?

wat

btw Unlimited Saga sounds really interesting, guess that's another game to put on my backlog.
« Last Edit: November 17, 2011, 06:26:49 PM by DavidCaruso » Logged

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« Reply #149 on: November 17, 2011, 06:33:42 PM »

'bias against genre fiction' doesn't mean genre fiction will never become canonized
it's just saying there are arbitrary (but somewhat consistent?) preferences embedded in that canonization process, which is one sign among many that it's overall a somewhat arbitrary process.
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« Reply #150 on: November 17, 2011, 09:11:16 PM »

@Rinku: I bought Unlimited Saga when it came out and really liked it, but I'm not sure if people's polarized opinions of it can simply be broken down to like or dislike of novelty.

I think there are people who don't actively SEEK novelty but are just kinda benevolently indifferent to it if there's substance behind it. Some of the "haters" might just have been people who don't like difficult games or dislike games without free movement even if the freedom wouldn't add anything to the game if it existed (see also the "rail shooter" hate brigade and the many kneejerk reactions against Killer7's movement system). I don't think people necessarily loved or hated the game because it broke conventions.

i sort of see that reaction as a dislike of novelty, though. i mean, it alone might just be a preference, but the large majority of the negative reviews compared it unfavorably to conventional rpgs, and listed the things those had that this one didn't, and which they expected out of this one, such as full 3d, cutscenes, a gradual difficulty curve rather than a steep one, etc. -- if it were simply a dislike of this game rather than a dislike of breaking conventions, those reviews wouldn't reference games they wish this game were like so much

tale of tales (to bring this back more directly to the topic) in the interview said something like this: try changing the default wasd to some other set of four letters, like zsxc or ftgh, and you see how much gamers will complain about it because it isn't similar to other games. i think that's pretty typical of complaints about any game, that it isn't more like some other game that they liked

but anyway i'm not saying that everyone who hated it hated it only because it broke convention, just that the two are probably correlated at least a little in this case
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« Reply #151 on: November 18, 2011, 07:03:54 AM »

Tot has it a little wrong here, obviously QWOP or many similar game ABOUT the controls are receive decently. It's just when game have too many focus that it became a problem (ie narratives + controls)

edit:
Heavy rain might be counter example, but the controls are contain in the narrative and design statement, so it works and do not fight each other.
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« Reply #152 on: November 18, 2011, 05:49:53 PM »

Was mostly referring to a certain brand of modern 2D action game there, e.g. stuff like Knytt Stories, Super Meat Boy, VVVVVV, Limbo...I wanted to put a non-"indie" platformer there for good measure but I can't think of any using that design model off the top of my head right now, the phenomenon seems to be strongest within this scene.

Technically, every arcade platformer has this, since you can credit-feed. Of course "you're not supposed to".

Well, you could always NOT SAVE in an indie platformer (or, as I've mentioned before, play the various hardcore modes that are sometimes available, like in VVVVVV).

Maybe explain to me why arcade game designers get a free pass on the unlimited continues. Because I always hear alastair john jack complaining about players "having to create their own challenge" (i.e. invent their own rules to make the game more fun). He never brings up arcade games when complaining about this, though.

I think it's due to a combination of several factors, including the rise of Flash platformers (where a lot of current devs started, and where the idea of "bite-sized" level design first became prominent probably due to technical restrictions with the web format)



Bite-sized levels were prominent in old arcade games, partly due to technical restrictions. But I think Super Meat Boy is the only game you mentioned with such short levels, anyway.

...misinformation..."retro-fetishism"...bland art direction...cheap hits...

I don't read very many game reviews, but with regards to the art: I think you hit the nail on the head when you explained that you yourself are using pixel art to save yourself time as a tiny developer. A lot of these guys aren't artists, so they're looking to their favorite 8 and 16-bit games for guidance. The vast majority of these games are hobbyist, anyway.

That said, there are also a lot of fantastic artists in the indie games community, and their games are lovely (Amanita Design, Konjak, Wolfire, Locomalito, Supergiant Games, Unknown Worlds, etc., etc.).

As for cheap hits... do you mean hits you basically have to memorize to get past? Because don't a lot of arcade games require much more memorization than the games you mentioned? Like R-Type, for example.

In the end, I don't feel like unlimited saves and small levels ruined my enjoyment of Super Meat Boy. The game was designed around both those ideas. Actually, I consider it a refinement on those old arcade games with short levels, since you have much better control over your character and can do some very impressive jumps using his inertia. The levels are also better designed.

And hey, s-kill liked the game enough to 100% it and wear a sticker while he was on stream at EVO:

http://multiplayerblog.mtv.com/2011/02/18/capcoms-seth-killian-heartbreaking-leaks-importance-of-language-for-games-developer-pop-quiz-23/

 Shrug

Dude, ToT practically fits that stereotype to a T haha. But anyway it isn't a "small" group of people who're going on about this subject, "games as art" has been the focus of hours of industry talks and articles at this point (as well as some museum presentations and TV shorts, lol), usually with an undercurrent linking art with "emotion" (again, for some reason people only ever seem to be talking about sad emotions when they use this word)

At this point, I'm not sure why it's a bad thing that people see the potential in games to engage the "sad" emotions. You like Mother 3 - the game does a great job of it. Shigesato himself Itoi expressed not only that games have the capability of making us feel "new feelings", but that this was what gave games depth.

The "sport for nerds" quote is a great one... what do games have to offer that sports don't? You play a sport and you're actively moving around, getting physically stronger, you can physically hurt people and get hurt... hell, you can even hold a real gun and shoot it! Much more tension with some physical danger involved, right? Or actual death?

Well, video games have the potential for a wider and more interesting set of rules than sports, and they also have graphics, music, stories, and everything else. In a video game you can be taken to another world! With an opportunity like that, people like ToT want to do more than just play new kinds of sports. Just like you, apparently, since you like Mother 3 so much.

That's what easy modes are for. But then again they think that anything the player can't get past in 1 or 2 tries in a videogame is badly designed, so welp.

I think even you can see the problem with the line of reasoning you're using here. You're saying "play this neutered version of a game you don't like to get the experience you're after".

The entire issue here basically revolves around the work of less talented people being seen a model to follow (yes if people are saying something is "a step forward in games as an artform" then it's being implied that it's opening a path which should be directly followed, because "artistic legitimacy" is the current holy grail.)

Hm, okay. Well I guess I should stop "following" (i.e. listening) to you and I'll listen to Shigesato Itoi, instead, and use this definition of depth for video games:

Quote from: Itoi
During battles, there are times when Fassad appears to be a reliable ally. That evokes very complex emotions. Basically, the person who hurts you the most is the one who comes to your aid to save you from outside enemies. There's also the feeling of, "You probably haven't felt this feeling before, have you?" Games are really interesting because they're able to do that. You wouldn't be able to transfer something that evokes emotions in that way into a novel, for instance.

Things like that are what give games depth.

Unless you're saying you're more talented than him?

Things are only bright in the end because people get worked up. If too few people care enough to say anything then worse things can easily get canonized/elevated and therefore set as the standard. (Which, btw, helps explain: "Pollocks, kandisky, malevitch, mondrian, duchamps, bastiat, andy warhol." Tongue ...though a few people are still getting worked up about that today, e.g. Fred Ross and "classical realist" painters, we'll see if their ideas win out in the very long run)

"History proves that mainstream taste is often wrong! Oh, except for video games, I guess."

"But either way, good taste always prevails! Oh, except for the bad stuff that prevails, somehow. Hmmm... "

A lot of your arguments seem to run this way... where you contradict yourself and then come up with some more obscure reasoning to support it.

Is there anything particularly wrong about that line of "defense?" I mean, we wouldn't be having this conversation right now if it wasn't true.

Yeah, the problem is that they're dictating what YOU care about.

If you wanted I could name a lot of other recent games which didn't sell well or weren't received well critically initially but still went on to gain a large fan following and become more prominent over time, that was just one example (though not all of them are good games, but a lot are.) And like I was saying reevaluation isn't exactly an unprecedented trend in other artforms either (or even more generally, other areas where peoples' tastes are involved, not even just art.)

You were arguing that the "critical process" is important, because genius often goes ignored by mainstream taste... except for video games, where most of the masterpieces are recognized as such very soon after their release. If we were to follow your reasoning, the games YOU LIKE will probably be forgotten in favor of the games you don't like, since pretty much every game you seem to like is a popular one.

That isn't a comparison. I'm using both of them as examples of the general reevaluation and canonization process that takes place in all artforms, which is a completely different thing from saying "IS THE CITIZEN KANE OF VIDEOGAMES...UH...L.A. NOIRE???" when there's no defined qualitative standard to judge between the two.

This is like your snack analogy - a simple idea (that what's important and influential to people changes over time) turned into something needlessly complex so that you can somehow tie it to the useless war on art games. Useless because art games are an incredibly small niche and there's no evidence to suggest that Doom 4 will not get made because Passage also got made. In fact, you're really just acting as a vector for the idea of art games, since you bring them up all the time and help turn these threads into massive ones.

wat

Nevermind, it just goes back to your whole "mechanics is most important" argument. But as usual, you've clarified by saying that it's only most important sometimes. Okay, not much I can say to that.
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« Reply #153 on: November 18, 2011, 06:09:42 PM »

Quote
(i.e. invent their own rules to make the game more fun). He never brings up arcade games when complaining about this, though.)
or speedrunning.

though i think it's worth noting that when you're a playing an arcade game in an actual arcade you don't have unlimited continues because a) your money is limited and b) there are probably other people who want to play the game and occupying a machine for hours on end while credit feeding is likely not going to make you very popular with them.

i didn't really enjoy super meat boy btw. it seemed like 80% pure trial and error to me. also the unlimited saves and short levels seemed to encourage the type of gameplay where you repeat one challenge 500 times in a row until you get that one button press just right. and the game seems to be designed around it too. i often hear people say that games with longer levels where you're set back to the start when you die are "frustrating" but i personally find the "checkpoints everywhere" design mentality much worse in that respect.
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« Reply #154 on: November 18, 2011, 06:36:14 PM »

though i think it's worth noting that when you're a playing an arcade game in an actual arcade you don't have unlimited continues because a) your money is limited and b) there are probably other people who want to play the game and occupying a machine for hours on end while credit feeding is likely not going to make you very popular with them.

Those are good points, although I doubt Caruso is playing anything in an arcade (maybe I'm wrong), and most of the ports to consoles also include the unlimited continues (if not expand upon them with various practice modes and such).

I think a better argument along those lines is that your score is usually reset upon continuing.

i didn't really enjoy super meat boy btw. it seemed like 80% pure trial and error to me. also the unlimited saves and short levels seemed to encourage the type of gameplay where you repeat one challenge 500 times in a row until you get that one button press just right. and the game seems to be designed around it too. i often hear people say that games with longer levels where you're set back to the start when you die are "frustrating" but i personally find the "checkpoints everywhere" design mentality much worse in that respect.

Well, it's a game about timing jumps, and besides which, there are usually multiple ways you can get through each level. I find it to be less trial-and-error than a lot of games, since you can see the structure of the level very quickly (because they are short).

As for checkpoints, I don't particularly like them, either. But they don't feel out of place in Meat Boy the way they do in a lot of modern big-budget games. Like Bulletstorm or Space Marine, to name a few examples of big-budget games I've played recently. Those games feel like epic scenarios that are unwillingly chopped up into bite-sized pieces by auto-saves and checkpoints.
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« Reply #155 on: November 18, 2011, 06:54:08 PM »

i don't really consider super meat boy to have checkpoints; checkpoints are places in a stage that you continue from. super meat boy doesn't have those, it just has really short stages, and unlimited lives. much like a puzzle game like spacechem
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« Reply #156 on: November 18, 2011, 11:17:25 PM »

Maybe explain to me why arcade game designers get a free pass on the unlimited continues. Because I always hear alastair john jack complaining about players "having to create their own challenge" (i.e. invent their own rules to make the game more fun). He never brings up arcade games when complaining about this, though.

The one credit limit is a designed rule. Evidence for this: score resets upon continuing (doesn't seem like much on its own, but then consider that these games have extends based on score which let players regain extra lives), the games' steadily ramping difficulty curves balanced around a certain number of lives/health items (all of which makes absolutely no sense if the designers just wanted the player to keep feeding in quarters from the beginning), endings (sometimes even entire extra stages) in many games which don't get seen by people who continue, games that only offered continues in non-Japan regions (and all of the early ones with stage development which didn't offer them at all, despite being around the same challenge level as many later titles, as well as even some later games which held out from offering continues.) If they really wanted to just rake in the money without being fair to players then they could have just done what many US arcade games did and make levels have continue time limits which are quite literally impossible to overcome, or even just require a new credit after each level. Likewise, a player who spends 200 credits over a few months to get good enough to beat Metal Slug will actually be giving the operators a lot more money overall than a player who spends 20 credits a few times, then never plays the game again because he's seen all the ending screens and the explosions he needs. (BTW even if it wasn't a designed rule, I'd still be for it just on the basis that almost all arcade games with continues are completely awful games if you get infinite lives and good games if you get a limited stock of lives -- additionally, from a player's perspective it doesn't even make so much sense to credit feed, because if you can't get past a hard part in a game then you'll get even less playtime and be even less ready for what's further up ahead on the next continue, so you'll just end up wasting money.)

I think the whole "make your own rules" thing only applies when that's the only way the game can offer a significant challenge (I hope we've established that the 1-credit thing isn't a player-defined rule by now.) Speedrunning is just a way for experienced players to have more fun once they've exhausted all the "regular" challenge that the game puts out, it isn't necessary to make great games fun. I'll let Alastair speak for himself if he wants to though, because I know he's been lurking this thread lol.

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Well, you could always NOT SAVE in an indie platformer (or, as I've mentioned before, play the various hardcore modes that are sometimes available, like in VVVVVV).

Yeah and I could always just not grind in a JRPG...design flaws are design flaws regardless of whether or not they're "optional," and the fairest thing to do is to assume that the developer expected the player to take full advantage of all the tools available to him unless stated or implied otherwise (like the continue thing.) Infinite lives being removed from VVVVVV makes it a slightly better game but that doesn't really excuse its comparatively basic level design (not to mention that to even unlock the no death mode you need to first beat the game, unlock the time trials by collecting the Shiny Trinkets, and S-rank several of them.)

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Bite-sized levels were prominent in old arcade games, partly due to technical restrictions. But I think Super Meat Boy is the only game you mentioned with such short levels, anyway.

Those obviously aren't levels in the same sense as Super Meat Boy's levels. Early arcade games were designed to repeat infinitely, unlike SMBoy which has a concrete end and clear level progression (instead of just pure difficulty progression, where the same exact stages are repeated with increasing parameters that make it harder.) The other games I mentioned suffer from the same core problem SMBoy does, they just break action sequences up implicitly through checkpoints instead of explicitly through discrete levels...if that phrasing makes sense. I think a better implementation of the "bite-sized level" concept would be something like Alien Soldier, where most of the game's 25 stages can be beaten under 40 seconds if you're good enough (but at the same time, they're also linked together concretely, need to be beaten in succession with limited resources, rely heavily on unique and memorable setpieces, and give you an expansive and awesome moveset with both offensive and defensive moves, which are just some of the many reasons why it's a great game.)

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I don't read very many game reviews, but with regards to the art: I think you hit the nail on the head when you explained that you yourself are using pixel art to save yourself time as a tiny developer. A lot of these guys aren't artists, so they're looking to their favorite 8 and 16-bit games for guidance. The vast majority of these games are hobbyist, anyway.

That said, there are also a lot of fantastic artists in the indie games community, and their games are lovely (Amanita Design, Konjak, Wolfire, Locomalito, Supergiant Games, Unknown Worlds, etc., etc.).

By "bland art direction" I was referring to stuff like Knytt and Super Meat Boy, not NES-aesthetic stuff. Wasn't ever saying the decision to go with a retro-aesthetic artstyle was necessarily a bad thing, or that there weren't talented artists within this scene, though. The comment about reviews was just a offhand observation that many people today seem to prefer "retro" titles to the actual games their developers say they were inspired by.

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As for cheap hits... do you mean hits you basically have to memorize to get past? Because don't a lot of arcade games require much more memorization than the games you mentioned? Like R-Type, for example.

What I mean is deaths that are caused by things like wonky physics, overly large hitboxes, completely unpredictable (non-telegraphed) events, etc. Basically situations where it feels like you should have gotten through and often times the visual indication is that you're about to, but you don't due to not having certain prior knowledge. It's not just memorization, memorization is a part of most action games.

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In the end, I don't feel like unlimited saves and small levels ruined my enjoyment of Super Meat Boy. The game was designed around both those ideas. Actually, I consider it a refinement on those old arcade games with short levels, since you have much better control over your character and can do some very impressive jumps using his inertia. The levels are also better designed.

The movement engine was actually a huge point of contention for me. There's a complete disconnect between the air and ground inertia; on the ground you run like Mega Man and turn on a dime, whereas in the air and while walljumping you slip around like Sonic the Hedgehog (except you need to make jumps ten times more precise.) The level design was also ridiculously basic for the parts I played (up until the regular ending); most of the levels relied on the same simple elements e.g. moving buzzsaws, missile launchers, locks/keys and the game never seems to find new ways of combining them or make the player devise new strategies for them, the levels just get slightly longer and chain a few more saws together. Sometimes there were decent world-specific elements like the portals and lamppost beacons, but those weren't developed to nearly their full potential thanks to aforementioned short level lengths. I can't even remember many particular level designs off the top of my head, they just kind of all blended together for me (probably also due to the length, as well as just how many there were.) For a game which prides itself on being a "throwback" to titles like Mega Man 2 and Ninja Gaiden it's kind of disappointing that it references its inspirations constantly while playing nothing like them.

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It this point, I'm not sure why it's a bad thing that people see the potential in games to engage the "sad" emotions. You like Mother 3 - the game does a great job of it. Shigesato himself Itoi expressed not only that games have the capability of making us feel "new feelings", but that this was what gave games depth.

I don't think it's a bad thing at all that people see the potential and want to work with it, I just don't think a premium should necessarily be put on it or that sadness/grief should become a benchmark for "emotion in games." Games already run a huge gamut of emotions which really can't be experienced in any other artform to nearly the same degree, and just because they can't make you feel this one particular thing everyone talks about how games lack emotion. Also with that Itoi quote I'd replace "games" with "the narratives of games," because it doesn't have anything to do with an actual game's depth.

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The "sport for nerds" quote is a great one... what do games have to offer that sports don't? You play a sport and you're actively moving around, getting physically stronger, you can physically hurt people and get hurt... hell, you can even hold a real gun and shoot it! Much more tension with some physical danger involved, right? Or actual death?

Can I pilot a spaceship into a fleet of aliens while zigzagging between bullets to gain points and multipliers which are displayed on my ship's screen, or maybe as numbers floating disembodiedly in front of me? How about defying the laws of physics by running at the speed of sound through surrealistic obstacle courses where my survival depends on how many Burger King onion snacks I collected? ...um, I can at least drop some colored falling blocks on each other at insanely fast rates to make them magically disappear, right? What, none of that? Man, this "physical" stuff sucks.

And you're kind of right too, man. There's wouldn't be much desire to play Supreme Commander if you actually have huge armies at your command which will do whatever you want them to, there's wouldn't be much desire to play Thief if you're actually a master thief, there's wouldn't be much desire to play Ace Combat if you're a real fighter pilot.* But I'm not cut out to do any of these things, and neither are you, and neither are most people on this planet; even if I was, I can't possibly dedicate my time to everything (imagine being a top fighter pilot, a top government thief, and a top military strategist all at the same time in real life, lmao.) That's why we play videogames. They can make us believe we're doing all sorts of crazy insane things in all sorts of weird places, without as much of the time, tedium (like military school!), and luck that would be needed to actually get there in real life. Soon enough, they'll be able to give us those feelings of danger and physicality you mention too to almost the same degree as in real life without "actual" personal risk, and someday (probably very soon after) they might even be able to make us think we're different people altogether.

* except for training and practice for their own real-life work, but you get the point

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Well, video games have the potential for a wider and more interesting set of rules than sports, and they also have graphics, music, stories, and everything else. In a video game you can be taken to another world! With an opportunity like that, people like ToT want to do more than just play new kinds of sports. Just like you, apparently, since you like Mother 3 so much.

What do you do in a world you know isn't "real" without any objectives? If you had no actual goals your attention would just be drawn to how fake and artificial everything is; at best you'd just screw around aimlessly just to see what you could do, get bored eventually, and move on. It'd feel, above all, empty. That's why the "sports" exist in the first place: to divert our attention from the fakeness, to help us focus on something, and to make the world seem amazing, immersive, and above all interesting and important to us, even if those feelings might only last for a little while. That's also why the graphics, music, stories, and everything else exist. (Yep, even Mother 3 does this.) ToT has tried to subvert this with games like Endless Forest where there really were almost no possible meaningful goals or interactions, and just ended up proving the opposite point instead.

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I think even you can see the problem with the line of reasoning you're using here. You're saying "play this neutered version of a game you don't like to get the experience you're after".

It might be neutered from yours or my perspective, but it wouldn't be neutered from theirs, is the thing. They love games' visuals/sounds/stories, and they hate the stuff that "gets in the way" of enjoying all that for them, so why would they want to play through the "regular version" of the game when they could play through this other version which has all the stuff that really appeals to them, and as an added bonus it doesn't have those pesky parts where you have to interact with the game's world in situations where what you do actually matters? Michael Samyn even wants designers to "add 'skip' functionality to each gameplay bit" of their videogames, what does that sound like to you but the ultimate easy mode?

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Hm, okay. Well I guess I should stop "following" (i.e. listening) to you and I'll listen to Shigesato Itoi, instead, and use this definition of depth for video games:

(snip)

Unless you're saying you're more talented than him?

Like I said before, that has nothing to do with a game's depth. Also, Mother 3 is nothing even close to an "artgame" by any definition, nor is it necessarily a path which should be followed by games outside of the JRPG genre (though there are even better paths which could be followed within that genre, but this is one possible game JRPG devs could learn and improve from if they cared enough.)

And this has absolutely nothing to do with my own personal talent, I don't know where you got that from (unless you're trying to pull the "what have you done" joker card?) Is Itoi talented, and tons more talented than I am at this point? Hell yes. Are there dozens of great designers out there even more talented than Itoi is at making games, despite working with more conventional game models? Hell yes.

EDIT: oh I get it, nah I was saying "less talented" in a general sense not specifically "less talented than myself"

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"History proves that mainstream taste is often wrong! Oh, except for video games, I guess."

"But either way, good taste always prevails! Oh, except for the bad stuff that prevails, somehow. Hmmm... "

A lot of your arguments seem to run this way... where you contradict yourself and then come up with some more obscure reasoning to support it.

You'll find the reasoning is all fairly consistent at this point, I just simplified and didn't elaborate initially because the taste reevaluation thing was only slightly related to the real topic of discussion about "artgames" and ToT. As you can tell it's not a subject I had (or have, for that matter) nearly figured out yet, but this topic has helped.

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You were arguing that the "critical process" is important, because genius often goes ignored by mainstream taste... except for video games, where most of the masterpieces are recognized as such very soon after their release. If we were to follow your reasoning, the games YOU LIKE will probably be forgotten in favor of the games you don't like, since pretty much every game you seem to like is a popular one.

Most of the masterpieces being recognized as such on sight only lasted up until the past decade, when the lowest common denominator fell several notches (and also while entire genres died or became zombified due to no longer being financially tenable.) Most of the older games I like have already basically survived the test of time and the critical process, that's why they're called classics and not unknown obscurities.

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This is like your snack analogy - a simple idea (that what's important and influential to people changes over time) turned into something needlessly complex so that you can somehow tie it to the useless war on art games.

The snack analogy had nothing to do with the "war on art games," it was just me repeating myself in a different way than I had before while talking about Mother 3. And what's important and influential to people doesn't just "change over time," it changes in the short run until it generally stays constant for the long one. That was also a relatively minor point which was only tangentially related to the main subject, and I elaborated because someone wanted me to elaborate.

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In fact, you're really just acting as a vector for the idea of art games, since you bring them up all the time and help turn these threads into massive ones.

Only if you believe that any publicity is good publicity! Anyway, you're right, I probably put far too much time into these posts for my own good, but at the same time I like to think I've written some of my best posts (or at the least, best parts of posts) regarding design within threads like this one, and I'd hope you could say the same for yourself. I was originally going to say this is probably going to be the last thread I do this in, but then y'know, 2 weeks later...

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Nevermind, it just goes back to your whole "mechanics is most important" argument. But as usual, you've clarified by saying that it's only most important sometimes. Okay, not much I can say to that.

It was more like "90% of the time" than "sometimes." Anyway, what I was "wat"-ing at was you saying I'm saying no one else is allowed to enjoy certain types of games that I enjoy. (christ that is probably the most awful sentence i've constructed in this topic yet)
« Last Edit: November 18, 2011, 11:46:38 PM by DavidCaruso » Logged

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« Reply #157 on: November 19, 2011, 04:28:42 AM »

The one credit limit is a designed rule.

I agree that the one-credit rule is a good one (and your explanation is good)... actually, this is what makes it seem like a flaw in arcade games, especially when it's passed along to console ports. Unlike a game like Knytt, where scoring high is not the goal of the game.

Anyway, one of the designers must have cleared this up by now in an interview or something, right?

Yeah and I could always just not grind in a JRPG...design flaws are design flaws regardless of whether or not they're "optional," and the fairest thing to do is to assume that the developer expected the player to take full advantage of all the tools available to him unless stated or implied otherwise (like the continue thing.)

I agree, so I think unlimited continues in arcade games is a flaw (even though some shmup players think it's nice to practice with).

(Personally, I don't grind in JRPGs very much. I think a lot of people play JRPGs this way.)

Those obviously aren't levels in the same sense as Super Meat Boy's levels. Early arcade games were designed to repeat infinitely, unlike SMBoy which has a concrete end and clear level progression (instead of just pure difficulty progression, where the same exact stages are repeated with increasing parameters that make it harder.)

Well, Bubble Bobble has many tiny levels and a concrete end. So do a lot of old PC platformers, like Lode Runner, Jet Pack Willy, etc.

In the end, I'd choose Alien Soldier over Super Meat Boy, but I'd rather not choose. I had a great time with Meat Boy, and it felt like it was designed with unlimited lives/short stages in mind. The kinds of jumps you have to make would be too frustrating to link together across levels without dying... but they feel good enough to warrant making a game based around them.

By "bland art direction" I was referring to stuff like Knytt and Super Meat Boy, not NES-aesthetic stuff. Wasn't ever saying the decision to go with a retro-aesthetic artstyle was necessarily a bad thing, or that there weren't talented artists within this scene, though. The comment about reviews was just a offhand observation that many people today seem to prefer "retro" titles to the actual games their developers say they were inspired by.

I don't know about what reviews you're referring to specifically, but I think Cave Story is better than a lot of 16-bit platformers. The characters and story are memorable to the point of being iconic, the graphics are simple/charming/unique (similar to Mother), and the controls are great.

I like the graphics in Knytt and Super Meat Boy, too. They're not technically very strong, but both games have an enjoyable style. Knytt has some really nice little landscapes and you can always see the underground comix influence in Edmund's art. I don't like the Flash/vector influence, but the style itself is good.

Bland is not at all the word I'd choose for these games. Bland is like, casual game clip-art or Call of Duty (yes, I went there), even though the art in those games takes tons more work. Knytt and Super Meat Boy's graphics can certainly be criticized, but I don't fault them for having bland art styles.

My favorite art is both technically masterful and also has a great style. But I prefer low mastery/good style over higher mastery/boring style to look at. For example, I'm more excited by kawa/yoo than Massive Black.

What I mean is deaths that are caused by things like wonky physics, overly large hitboxes, completely unpredictable (non-telegraphed) events, etc. Basically situations where it feels like you should have gotten through and often times the visual indication is that you're about to, but you don't due to not having certain prior knowledge. It's not just memorization, memorization is a part of most action games.

None of the games you mentioned have wonky physics, large hitboxes, or non-telegraphed events, as far as I know. I guess in Limbo there are some traps that are hard to avoid the very first time through.

The movement engine was actually a huge point of contention for me. There's a complete disconnect between the air and ground inertia; on the ground you run like Mega Man and turn on a dime, whereas in the air and while walljumping you slip around like Sonic the Hedgehog (except you need to make jumps ten times more precise.) The level design was also ridiculously basic for the parts I played (up until the regular ending);

It felt great to me. You're running with your legs on the ground, but splatting up against the walls with the entire side of your body, so it made sense that you'd slip more. And it let you pull off wall jumps you wouldn't otherwise be able to make.

As for different level elements, there were saws that moved in all different ways (static, rotating, sliding, being shot out), moving platforms, missile launchers, lasers, fans, disintegrating blocks, keys, lamps, portals, various enemies, etc. There were also some cool scenarios like bosses, scrolling sections, and racing Brownie.

I think they really utilized these elements well. Meat Boy can perform some pretty amazing stunts with just a jump.

I don't think it's a bad thing at all that people see the potential and want to work with it, I just don't think a premium should necessarily be put on it or that sadness/grief should become a benchmark for "emotion in games." Games already run a huge gamut of emotions which really can't be experienced in any other artform to nearly the same degree, and just because they can't make you feel this one particular thing everyone talks about how games lack emotion. Also with that Itoi quote I'd replace "games" with "the narratives of games," because it doesn't have anything to do with an actual game's depth.

If a premium is being put on sadness, it's because it hasn't been done well at all, and I don't really see a problem with that. A lot of the emotion that is covered by video games is also covered by non-video games, like sports or chess or... math (e.g. the thrill of victory, the feeling of getting more skilled/smarter).

Can I pilot a spaceship into a fleet of aliens while zigzagging between bullets to gain points and multipliers which are displayed on my ship's screen, or maybe as numbers floating disembodiedly in front of me? How about defying the laws of physics by running at the speed of sound through surrealistic obstacle courses where my survival depends on how many Burger King onion snacks I collected? ...um, I can at least drop some colored falling blocks on each other at insanely fast rates to make them magically disappear, right? What, none of that? Man, this "physical" stuff sucks.

What you're describing has to do with the aesthetics of video games and the technology behind them, and not so much the mechanical skill involved. As far as pure mechanics are concerned, it's more rewarding to learn how to play soccer or draw or create your own video game. Releasing Spelunky and having people play and enjoy it, for example, was much more rewarding than beating any game out there.

What I didn't get out of making Spelunky, though, was seeing what was in other designer's heads. And that doesn't feel like it has to be exclusively related to challenge or anything like that.

Soon enough, they'll be able to give us those feelings of danger and physicality you mention too to almost the same degree as in real life without "actual" personal risk, and someday (probably very soon after) they might even be able to make us think we're different people altogether.

And the only person you'll want to be is an action hero of some kind? Or a monster? (Those sound fun to be, but still... that's it?)

What do you do in a world you know isn't "real" without any objectives? If you had no actual goals your attention would just be drawn to how fake and artificial everything is; at best you'd just screw around aimlessly just to see what you could do, get bored eventually, and move on. It'd feel, above all, empty.

It's not about having no objectives, it's more about having different types of objectives. Besides which, you can have a lot of fun without objectives, like drugs, sex, or rock n' roll. Corny Laugh

In all seriousness, though, some "future game" that has access to all of our faculties could delight us in ways that we can hardly imagine. I somehow doubt that we'll always need to be given such concrete goals in order to have a great time in our virtual lives.

You wrote more, but I'm feeling too weary to respond. It's been a good discussion and you've made some important points. In the end, I like a lot of the same games as you do... I guess I also like more indie games than you, too. Cheers, man.

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« Reply #158 on: November 19, 2011, 02:46:45 PM »

Haven't fully responded to everything yet, and I think this thread is pretty much over at this point anyway, but here's some stuff:

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I agree that the one-credit rule is a good one (and your explanation is good)... actually, this is what makes it seem like a flaw in arcade games, especially when it's passed along to console ports. Unlike a game like Knytt, where scoring high is not the goal of the game.

Anyway, one of the designers must have cleared this up by now in an interview or something, right?

I don't think it's necessarily a huge flaw, since like I said it's fairly clear that the games are designed and balanced around being beaten on one credit, but it's definitely a negative side effect which came about thanks to the dual pressures being put on the developers (make the arcade operators lots of money while still being fair to the players so they don't just walk away feeling like it's impossible.) I also don't see scoring as necessarily the be-all end-all goal of arcade games either; the primary goal is usually survival. Scoring just exists to make earlier stages more fun after the player can go through them in their sleep, by giving him motivation to take more risks (said risks, like I said, are also rewarded by extends through extra lives, which help with surviving on later stages as well), and also as a way to motivate an experienced player even after he's seen all the "scene development" the game has to offer. A score is just a way to numerically quantify a certain type of ingame performance, and the best scoring systems are the ones which lead to the most impressive performances from players.

As for designers finally clearing this whole issue up, I'm afraid I haven't read much about it. From what I've heard, in Japan it's pretty much a given with arcade players/devs that these games are designed to be played on one credit so it's not spoken of much, and in the US most people think arcade games are ridiculously short and shallow quarter munchers which just exist to steal your wallet and deliver the $$$ to the evil Nipponese overlords (which is a mentality carried over to most US arcade games, e.g. movie brand name lightgun shooters), so yeah.

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I agree, so I think unlimited continues in arcade games is a flaw (even though some shmup players think it's nice to practice with).

They are a flaw to some degree, but I think they're a comparatively small one. I've never really tried continuing extensively but I don't think I'd enjoy it much, since it'd remove a lot of the buildup and excitement involved in facing the unknown. It'd be like reading the Wikipedia plot summary of a movie before watching it.

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(Personally, I don't grind in JRPGs very much. I think a lot of people play JRPGs this way.)

I don't usually either, but it seriously sucks to not have a guarantee whether the game you're playing is properly balanced to your actions or not. Experience systems which aren't capped or limited (like Fire Emblem, where there's a limited amount of XP and figuring out how to distribute it is part of the strategy, or System Shock 2, where you gain XP by accomplishing objectives and exploring instead of killing enemies -- the latter would probably be the best kind of system to implement in a JRPG, especially given how the genre is basically ~40% exploration) often have that kind of effect, where most of the time you're either too powerful and can just mindlessly bulldoze through enemies or too weak and non-boss encounters end up becoming tedious or drawn out (and this doesn't just apply to JRPGs, but also all kinds of games -- see also Igavanias.) I guess in the end it's a matter of degree, which is why I see this kind of thing as imbalanced but not games with continue features or easy modes.

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Well, Bubble Bobble has many tiny levels and a concrete end. So do a lot of old PC platformers, like Lode Runner, Jet Pack Willy, etc.

Good point. I can't think of any NES-era action games which were designed that way however, which is kind of a big deal when Super Meat Boy is advertising itself as the successor to those old games.

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In the end, I'd choose Alien Soldier over Super Meat Boy, but I'd rather not choose. I had a great time with Meat Boy, and it felt like it was designed with unlimited lives/short stages in mind. The kinds of jumps you have to make would be too frustrating to link together across levels without dying... but they feel good enough to warrant making a game based around them.

You wouldn't necessarily have to do it without dying at all, you could give the player a certain number of lives and then also have him be able to gain extra ones through score (which could be based on things like speed in beating the level, collecting hidden items, maybe even some sort of enemy grazing which gives you a stacking score multiplier if you really wanted to get crazy.) Obviously you'd also need far fewer levels, maybe 30 or so at most instead of the current 111 (+140 Dark World), but I think it'd result in a far better and more focused game. If you really wanted to make it long you could break it up into episodic save points, or even implement a save system like Hydorah's. Alternatively, you could keep the unlimited lives but have the player go through far longer stages (again, reducing the stage count.) The two individual elements (unlimited lives and extremely short levels) aren't necessarily bad on their own even if neither are a reflection of what classic games were like, but combined each just ends up exacerbating flaws with the other.

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I don't know about what reviews you're referring to specifically, but I think Cave Story is better than a lot of 16-bit platformers. The characters and story are memorable to the point of being iconic, the graphics are simple/charming/unique (similar to Mother), and the controls are great.

Which 16-bit platformers are you talking about here? I mean, I'm trying to think of some which Cave Story is a huge degree better than and I can't think of many. To be fair I've only spent much time with the best ones in that era, though.

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I like the graphics in Knytt and Super Meat Boy, too. They're not technically very strong, but both games have an enjoyable style. Knytt has some really nice little landscapes and you can always see the underground comix influence in Edmund's art. I don't like the Flash/vector influence, but the style itself is good.

Bland is not at all the word I'd choose for these games. Bland is like, casual game clip-art or Call of Duty (yes, I went there), even though the art in those games takes tons more work. Knytt and Super Meat Boy's graphics can certainly be criticized, but I don't fault them for having bland art styles.

Neither game really did much for me aesthetically. Knytt's landscapes were pretty barebones and basic to look at for me despite how much people praised its atmosphere; no particular moments or screens really stuck in my mind visually after I stopped playing the game.

And I don't know man, Super Meat Boy seems pretty bland to me. My favorite world (visually speaking) was probably the hell one but even in that pic I mainly like the lava backgrounds/effects, not so much the level tiles or object/character designs. If you're going to go with the Call of Duty analogy then I'll point out that these SMBoy screens have more desaturated colors than any CoD game ever has =P

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My favorite art is both technically masterful and also has a great style. But I prefer low mastery/good style over higher mastery/boring style to look at. For example, I'm more excited by kawa/yoo than Massive Black.

Looking through both these peoples' galleries, I don't think either are particularly boring to look at, and from their Pixiv and Youtube I wouldn't say that kawa/yoo has "low" mastery at all by any standard. Both have good technique and illustrate a large variety of different subject matters. I think I like kawa/yoo better too though. If I had to choose a standard of comparison for Knytt's visuals I'd probably compare it to something like Gimmick!, which also had simple character and tileset designs but was pulled off much more masterfully (under stringent color limitations as well.) Or, for an exploration-heavy game, Wonder Boy in Monster World (maybe the SMS conversion, if you really wanted.)

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As for different level elements, there were saws that moved in all different ways (static, rotating, sliding, being shot out), moving platforms, missile launchers, lasers, fans, disintegrating blocks, keys, lamps, portals, various enemies, etc. There were also some cool scenarios like bosses, scrolling sections, and racing Brownie.

Most of these things are pretty much par for the course in any half-decent platformer (or even engine test for a platformer) nowadays, I'm not shocked and wowed by moving platforms, disintegrating blocks, and keys/switches in 2011. The various enemies served the same functionality as saws with different movement patterns from what I remember, except for that one homing enemy which would split into 8 other ones. Racing Brownie was probably the best part of the game.

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If a premium is being put on sadness, it's because it hasn't been done well at all, and I don't really see a problem with that. A lot of the emotion that is covered by video games is also covered by non-video games, like sports or chess or... math (e.g. the thrill of victory, the feeling of getting more skilled/smarter).

Not to nearly the same degree, though (except for sports.) Either way, what I'm trying to say is, games can already do so much that other artforms simply have no way of being able to replicate or touch on, yet people are saying that the "art step" and the "maturing" only starts happening when games are able to do something that other artforms have already been doing since the invention of writing. It doesn't make sense to me.

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What I didn't get out of making Spelunky, though, was seeing what was in other designer's heads. And that doesn't feel like it has to be exclusively related to challenge or anything like that.

It doesn't necessarily, but I feel like in a lot of games challenge is what enables the beauty in a game's system, level design, etc. It simply wouldn't have as much of an impact if you didn't have to experiment and explore within it as much. Especially with older titles.

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And the only person you'll want to be is an action hero of some kind? Or a monster? (Those sound fun to be, but still... that's it?)

Already covered this a little bit back in that other thread:

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As for Holodecks and virtual reality, I think turning into flower petals and blowing around in the wind will still be boring relative to everything else I could be doing. Likewise, solving puzzles next to John the Baptist's head sounds boring given how at that point I could be John the Baptist. Maybe I could even find a way to subtly manipulate everyone around me and avoid my execution entirely. I could be exploring dark murky underground caverns full of traps looking for treasure, or I could be commanding entire armies fighting between planets, or I could be the head of the Illuminati and influence the entire planet to do my bidding while keeping world leaders under my thumb through manipulation and rapid political plays, or I could be a doctor who has to rapidly operate on patients infected with a new deadly never-before-seen virus while at the same time conducting research on that virus, or I could be a hobbit whose peaceful life in an idyllic village gets transformed overnight resulting in an epic quest to defeat the most evil being the world has ever seen, or I could be Paul Rusesabagina and try to save as many people as I can during the Rwandan genocide, or I could be Horatio Caine in a dystopia where the sunglasses industry is just a distant memory because the sky is dark and polluted with filth by megacorporations, or I could be the god damn Batman and kick crime's ass. The future for the concepts of most "artgames" doesn't seem like it'd be any brighter then than it is now.

So I'd definitely want to be more than just an action hero or a monster, but that doesn't mean that being a flower petal or an old lady walking in a graveyard would be much more appealing than it is now. If anything I'd just try it out as a cute novelty for 5 minutes, then go back to playing JFK: Memory Replacement Edition or something.

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In all seriousness, though, some "future game" that has access to all of our faculties could delight us in ways that we can hardly imagine. I somehow doubt that we'll always need to be given such concrete goals in order to have a great time in our virtual lives.

I think we'll still need concrete goals, it's just that there'll be a lot more different ways to accomplish them.

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You wrote more, but I'm feeling too weary to respond. It's been a good discussion and you've made some important points. In the end, I like a lot of the same games as you do... I guess I also like more indie games than you, too. Cheers, man.

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« Last Edit: November 19, 2011, 05:17:31 PM by DavidCaruso » Logged

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« Reply #159 on: November 19, 2011, 06:13:38 PM »

I also don't see scoring as necessarily the be-all end-all goal of arcade games either; the primary goal is usually survival. Scoring just exists to make earlier stages more fun after the player can go through them in their sleep, by giving him motivation to take more risks (said risks, like I said, are also rewarded by extends through extra lives, which help with surviving on later stages as well), and also as a way to motivate an experienced player even after he's seen all the "scene development" the game has to offer. A score is just a way to numerically quantify a certain type of ingame performance, and the best scoring systems are the ones which lead to the most impressive performances from players.

Interesting stuff, thank you!

But yeah, multiple motivators all working in tandem. You can learn a lot from arcade games and I agree they are some of the best of their kind - I'm glad emulation and ports of these games exist. I just don't think games necessarily need to be based around survival and scoring to be fun.

The two individual elements (unlimited lives and extremely short levels) aren't necessarily bad on their own even if neither are a reflection of what classic games were like, but combined each just ends up exacerbating flaws with the other.

I guess I don't see why the short levels are a bad thing in and of themselves.

Which 16-bit platformers are you talking about here? I mean, I'm trying to think of some which Cave Story is a huge degree better than and I can't think of many. To be fair I've only spent much time with the best ones in that era, though.

It's certainly better than pretty much all of the second-tier (i.e. not Mario/Sonic) mascot platformers. And all the PC shareware games (even Commander Keen, which I like a lot). And there are some gorgeous games like Earthworm Jim and Ristar which I also like, but which I'd pass over in favor of Cave Story, because I find it to be a more enjoyable and charming game.

It's not better overall than, say, Super Metroid. Or Metal Slug. (If I had to rank games for a living, which I'm glad that I don't.)

Neither game really did much for me aesthetically. Knytt's landscapes were pretty barebones and basic to look at for me despite how much people praised its atmosphere so much; no particular moments or screens really stuck in my mind visually after I stopped playing the game.

That's fine, and I can understand your reasoning, even. But I liked the atmosphere.



That looks nice to me. I'm not saying it's my favorite art, or even close. But the game suggests a lot with its simple graphics.

And I don't know man, Super Meat Boy seems pretty bland to me. My favorite world (visually speaking) was probably the hell one but even in that pic I mainly like the lava backgrounds/effects, not so much the level tiles or object/character designs. If you're going to go with the Call of Duty analogy then I'll point out that these SMBoy screens have more desaturated colors than any CoD game ever has =P

I don't have a problem with desaturated art in and of itself, or even military-themed art. Actually, if it's good I love it. What I don't like is when there's no exaggeration, or hint of personal style. And it has nothing to do with realism - artwork looks MORE real (i.e. it pops more) when there's some exaggeration. If you wanted to make CoD better you'd head more in the direction of, like, Metal Gear Solid or Brink. (Think of how a caricature brings out stronger thoughts of a person than a photo does. That's taken to the extreme, of course.)

Anyway, that first Meat Boy screen doesn't look bad to me. The last one does look bland, though, you're right. And like I said, I don't like the Flash influence, either... but I like Edmund's underground-comix-influenced, "grungy" artwork in general.

Meat Boy's design is more complex than Kirby. I have no problem with it. I like his black eye, busted teeth, and bandages - he should always have them.

Looking through both these peoples' galleries, I don't think either are particularly boring to look at, and from their Pixiv and Youtube I wouldn't say that kawa/yoo has "low" mastery at all by any standard. Both have good technique and illustrate a large variety of different subject matters. I think I like kawa/yoo better too though. If I had to choose a standard of comparison for Knytt's visuals I'd probably compare it to something like Gimmick!, which also had simple character and tileset designs but was pulled off much more masterfully (under stringent color limitations as well.) Or, for an exploration-heavy game, Wonder Boy in Monster World (maybe the SMS conversion, if you really wanted.)

I'd have to agree with you here for the most part. I mean, if I were to look to a game for guidance on pixel art, I wouldn't look at Knytt. My own pixel art isn't influenced too heavily by Knytt.

So if you wanted to rate pixel art, I wouldn't put it high on my list. But in terms of playing games, I'm glad I played through it and peacefully explored all of the cozy little nooks Nifflas put in the game. I'll play Monster World when I feel like trying something with more swordplay and more grounded physics... a better, but more traditional, game.

Regarding Massive Black, that's not just one person's portfolio. There are some artists in there I like better than others (like Jason Chan). But perhaps it's telling that you didn't realize that (maybe you did, I'm not sure). In any case, I find it to be technically good stuff, but really about as bland as you can get (and yes, these days you can draw a hideous monster mutant cyborg and it can be boring!). For fantasy/sci-fi concept art, give me Paul Bonner or Sparth any day.

Most of these things are pretty much par for the course in any half-decent platformer (or even engine test for a platformer), I'm not shocked and wowed by moving platforms, disintegrating blocks, and keys/switches in 2011. The various enemies served the same functionality as saws with different movement patterns from what I remember, except for that one homing enemy which would split into 8 other ones. Racing Brownie was probably the best part of the game.

Well, I think how they're used is more important, and in that regard, Super Meat Boy does good. I'm just pointing out that the game has more than just saws to play with. For the most part, it seems to get good mileage out of all these obstacles.

Not to nearly the same degree, though (except for sports.)

I threw in Chess and math to cover puzzle/strategy games. Wink

It doesn't necessarily, but I feel like in a lot of games challenge is what enables the beauty in a game's system, level design, etc. It simply wouldn't have as much of an impact if you didn't have to experiment and explore within it as much. Especially with older titles.

Yeah, I love challenging games. But it seems that as game worlds become more and more interesting, people are finding more and more beauty just within the aesthetics of the games - the graphics, the music, the characters, the stories, etc. As a result, people want to do more in them and have a more "complete" experience.

Even in arcade games... it becomes less obvious that the goal is to score high as the graphics/technology get better.

I think we'll still need concrete goals, it's just that there'll be a lot more different ways to accomplish them.

Arcade games contain some ambiguity about the player's motivation, though (like you said, survival or score?). But we already have games where the goals are much, much more ambiguous and not based around your typical skill-type obstacles at all. Like Yume Nikki or

, to name a couple. Even Rockstar Games is starting to add much more to do in their games than simply completing the main storyline missions... it's an inevitable consequence of people expecting more and more out of games. They want it all.
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