Whilst I'm sure there will be many who disagree with the viewpoint, I hope it at least provides a reasonable 5 minute read

Thanks,
Nana.
I don't even want to touch the whole bunny-hopping thing. For what it's worth, you're not going far enough back into the history of it. There was a time when shitty programming - no max speed setting - meant you could get more speed out of moving diagonally in a lot of games, and the same is true of the bunny-hopping. I think DOOM had it; Quake used jumping while moving upwards for moon jumps to at least one secret; Goldeneye had it and made it mandatory for unlocking some cheetz. There was also a time when Quake III's coding was messing with some people's speed based on their framerate.There was a time when multiplayer videogames in the first person shooter genre were based on one core concept; and that concept was purely the skill of the player. Then people got sick of playing with the same old weapons and maps over and over, and demanded more variety. Maps were expensive, but new weapons weren't. Developers didn't want to upset the playing field too much, or lower the rewards for skillful playing, so they played DOOM again and then after many hours in consultations decided to give people newer, but worse, weapons for playing longer. This was directly borrowed from Professional Wrestling games of the late 90s that let you bling-out your ring avatar: No matter what you looked like, you were as effective as ever before, but it was a way to make people feel more involved in the game without actually doing anything. One of the first games that applied this cosmetic approach to weapons was Battlefield 2, a game where your unlocked weapons land twice as much damage in the same location as before in slightly more than twice as much time as before.
An interesting opinion from someone who clearly has some knowledge of the genre.Ed Oscuro wrote:I thought I could summarize things up with a snappy one-liner after your opening sentence but your title didn't match what I expected. Definitely there's a lot that could be written on this topic.
Sums up the whole thing perfectly and elegantly, I think.JoshF wrote:Sometimes glitches can add more than they subtract, and in the cases where they add who cares what was originally intended. Patch up your bruised leet buxfixing ego instead of the game, or steal a line from Columns 2 player when you get 6 chains and say "yeah, I meant to do that."
I know I deserved this, but where was I waffling, please? That's not waffling, that's called trying to get to the damned point in a few sentences, which your article fails to do. Worse, your article is written as if you are so much more knowledgeable than your audience that you don't need to provide detailed examples, instead boiling things down and highlighting key terms like you were writing a textbook. There certainly are times when such writing is called for - such as when you're a famed expert in the subject matter writing a textbook - but I think this subject matter calls for you to be more direct with your readers.Wonderbanana wrote:Perhaps like you I probably could have waffled on for 3 or 4 times more than the actual article length but I felt to do so would have been too much.
I'll explain the idea in a bit behind some of the game design I detect in Modern Warfare 2 in a bit, but as I have said: There is a problem with the lack of context in the article. Pictures of random game screenshots without context aren't even eye-candy; just filler. The caption "Modern Warfare 2: obligatory noob handicaps" underneath a static picture of the player's gun and somebody running down an avenue explains nothing to us except that you don't think "noobs" are worthy of purchasing games. Slightly after that you introduce and italicize the concept of "experience points," which is needlessly abstracting the topic. In fact, it's condescending, without actually really describing the essence of what those experience points represent: "rewards for playing a long time" - that's all you need have said about the subject. You ought to refer to your real-world examples - negative and positive - by name more often and create your argument directly; let the reader decide for themselves if it is a good argument.But the toolset, the weapons and methods available to the player, must remain the same. Everyone should have access to every part of it. This is what makes the game balanced. This is what makes the game fair.
Spanks. The obvious exception is that you can't have your soldier grenade jumping across Normandy beach, but when you're a Space Marine named "Buff" Biff Beeftits it doesn't really take anything from the atmosphere. But you knew that.Sums up the whole thing perfectly and elegantly, I think.
I do disagree with this definition, in fact. A lot of game developers seem to think exactly this, that more variables is the definition of more depth. It isn't adequate to simply say more variables = more depth, because there are different types of variables. Consider the Super Smash Bros. series. If you play with every item turned on, you'll surely have more variables in the form of the random item drops. In Brawl, you've even got random tripping. Even further, you might consider a 4-player free-for-all in Brawl, with all items and even the smash ball allowed. An awful lot of things can happen at any time! Will this be a game with more depth than a one-on-one no-item battle on a level stage such as final destination? I'd argue it isn't. The restricted rules eliminates random inequalities that might occur during a match. The addition of some variables can actually detract from the depth of a game if they add randomness or (more importantly) inequality.it provides more variables (which is depth, by definition)
Magic sucks because of the money and rarity creation issues. Fun game though.If you think that Magic: The Gathering is a waste of card stock that could be better used for traditional 52-card decks, that's probably something that is best left unsaid unless you're an economist bewailing the shortage of traditional decks because people are printing and buying too many Magic cards.
So basically the analogy holds as far as it was meant toLimbrooke wrote:Magic sucks because of the money and rarity creation issues. Fun game though.
Tough cookies; just because you don't appreciate doesn't mean that it's not adding depth. You can say you don't like the strategy in general, which is fine (though saying it always fails = lol, gameplay made under this theory can be balanced like regular gameplay). You're trying to dismiss it on grounds of semantics, though, where you're wrong. It's like you're saying that dark blue isn't a color because you don't consider it bright enough. The stuff being described adds variety and conditional rules which factor into playing the game - it might be rare, you might consider it cheap; doesn't mean it's not extra depth. It could be depth in the wrong direction, but you went beyond that argument.kengou wrote:I do disagree with this definition, in fact.it provides more variables (which is depth, by definition)
Maybe I wasn't being clear enough but that was exactly my point. "Depth in the wrong direction" as you say. I don't really know what you mean by saying I "went beyond that argument". And discarding my argument simply as semantic nitpicking isn't really helping anything. The argument is about what we consider to be the definition of "depth". You said the definition of depth was more variables, and I mentioned that the addition of more variables doesn't always lead to a deeper game. Now we're discussing "depth in the wrong direction", which I take to mean an overall shallower game, even if more broad in features. It's always useful, I'd say necessary, to be clear about definitions. Most disagreements, when boiled down to the fundamentals, are disagreements over definitions.Ed Oscuro wrote:The stuff being described adds variety and conditional rules which factor into playing the game - it might be rare, you might consider it cheap; doesn't mean it's not extra depth. It could be depth in the wrong direction, but you went beyond that argument.
Wow, that was an unexpected response.Ed Oscuro wrote:I know I deserved this, but where was I waffling, please? That's not waffling, that's called trying to get to the damned point in a few sentences, which your article fails to do. Worse, your article is written as if you are so much more knowledgeable than your audience that you don't need to provide detailed examples, instead boiling things down and highlighting key terms like you were writing a textbook. There certainly are times when such writing is called for - such as when you're a famed expert in the subject matter writing a textbook - but I think this subject matter calls for you to be more direct with your readers.Wonderbanana wrote:Perhaps like you I probably could have waffled on for 3 or 4 times more than the actual article length but I felt to do so would have been too much.
My style and I'm happy with itEd Oscuro wrote: The droning nature of the article and the lack of examples are why I didn't read it line-by-line and drew my initial comments out of this thread. You spend literally all the space between the first and second screenshots talking about personal feelings - somehow developing them into universally applicable truisms, without really getting into any history or examples. An article like this needs to be grounded with examples.
We are all 'noobs' when we first play any game. At no point do I state anywhere that I don't think noobs are worthy of playing games - my views on MW2 are quite clear - noobs are at a disadvantage - and more so than they need to be.Ed Oscuro wrote: I have issues with your ideas as well:I'll explain the idea in a bit behind some of the game design I detect in Modern Warfare 2 in a bit, but as I have said: There is a problem with the lack of context in the article. Pictures of random game screenshots without context aren't even eye-candy; just filler. The caption "Modern Warfare 2: obligatory noob handicaps" underneath a static picture of the player's gun and somebody running down an avenue explains nothing to us except that you don't think "noobs" are worthy of purchasing games. Slightly after that you introduce and italicize the concept of "experience points," which is needlessly abstracting the topic. In fact, it's condescending, without actually really describing the essence of what those experience points represent: "rewards for playing a long time" - that's all you need have said about the subject. You ought to refer to your real-world examples - negative and positive - by name more often and create your argument directly; let the reader decide for themselves if it is a good argument.But the toolset, the weapons and methods available to the player, must remain the same. Everyone should have access to every part of it. This is what makes the game balanced. This is what makes the game fair.
Agreed - people are different and naturally many like unlocks. I don't even say these games can not be fun; simply they can and often are unbalanced.Ed Oscuro wrote:My problem with the idea in the first quote ("weapons and methods...must remain the same") is not just that it's a truism uttered without a direct link to evidence; it really seems to begrudge people their enjoyment of games that have unlocks. Some people would argue that you don't ever have to write "in my opinion..." but this would have been a good time. Better yet, you ought to have reflected that your sentiment may not apply to everyone. As it stands, there are a lot of successful and enjoyable shooters made with the dreaded unlocks system. The often unbalanced weapons of the Battlefield series (such as in Battlefield 2: Modern Combat, and BF 2142, where one update dramatically increased the firing rate of the Engineer's shotgun) haven't stopped people from having fun with them, and I think lots of people were perfectly willing to put up with some glitches in order to enjoy the flexibility of the unlock system.
Again, it's written from a personal viewpoint but my basis is still clearly about offering a balanced competitive environment; so my choice of what I praise and what I deride is not entirely without merit despite the obvious and intended bias.Ed Oscuro wrote:You hold up HL2DM as an example of rather neglected great game design; it's a fine game, but it is merely replicating the standard iD Arena-style shooter in a Half-Life 2 setting. Your topic calls for more discussion of games around the fringes of their genre that try to push into new territory. Some people simply don't like war sim shooters; they ought then to realize that liking them is mainly a matter of personal preference and they ought not to condemn them. Similarly, you seem not to enjoy the choices and strategy games like Modern Warfare 2 offer, but that alone is no basis for saying that it is actually bad and wrong, as you do. If you want to lionize chess, or checkers, or tic-tac-toe, that's fine; it can be done without dragging down all the variations of those games. If you think that Magic: The Gathering is a waste of card stock that could be better used for traditional 52-card decks, that's probably something that is best left unsaid unless you're an economist bewailing the shortage of traditional decks because people are printing and buying too many Magic cards. Ironically, I don't even see that argument holding up so strongly. There are, as you suggest, still plenty of bare-bones Arena shooters around, and new ones too. I recently got ahold of Alien Arena 7.33, which is very obviously a Quake II-engine game, but was updated as recently as 2009.
Lol, fair point but since I love football and in most countries except the USA football is massive, hey why notEd Oscuro wrote:Even as an American I got your football goal reference, but I question why you would use that analogy instead of, you know, a useful direct reference.
Genuinely baffled why you think I have an issue with new players; I do quite clearly say I would prefer new players to have advantages.Ed Oscuro wrote:I'm not going to call you an elitist who thinks that poor and new players should get no quarter (I wonder how games would continue to be sold if this happened, though), but you haven't covered this issue from all the relevant angles. As it stands, I'll call the article currently incomplete. But I've already written up enough text here in the few minutes I've spent on these posts to make a clearly better article.
Now that's your opinion, isn't it? From what I can tell, half the posters in this thread couldn't be bothered to read all the way through it, and that's just from people who were interested enough to click on it. Shorten it down, direct examples, drop the definitions (not needed for your intended audience), really I think the whole topic is about as useful as "Are Games Art?" essays - which is to say not very, since game companies are going with current trends. Not going over again why I think you were wrong to say that "noobs are at a disadvantage," but there will be some of that anyway.Wonderbanana wrote:but the article has succeeded in what I intended which was to express my viewpoint and inspire a debate)
That is entirely subjective to an individual’s personal interest which can be applied to any subject matter.Ed Oscuro wrote:really I think the whole topic is about as useful as "Are Games Art?" essays - which is to say not very,