BIL wrote:Drum wrote:You aren't talking about a consistent playing field, you are talking about a pre-defined obstacle course that superficially resembles a playing field. Playing fields are where games take place. Cave shooters - most shooters - are only games as long as you don't understand them. When you do, they become courses. Are rigidly defined obstacle courses valid? Of course. Lot of people like to run steeplechases, swim lengths, go bowling, eat hot dogs competitively. See how good they can get.
No, I'm talking about a consistent playing field. If a player understands competitive shooters, and most competitive single-player games period, he knows the game itself is a "course" from the word go. The objective is to optimise your performance given the tools available, and beat other players' efforts to do the same.
What I'm saying is that more rigid games are inferior tests of player skill, that test the player on fewer and lower levels. They are still valid - just worse.
You don't see the point because you're not looking at the big picture. The decision-making challenge and "analysis" you're so flippant about here is the foundation of a world-class performance - it's not the end in itself, and it doesn't suddenly become a waste of time once it's allowed a good strategy to be formulated. A game's mechanics aren't subsequently "wasted" when they're exploited to the limits of the player's skill in order to turn all that analysis into a result.
The game mechanics aren't wasted on the players - who will get something out of them for a while - they're wasted on the games. Without variables, the mechanics are squandered (though I am not sure I'd
want to play games with Cave-style scoring systems that have variables, not without heavy modifications). The game part of the game becomes a rigmarole people have to go through to get to the hotdog eating, and this lack of variation pollutes the 'meaning' of the result. A player who's really good at the 'high end' part of these games isn't necessarily one who understands the gameplay the best. They may be, but there's no way to find out. What I am saying is that the gameplay could exist at the upper levels too, with some adjustments, instead of all the thinking having been done in advance.
I've never heard of a player "muddling through" a shooter for high-level results. I have seen a few burn themselves out trying to brute-force their way through a game in this manner. This sounds like pure speculation on your end - which of these games have you "muddled through," as opposed to honing your skill until you could play at a high level and authoritatively deal with everything the game threw at you? What games have you mastered and found their "specifics" didn't push you to your limits? Chances are they're badly designed.
I generally stop playing these games when I understand the scoring mechanics well enough and look up and see the oncoming wave of memorisation which makes them no longer engaging or challenging to me in a way that I consider worthwhile. Nowadays I am a little bit smarter and play even less then that - that way I can fool myself into thinking that they might be fun forever.
You are right in that it is speculation, but it's also not that far out - and 'muddle through' is a vague enough expression that I gave myself plenty of wiggle room. By muddling through I mean you can get the best scores while not necessarily having the best understanding of the gameplay, and the champion rankings might look a little different if variables were introduced.
Dedication is always part of any worthwhile success. Likewise, we've already been over memorisation's fundamental role in things.
Fundamental is where it belongs - not absolute. Playing through strongly pattern-based games at a high level is as lame as quicksaving your way through a FPS (a FPS without variations, that is), it just takes a lot of mental endurance. You can be the best quicksaver in the world, but you're still just a quicksaver. The difference is
definitely endurance and dedication, and I
guess those are good things, but not
necessarily skill and understanding. No real way to tell.
You're not criticising the way competitive shooters work, so much as you're complaining they don't meet a personal demand they are simply not designed for.
Completely wrong. Chaining/point-blanking/grazing game mechanics are very clearly designed to be risk vs reward. Which makes them redundant when the risk becomes a triviality - which is what memorisation will do to a game. My 'personal demand' is that they be better - or at least there be better games that are made (I don't want to take your stuff away from you, you are welcome to it - tho I ask you to reconsider its value, and it bothers me that its dominance is basically absolute).
What you're asking for would be like demanding racing games have debris randomly strewn about the track during world-class lap attempts. Yes, it'll be "entertaining" and force mechanical improvisation in the short term, but games of this nature are only designed with long term mastery and competition in mind.
What you are describing here is what I have been railing against. Improvisation ... in the short term. I am saying you haven't 'mastered' the game until you are doing it even when you are good at it. How well you can improvise is the very best measure of skill and understanding.