Ok, let me try to pin-point down some concepts that seem to be too slippery, in this discussion.
BulletMagnet wrote:TonK wrote:These games are meant for score attack and extreme practice, dedication.
Nobody's disputing this, but the question at hand is, how close to mastery does one have to get before he crosses the line from "not enjoyment" to "enjoyment"?
There can also be enjoyment from mucking around, i.e. from playing "casually", without a fixed goal. When one is tired of doing this with a game, then either enjoyment from learning is the successive step, or moving onto another game is the one. The basic idea is as follows.
Enjoyment from learning (in this case, becoming better at a shmup) comes from successfully improving one's skills and reaching a given temporary goal,
within the individual's limits. If one gets better on a daily base, one will likely take pleasure from this improvement. Say, if one decides to improve from 10% to 11% of the world record within a couple of hours of practice, then meeting this goal should be pleasant,
as long as it is feasible. Trying to meet unrealistic goals is always a source of stress: if one can't go from 10% to 15% in three plays, the experience should be pretty stressful.
Is there anything close to a definable point where and when this happens, or is it different for everybody - i.e. can one person whose top score is 20% of the world record be having as much fun as someone who can get 80% of the way there?
This question becomes slippery. Insofar as one meets one's goal, such as improvement, the whole journey from 0% to 100% is pleasant, if done at the correct path. Arbitrary standards are, well, just arbitrary, and stem from chest-beaters who want to tell others when they're supposed to enjoy things. What's the evidence in favor of this normative argument, aside a lot of trolling on forums?
And by extension, can/should the latter tell the former that if he thinks he's having fun, he's just deluding himself?
The latter should stfu and gtfo, plzkhtx.
"The only desire the Culture could not satisfy from within itself was one common to both the descendants of its original human stock and the machines [...]: the urge not to feel useless."
I.M. Banks, "Consider Phlebas" (1988: 43).