IGF 2012 Dramafest (gamedev hipsters behaving badly)

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Estebang
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Estebang »

Skykid wrote:So DMC would be skill-based combat, GOW cinematic action adventure.
I don't want fucking anything to do with "non-skill based combat", then. The greatest 3D battle action games--DMC, God Hand, Ninja Gaiden, Shinobi (PS2)--all require considerable expertise on the part of the player, at least on their standard difficulties and higher. It is immensely satisfying to clear a difficult level or boss fight in one of these games by the skin of one's teeth, after developing a strategy and honing one's mastery of the controls. Anyone who plays shmups without credit feeding is familiar with this. God of War doesn't care how good you are at controlling Kratos: as the review attests, the half of the game I played can be easily won simply by mashing the standard combo over and over again. This is absolutely unacceptable, and anyone who tries to defend it is settling for less.

You want me to feel like a Kratos or Dante-level badass, game developers? Try to make me fail.
Skykid wrote:GOW is dumb fun, but it's well made dumb fun. There is some variety to the combat and experimentation is available. In fact, owing to its set pieces, attention to detail, scope and plot threads, it has plenty to experience alongside the button mashing.
I won't deny the games have great production values, nor that such things don't have any importance in determining the quality of a game. But they aren't enough. Good action games are deeply mechanical things, puzzle boxes riddled with levers, switches and knobs. If all I want is an "experience", I'll watch a goddamn movie. What's your opinion on the abortion known as Heavy Rain, Skykid?

(The MGS games may be known for their emphasis on longwinded dialogue and cinematics, but the first three rarely fail on delivering challenging, thrilling, and complex gameplay setpieces. Plus, the stories happen to be really good.)

Not to mention that the story elements of GoW are severely flawed. This snippet from another Action Button review communicates my feelings perfectly:
Ario Barzan wrote:I couldn’t get behind God of War because I couldn’t get behind the protagonist, Kratos, who was, to me, not an “anti-hero,” but simply “anti.” At the heart of every gaming experience is the will to succeed, and I didn’t want Kratos to succeed, so I stopped playing: every success within was a success for the character of Kratos.
There is nothing heroic about Kratos at all. He's just a pitiless, family-murdering douchebag who doesn't deserve to win.

There's only variety in the combat of GoW in that you have a huge array of weapons and moves that all do the same goddamn thing. There's very little reason to choose one over the other in any situation, while the weapons of DMC and NG have very tangible advantages and disadvantages against different enemies (which keeps them from being repetitive!). All GoW has is the illusion of choice, which makes "experimentation" fruitless and unsatisfying.
Skykid wrote:You'd have to be a retard with no eyes and thumbs to award GOW2 zero stars.
An excellently worded and eloquently argued refutation, sir. The idea that bad games have to be so completely flawed as to be unplayable is a fallacy that's been actively damaging to the state of modern mainstream games journalism. Most people with any taste will agree that the Nicholas Cage Ghost Rider movie is irredeemably awful, but is it "unwatchable?" No.
Ed Oscuro wrote:You know what I rate zero stars? The use of worn-out pop phrases and metaphors without a second thought.
A legitimate criticism, but hardly a useful one here, as it fails to respond in any way to the actual rhetorical arguments of the review.
Estebang
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Estebang »

Also, Skykid, making a post like this:
Skykid wrote:I was chatting to a friend today, who also happens to be the developer of Blade Dash that I worked so hard to promote here.

We were saying how fucked up it was that he can create a simple, fresh action game that plays as tight as a touchscreen game possibly can (I'll testify to this too) and presents a highly addictive score challenge to appeal to hardcore gaming sensibilities, and get pretty much no interest: but Lep's World, a shitty flash Mario clone with a leprechaun, shoots straight up the app chart and sells by the bucketload.

http://www.youtube.com/watch?v=nQdHtdQhCL8

We spat the exact same conclusion: The average modern consumer is a dumbass.

It's not their fault of course, but they're simply not gamers for the most part. They're a casual collective that will buy brightly coloured, easy looking games, and this is where modern devs are going to. Games are devolving, moving away from the complexity and skill based challenge of Japanese game design and moving more into simplistic, easy to access mush.

It's not even that Blade Dash is complicated: it's not, it's fundamentally basic. But it requires the player to use reflexes and commit to a learning curve in an old-school fashion, something that the likes of Angry Birds, or even an FPS that makes it nearly impossible to die in, do not require.
...and then defending God of War, a game that exemplifies the "simplistic, easy to access mush" of its genre, reeks of double standards.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Udderdude »

Disclaimer: I never actually played any of the GoW games >_>

If it really is as shallow as that, I doubt any amount of shiny cutscenes can make up for it.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by burgerkingdiamond »

I had a nostalgic feeling a few months ago to replay GOW a few months ago but I spent maybe an hour on it before I lost interest. It was a lot more repetitive than I remembered it being (but my tastes have changed a lot since 2005? or whenever it came out).

I never got around to GOW3 because by the time it came out I had already abandoned mainstream console games for the most part.

But yeah Bayonetta is fucking cool.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

Lol, you know I had this lengthy, quote ridden reply written out, and then I had a moment of clarity.
Estebang wrote:The MGS games may be known for their emphasis on longwinded dialogue and cinematics, but the first three rarely fail on delivering challenging, thrilling, and complex gameplay setpieces. Plus the stories happen to be really good
I think you just failed life with those seven words.

Thanks for saving me the time with this brief and insightful summary of your general level of taste. There's no way I'm going to spend any more energy fencing over the value of a game I don't even care for much with someone whose synapses are permanently at half-mast.
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burgerkingdiamond
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by burgerkingdiamond »

hahaha Skykid.

I fucking love Metal Gear Solid for Ps1. I don't remember how much sense the story made since it's been years since I played it.

But MGS4. Holy fucking shit what a lame excuse for a "game". I wouldn't even keep it in the house to use as a coaster. Sold it within days.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by maxlords »

Damn. You guys are harsh :)

Personally I enjoyed MGS 1 and MGS 3 (the only ones with semi-coherent storylines). Plus, the whole jungle thing was neat in 3.

God of War series is just fucking horrible though...and I have played em all...someone gave me a GoW3 collector's edition and I felt obligated to play through it...played through the first two to understand the story. I just despised them. Especially in comparison to games like Ninja Gaiden or Bayonetta. I enjoy the DMC series too...and even Ninja Blade. But not the GoWs. Story blows, combat is tedious.

I am also surprised at the venom on Heavy Rain....I personallly though it was brilliant. It's not CHALLENGING, but it's got a good story and it's interesting!
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Udderdude »

Back to the IGF crap .. apparently you have to pay $95 USD to enter. And some games that entered did not get played at all, or the judges played them for less than 5 minutes.

Ready to pay $95 to have your game played for 5 minutes, or possibly not played at all? >_>

Pretty sure I'll never enter the IGF, ever.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by replayme »

Estebang wrote:
Skykid wrote:So DMC would be skill-based combat, GOW cinematic action adventure.
I don't want fucking anything to do with "non-skill based combat", then. The greatest 3D battle action games--DMC, God Hand, Ninja Gaiden, Shinobi (PS2)--all require considerable expertise on the part of the player, at least on their standard difficulties and higher. It is immensely satisfying to clear a difficult level or boss fight in one of these games by the skin of one's teeth, after developing a strategy and honing one's mastery of the controls. Anyone who plays shmups without credit feeding is familiar with this. God of War doesn't care how good you are at controlling Kratos: as the review attests, the half of the game I played can be easily won simply by mashing the standard combo over and over again. This is absolutely unacceptable, and anyone who tries to defend it is settling for less.

You want me to feel like a Kratos or Dante-level badass, game developers? Try to make me fail.
Skykid wrote:GOW is dumb fun, but it's well made dumb fun. There is some variety to the combat and experimentation is available. In fact, owing to its set pieces, attention to detail, scope and plot threads, it has plenty to experience alongside the button mashing.
I won't deny the games have great production values, nor that such things don't have any importance in determining the quality of a game. But they aren't enough. Good action games are deeply mechanical things, puzzle boxes riddled with levers, switches and knobs. If all I want is an "experience", I'll watch a goddamn movie. What's your opinion on the abortion known as Heavy Rain, Skykid?

(The MGS games may be known for their emphasis on longwinded dialogue and cinematics, but the first three rarely fail on delivering challenging, thrilling, and complex gameplay setpieces. Plus, the stories happen to be really good.)

Not to mention that the story elements of GoW are severely flawed. This snippet from another Action Button review communicates my feelings perfectly:
Ario Barzan wrote:I couldn’t get behind God of War because I couldn’t get behind the protagonist, Kratos, who was, to me, not an “anti-hero,” but simply “anti.” At the heart of every gaming experience is the will to succeed, and I didn’t want Kratos to succeed, so I stopped playing: every success within was a success for the character of Kratos.
There is nothing heroic about Kratos at all. He's just a pitiless, family-murdering douchebag who doesn't deserve to win.

There's only variety in the combat of GoW in that you have a huge array of weapons and moves that all do the same goddamn thing. There's very little reason to choose one over the other in any situation, while the weapons of DMC and NG have very tangible advantages and disadvantages against different enemies (which keeps them from being repetitive!). All GoW has is the illusion of choice, which makes "experimentation" fruitless and unsatisfying.
Skykid wrote:You'd have to be a retard with no eyes and thumbs to award GOW2 zero stars.
An excellently worded and eloquently argued refutation, sir. The idea that bad games have to be so completely flawed as to be unplayable is a fallacy that's been actively damaging to the state of modern mainstream games journalism. Most people with any taste will agree that the Nicholas Cage Ghost Rider movie is irredeemably awful, but is it "unwatchable?" No.
Ed Oscuro wrote:You know what I rate zero stars? The use of worn-out pop phrases and metaphors without a second thought.
A legitimate criticism, but hardly a useful one here, as it fails to respond in any way to the actual rhetorical arguments of the review.
Funnily enough, I got bored with DMC and Bayonetta really quickly as I thought they weren't epic enough. Dante from DmC3 just seemed like an emo douche who had been watching too much Teenage Mutant Hero Turtles cartoons. And as for Bayonetta, yeah... controlling that black-haired woman was "fun". For about ten minutes. But I thought the enemies lacked variety, and the premise was kind of boring.

I don't think there is anything wrong with a game offering an easy learning curve and being a "shallow" experience. Games like Street Fighter, Dead or Alive, Streets of Rage etc are all button mashers which, upon initial inspection, all offer simplistic controls that allow one to get the job done without needing to learn an entire repertoire of moves and combos. It's only when you scratch the surface do you realise how hard these games are to master as the characters you control have an array of moves which require strategy, timing and precision when executing blows.

Without necessarily undermining your argument, Streets of Rage was a 2D battle action beat-em-up, that required little to no skill to complete on the harder difficulty settings (at least for me). That didn't make it any less memorable for me as an experience, and I certainly didn't think any less of it because I completed it on my first go.

As for other genres (such as Shmups), I would like to refer you to Axelay - itself one of the most lauded games in existence and a shining example of how a game can be fun without invoking one's desire to become a masochist.

Whilst it may be "immensely satisfying to clear a difficult level or boss fight in one of these games by the skin of one's teeth", you must understand that people appreciate games for different reasons. For me, I play God of War for its narrative, its epic set-pieces, the fluidity of its controls, its music, the bosses and the varied enemies - in short, the overall package. Whilst the combat isn't quite as deep as the games you mentioned, I personally feel that I wouldn't have cared if the combat had been more fleshed out. I want to see what happens next, and would rather progress in the story than have to worry about what sort of tactics I use against enemies. Having said that though, I find that the level of combat is as deep as you want it to be - hence the reason why you can string along moves to form combos...

Lots of popular fighting games can be "won simply by mashing the standard combo over and over again". I don't find this unacceptable. Games like Tekken and Soul Calibur are glorified button mashers, yet a lot of people have decided that they are prepared to "settle for less" as they still feel bad-ass when controlling the likes of Forest Law etc.

I disagree with your assumption that "good action games are deeply mechanical things, puzzle boxes riddled with levers, switches and knobs". A good action game merely has to sell you the "experience" of making you go WOW! It's for this reason that the Call of Duty series is considered as being at the forefront of what a good action games represents, even though the series isn't renowned for offering "deeply mechanical things, puzzle boxes riddled with levers, switches and knobs".

I played Call of Duty 3 because I wanted an "experience". I wanted to be in a Michael Bay movie, with over-the-top action scenes and set-pieces.

Heavy Rain was an interesting (and somewhat expensive) experiment. On the strength of my "experience" with the title, I bought another Quantic Dream game - Farenheit (which I haven't played too much of, but which feels pretty similar in terms of its play mechanics).

Whilst Action Button can't get behind God of War, I however do understand the main character's motives - at least for 1 and 2. I found myself empathizing with Kratos on several occasions, and I definitely did want Kratos to win. However, I do agree with you about Kratos on God Of War 3 as I also thought that there was "nothing heroic about Kratos at all. He's just a pitiless, family-murdering douchebag who doesn't deserve to win". For the record, I only thought this because whereas in 1 and 2 Kratos represented the underdog, 3 marked a different shift as Kratos was now a person in charge and in power. One should know when to stop, and in the pursuit of revenge, Kratos had forgotten the core ingredients and principles of what an underdog valiantly strives to achieve - to right wrongs and to seek justice. In GoW3, Kratos had become so corrupted and twisted by his own ego and lust for power, that his rampant exploits resembled the antics of a school bully who couldn't see reason or remorse.

Strength doesn't always have to conveyed via brute force, as forgiveness (some would argue) requires even more so. It's for this reason that I think GoW3 is the weakest in the trilogy, and every "success" you enjoy is a failure for the character of Kratos.

Speaking of success, I harbour no illusions that GoW offers anything other than a linear experience. It doesn't pretend to be deep, and Kratos' bravado induces the kind of chest-beating normally reserved for dumb Americans on wrestling TV. I like Hulk Hogan, but I absolutely adore 300!

You may be surprised to learn that I don't really like Sandbox / Open-World games...

I feel that I have to agree with Skykid on this one. There is nothing wrong with consuming "simplistic, easy to access mush" so long as it doesn't form the majority of what your diet consists of. I love McDonalds and Michael Bay (Director of "The Rock", and you don't argue with "The Rock") just as much as the next man, but I pray for anyone who makes it their mission to absorb only one type of genre/content. Not only does this diminish your overall understanding of opposing world views, but it also distorts your overall sense of perspective.

Variety is the spice of life. And for every "God of War" type game out there in the marketplace, I'm just glad that there are just as many games that are geared towards asserting the notion that videogames are "art". But like Duchamp's urinal piece, I too think that shit (if done right) should be looked upon as something that has worth and that we can all learn something from.

Whenever someone asks me as to what type of games I like to play, I always tell them, "good ones".
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

^ Rather excellent.

Thanks for saving me the trouble of explaining why fun doesn't always have to equal or be underpinned by teeming complexity. To extrapolate a single point from a largely well-rounded and sensible post, I particularly like this:
Without necessarily undermining your argument, Streets of Rage was a 2D battle action beat-em-up, that required little to no skill to complete on the harder difficulty settings (at least for me). That didn't make it any less memorable for me as an experience, and I certainly didn't think any less of it because I completed it on my first go.
Spot on. SOR is fundamentally basic and you can get through the entire game with one combo.

Zero stars then?

Perhaps not.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Estebang »

Funnily enough, I got bored with DMC and Bayonetta really quickly as I thought they weren't epic enough.
Congratulations at using the most played-out and meaningless word on the internet. This should really set the tone for the rest of your post. Also, DMC3 Dante is too much of a ridiculous goofball to be an "emo douche" (I mean, he sneezes right before a building falls down in the beginning, and wields a guitar that shoots lightning). You're thinking of DMC4's Nero, who is in fact a whiny, uninteresting brat.
I don't think there is anything wrong with a game offering an easy learning curve and being a "shallow" experience. Games like Street Fighter, Dead or Alive, Streets of Rage etc are all button mashers which, upon initial inspection, all offer simplistic controls that allow one to get the job done without needing to learn an entire repertoire of moves and combos.
STREET FIGHTER IS NOT A BUTTON MASHER, and its controls are not simplistic. Not even SFIV. You need to learn all your character's moves and at least a couple combos to have any hope of playing well. I really shouldn't need to explain this one. And if all you do is mash buttons in SoR with no regard to strategic positioning, you'll get killed.
It's only when you scratch the surface do you realise how hard these games are to master as the characters you control have an array of moves which require strategy, timing and precision when executing blows.
You're saying that an unskilled SoR or SF player doesn't realize the games' difficulty until he actually starts to practice and figure things out? That makes no goddamn sense. The skilled player will always have an easier time with the game, regardless of complexity.
Without necessarily undermining your argument, Streets of Rage was a 2D battle action beat-em-up, that required little to no skill to complete on the harder difficulty settings (at least for me). That didn't make it any less memorable for me as an experience, and I certainly didn't think any less of it because I completed it on my first go.
1CCing a SoR game, or even clearing it with the limited credits given, is a hell of a lot more challenging than finishing a GoW game. If you don't know what you're doing and you mess up too often, you will fail, and be forced to start over from the beginning. GoW offers unlimited retries from frequently placed checkpoints, as well as huge heaps of lifebar, unaggressive enemies, and frequent health powerups. I'm not even sure if we're talking about the same games here.
As for other genres (such as Shmups), I would like to refer you to Axelay - itself one of the most lauded games in existence and a shining example of how a game can be fun without invoking one's desire to become a masochist.
Axelay is my favorite console-exclusive shmup of all time, man. You're misunderstanding me--I don't think a game needs to be as brutal as Silvergun or Batrider to be great. I just expect it to offer a healthy margin for error and some tangible resistance, both of which Axelay does. Limited continues, hazard-filled stages, and taking damage removes your weapons. Unlike in GoW, if you stop moving for thirty seconds, you will die. It took a good amount of practice and effort to 1CC the game, two things which don't apply to GoW on its standard difficulty at all. Comparing games like SoR and Axelay to GoW is irrelevant, meaningless and does not help your argument in any way.
Whilst it may be "immensely satisfying to clear a difficult level or boss fight in one of these games by the skin of one's teeth", you must understand that people appreciate games for different reasons.
Some reasons are better than others.
For me, I play God of War for its narrative, its epic set-pieces, the fluidity of its controls, its music, the bosses and the varied enemies - in short, the overall package. Whilst the combat isn't quite as deep as the games you mentioned, I personally feel that I wouldn't have cared if the combat had been more fleshed out. I want to see what happens next, and would rather progress in the story than have to worry about what sort of tactics I use against enemies. Having said that though, I find that the level of combat is as deep as you want it to be - hence the reason why you can string along moves to form combos...
Then I must conclude that you have shallow, superficial taste in games, not unlike the "casuals" and brogamers frequently mocked around these parts, who play nothing but Calladooty.

The mere presence of combos does not a complex game make. It's possible to pull off some insane-looking combos in the battle systems of the Tales RPG games, but they all come down to easy timing and simple button mashing. There's not any meaningful mechanical barrier to them. GoW's combos work in much the same way--Kratos doesn't have the same thoughtful limitations on his movement and moveset that Dante has, descended from their Capcom fighting game lineage.
Lots of popular fighting games can be "won simply by mashing the standard combo over and over again". I don't find this unacceptable. Games like Tekken and Soul Calibur are glorified button mashers, yet a lot of people have decided that they are prepared to "settle for less" as they still feel bad-ass when controlling the likes of Forest Law etc.
Those people are largely morons with bad taste. So you think that it's okay for games to make people feel like a badass without requiring them to possess the actual skill needed to act like one? Would you still be okay with applying this to, say, the education system? This is also how we ended up with turds like Arkham Asylum, where the game does everything it can to mask the fact that it's playing itself for you.

Also, Forest/Marshall Law look absolutely ridiculous when spamming somersault attacks. And these tactics will be useless against a skilled opponent.
I disagree with your assumption that "good action games are deeply mechanical things, puzzle boxes riddled with levers, switches and knobs". A good action game merely has to sell you the "experience" of making you go WOW! It's for this reason that the Call of Duty series is considered as being at the forefront of what a good action games represents, even though the series isn't renowned for offering "deeply mechanical things, puzzle boxes riddled with levers, switches and knobs".

I played Call of Duty 3 because I wanted an "experience". I wanted to be in a Michael Bay movie, with over-the-top action scenes and set-pieces.
Your shallow opinions are directly responsible for modern AAA game development going in the shithole, on the part of both the developers and the players. How does it feel to be part of the problem? You're the reason we have "RPG Mode" in the new Mass Effect. You're the reason every campaign level in a modern shooter is a straight line interspersed with cutscenes. God forbid a game actually try to be something other than a brainless, spoon-fed blockbuster flick that demands nothing of its audience.
Heavy Rain was an interesting (and somewhat expensive) experiment. On the strength of my "experience" with the title, I bought another Quantic Dream game - Farenheit (which I haven't played too much of, but which feels pretty similar in terms of its play mechanics).
Heavy Rain is only interesting or worthwhile if you've never seen a movie or read a book before--or even played a Sierra/Lucasarts adventure game. The acting is laughable, the characters are wooden, the story and its twist ending are entirely predictable. Having to pantomime all the characters' actions with motion control is incredibly awkward and silly. Jumping between four different characters kills the attachment you're supposed to have to the protagonist. There are practically no puzzles. Fahrenheit isn't much better, and happens to contain the most ludicrous boss battle in gaming history (a Parappa the Rapper stage with a gravity-defying Matrix fight playing in the background). David Cage is a shitty hack who has no place in the gaming or movie industries.
but I pray for anyone who makes it their mission to absorb only one type of genre/content. Not only does this diminish your overall understanding of opposing world views, but it also distorts your overall sense of perspective.
Warning! A huge battleship STRAWMAN ARGUMENT is approaching fast.
Variety is the spice of life. And for every "God of War" type game out there in the marketplace, I'm just glad that there are just as many games that are geared towards asserting the notion that videogames are "art". But like Duchamp's urinal piece, I too think that shit (if done right) should be looked upon as something that has worth and that we can all learn something from.
GAMES ALWAYS HAVE BEEN ART, even before charlatans like Jonathan Blow and Tale of Tales arrived on the scene. To deny this is to deny the tireless, multi-decade efforts of the craft's masters and the masterpieces they made.

Duchamp was a great artist who was usually too lazy to turn in anything of much value. He made a living bullshitting the art world with meaningless, fraudulent crap that took him no effort to make. It's sad that generations of people continue to be duped by his nonsense, and the actual works of art he made remain largely ignored.
Whenever someone asks me as to what type of games I like to play, I always tell them, "good ones".
I hope they tell you "That's an incredibly pointless and vague response that tells me nothing about your actual taste in games. Who doesn't like playing good games?"

Check, and mate.
Last edited by Estebang on Sun Mar 11, 2012 8:46 pm, edited 1 time in total.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Estebang »

Also Skykid, if you doubt the quality of MGS' narrative and themes, this is a good start.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by cj iwakura »

An interesting companion to that would be HG101's interview with MGS2's translator, Agness Kaku.


And that Fez dev can bite me. I'll be too busy playing crappy Japanese games to touch his masterpiece.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

Estebang wrote:Also Skykid, if you doubt the quality of MGS' narrative and themes, this is a good start.
"A Formal Analysis of Metal Gear Solid 2"

Do they offer a Meth Amphetamine/Arsenic cocktail with that?
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Siren2011 »

Heavy Rain is only interesting or worthwhile if you've never seen a movie or read a book before--or even played a Sierra/Lucasarts adventure game.
Sounds about right. Admittedly, if I was way younger and additionally too stupid to appreciate the beautiful 2D graphics of Sierra and Lucasarts adventure games, I would think Heavy Rain is a masterpiece, too. But there lies the problem: everyone who says it IS a work of genius has incredibly lax standards (No doubt the same people who have even been lucky enough to play the real classics, but they can't distinguish between them which is crap and which is great. So they end up lumping them in the same spot of merit.), or just got into adventure gaming the very day they pulled that ballsy claim out of their ass. Of course, I'm judging HR by what I've seen in YouTube "Let's Play"s. And from what I've seen of that...wow...

Adventure games are the one genre where a great story is crucial to keep the player interested. When the developer can't achieve this, you know it's going to be a train wreck, because that's probably the first thing they contemplate during the early stages of making the game. That illustrates a complete lack of passion from the get go. And who wants to play a game with anything less than complete love transferred to every piece of code? Name one adventure game with a horrible story, but it ended up being a great game in spite of this. It's simply fucking impossible to conceive of one genuine example, as far as I'm concerned.
STREET FIGHTER IS NOT A BUTTON MASHER, and its controls are not simplistic. Not even SFIV. You need to learn all your character's moves and at least a couple combos to have any hope of playing well. I really shouldn't need to explain this one. And if all you do is mash buttons in SoR with no regard to strategic positioning, you'll get killed.
I think that's a contradiction. Learning "all your character's moves" presupposes knowing well more than two mere combos...That is if we are to define combos as a mixture of different button presses and stick motions, strung together within a certain time span to initiate a specific change relating to a controllable video game character.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

Estebang wrote:STREET FIGHTER IS NOT A BUTTON MASHER
This is true, although I've met plenty of people who treat it as such.
Estebang wrote:So you think that it's okay for games to make people feel like a badass without requiring them to possess the actual skill needed to act like one?
Why wouldn't it be? If a game can make someone with a low skill level feel like a badass it must be doing something right, right? You would have to be a videogame Nazi to begrudge them the privilege (there's that word again.)
It's just nice for said videogame to offer some kind of parallel depth for people with higher skill levels to master: or at least beat it in a more thorough fashion for bragging rights.

I'm not sure where the whole notion of 'entertainment' has been lost in this videogames are serious business debacle.
Estebang wrote:GAMES ALWAYS HAVE BEEN ART
You mean "games have always been art," and that's relative, depending on who you ask. Not everyone automatically defines anything creative as art, although that's not an argument I want to be drawn into. You'd probably tell me MGS was art and that would bring an abrupt end to the conversation anyway.

What's with all the caps today too, it's not like we can read the sentence any louder.

I see worrying shades of Icycalm in all this. You aren't a frequenter of the house of bullshit known as Insomnia are you? Seems some spuriously fascist videogame views have been wriggling out of the nest of late. :idea:
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by louisg »

GAMES ALWAYS HAVE BEEN ART, even before charlatans like Jonathan Blow and Tale of Tales arrived on the scene. To deny this is to deny the tireless, multi-decade efforts of the craft's masters and the masterpieces they made.
I couldn't agree more. I think good art can't be self-conscious. It can't be something where you sit down and loudly announce, "I AM GOING TO MAKE A GREAT WORK OF ART". It's something that just *happens*, and it happens before people realize what is going on. This is what made 60s rock exciting, it's what made the 80s generation of videogames exciting, and what made early rap exciting. I think the magic really happens in the era where older people are denouncing whatever it is as trash.

So, yeah, the aesthetics of the old games are already legitimate works of art. And the game design in old games is very creative too, which to me is a necessary element of a game to be a complete work.

I'm not going to say that a lot of 'art games' aren't art, because that'd be contradictory and lame. In fact, the art style of something like Fez is a celebration of old games anyway. But I'll say this: trying hard to be art is like trying hard to be punk.

EDIT: And I don't want to hear any of this "insert name of big budget game has a great story" stuff. No it doesn't.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Ed Oscuro »

Estebang wrote:
Ed Oscuro wrote:You know what I rate zero stars? The use of worn-out pop phrases and metaphors without a second thought.
A legitimate criticism, but hardly a useful one here, as it fails to respond in any way to the actual rhetorical arguments of the review.
A legitimate criticism, if I actually intended it to do that. It was merely an observation.

Now that you've got me here:

Giving the MGS series a boost for plot is like saying you watched Die Hard for the plot...it's at best a secondary consideration and MGS gets away with a rather weak plot due to the traditionally low standards of game development in this area, and its pioneering in this area. But that doesn't make it objectively better, just relatively. Now, maybe MGS3's plot could be called good...it seemed promising. But fuck off with that "laugh and grow fat" nonsense :|

I ought to make an important distinction here so MGS isn't appearing to be unfairly trashed: There is a difference between plot and cinematic technique. Ninja Gaiden (XBOX) essentially has no plot, but it was pretty good technique in its presentation. I think it's perfectly fine to applaud a game or a game director for knowing how to do good work with the camera, just as some films are lauded for their technique rather than for their deep meaning (Citizen Kane may be one of the most contentious, and well-known, examples of a film that gets hit by this debate.)

So I agree with you and louisg on that point, and I also do not agree with anyone who would say that art is "relative." Utility for a purpose is relative. One propaganda film might be more effective than another as propaganda, but that's not a universal concern (obviously). "Art" is a useful term to describe a wide variety of things, but when we try to rank all works on a simple sliding scale (even those in a genre like video games), there is a high danger of biasing that scale with our own tastes and requirements, and I think that is starting to happen here, as it does every time video games get debated.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

louisg wrote: So, yeah, the aesthetics of the old games are already legitimate works of art.
Sorry, I'm going to have to step in here.

The 'aesthetics of old games' as you mentioned, are not legitimate works of art since they're commercial products produced by a profit driven industry. It's a bit like calling a new flavour of crisps that came out in 1984 a legitimate work of art because of the pioneering taste.

I think what you're saying is that classic gaming is becoming part of pop art culture. It usually happens when a generation recognise a signifying trait of an era as having some historical cultural significance, in this case in a commercial sense, kind of like Lichenstein or Warhol fashioning old comic books and celebrity portraits as pop art.

Now before you say I'm crying foul, I actually agree that videogames can be seen as artistic; and by that rationale they are also possible to be considered works of art (something like Muramasa has a damn good try, that's for sure) but I think you're confusing 'works of art' - something produced for art's sake and not within a commercial field - with the adoption of imagery into the pop culture gamut (like skater boys with 1up T-Shirts.)
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by louisg »

Skykid wrote: The 'aesthetics of old games' as you mentioned, are not legitimate works of art since they're commercial products produced by a profit driven industry. It's a bit like calling a new flavour of crisps that came out in 1984 a legitimate work of art because of the pioneering taste.
To be consistent, then rock 'n roll and movies couldn't be considered legitimate forms of art. The fact that it's for a profit-driven industry is irrelevant. If that were the case, then "real art" would be restricted to a narrow set of traditional painters and street musicians. So, that's a bit of a strange point to make in my opinion.

What *is* relevant is that a lot of early game designers were given more or less free reign to design what they wanted. Companies like EA early on had a big emphasis on the designer, which made a huge difference in the creative output. Shigeru Myamoto even said something to the effect of, "we made what we thought was fun, and it was up to marketing to figure out how to sell it".

I think you're looking at this the same way the heads at Atari looked at designers: it's engineering, nothing more. But that's obviously incorrect since games are more than just functional. That's not to say that they have to be, but many times they go well beyond function. And this is why a lot of the designers quit Atari: They wanted to be fairly represented. It wasn't only about income, it was about being credited too.

Furthermore, there were plenty of bedroom programmers at the time which created because they wanted to create. This would pass both of our definitions of 'true art'.

Frankly, I don't see how you could look at the hallucinogenic worlds in something like I, Robot, Super Mario Bros. or Centipede and not see a significant degree of artistic expression and creativity. This isn't about raver kids with Atari shirts, this is about creating something interesting in an artistic sense which previously didn't exist.

I don't believe anyone has ever claimed that potato chips are art, but that sounds like something that would be at the MOMA :)
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Estebang »

Skykid wrote:This is true, although I've met plenty of people who treat it as such.
But these people don't invalidate the game's true characteristics, right? Right.
Siren2011 wrote:
STREET FIGHTER IS NOT A BUTTON MASHER, and its controls are not simplistic. Not even SFIV. You need to learn all your character's moves and at least a couple combos to have any hope of playing well. I really shouldn't need to explain this one. And if all you do is mash buttons in SoR with no regard to strategic positioning, you'll get killed.
I think that's a contradiction. Learning "all your character's moves" presupposes knowing well more than two mere combos...That is if we are to define combos as a mixture of different button presses and stick motions, strung together within a certain time span to initiate a specific change relating to a controllable video game character.
I was responding to replayme's assertion that you don't need to learn "an entire repertoire of moves" to get by in Street Fighter. In almost all cases, you'll be at a severe disadvantage if you aren't familiar with the properties of every normal move of your character and don't know how to execute each of their special moves (Guile's largely superfluous Flash Kick being an exception). Pretty obvious stuff.
Skykid wrote:Why wouldn't it be? If a game can make someone with a low skill level feel like a badass it must be doing something right, right? You would have to be a videogame Nazi to begrudge them the privilege (there's that word again.)
No, all it's doing is jerking them off. Games are not (or shouldn't be) passive wish-fulfillment fantasies. And playing the Hitler card is always a sure sign that someone's losing an argument.
Skykid wrote:I'm not sure where the whole notion of 'entertainment' has been lost in this videogames are serious business debacle.
This article has some good answers for you. Intelligently constructed and fair challenge is directly, not inversely proportional to entertainment value.
Skykid wrote:You'd probably tell me MGS was art and that would bring an abrupt end to the conversation anyway.
It is, and it's not my fault if you don't want to argue against it. Furthermore, it's art with a powerful understanding of the unique conventions of the video game medium, as the Formal Analyses I linked explain.
Skykid wrote:I see worrying shades of Icycalm in all this. You aren't a frequenter of the house of bullshit known as Insomnia are you? Seems some spuriously fascist videogame views have been wriggling out of the nest of late.
Yes, I have read many of the unholy pariah's writings, and I agree with many of them. But don't even try to confuse this with a respect for the man himself (a known Ebay scammer). It's really too bad that Icy's work is laden with so much inflammatory racist, sexist, homophobic nonsense, because it's prevented people from confronting the actual content of his essays. I also disagree with Icy on many important points (he hates MGS, for instance).

Are we going to have McCarthyist trials for this now? "Are you now, or have you ever been, a reader of Insomnia.ac?"
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Ed Oscuro »

Skykid wrote:The 'aesthetics of old games' as you mentioned, are not legitimate works of art since they're commercial products produced by a profit driven industry. It's a bit like calling a new flavour of crisps that came out in 1984 a legitimate work of art because of the pioneering taste.
Aesthetics IS the realm of art. How are you getting confused about this?

A style, like "the old game feel," is just one way of approaching something aesthetically.

And you've clearly never talked with an artist, looked inside a small art gallery, or thought about being (or what it takes to be) an artist as an occupation, if you say that being a commercial product invalidates the artistic nature of an endeavor. Art and commerce are separate things, dude, but it's madness to pretend that you can separate getting paid from doing art as an occupation! After all, we tie the "professional" label to being paid - people doing things in their spare time are "amateurs" or "hobbyists" (unless you have a huge river of gold stashed off somewhere and have no occupation).
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

louisg wrote:louisg wrote stuff
I agree with most of what you're saying, that's why I said I believe videogames have artistic value. :wink:
I just think "legitimate works of art" is rather a bold assessment. But I'm happy to see the aesthetics as part of popular art culture.
Ed Oscuro wrote: And you've clearly never talked with an artist, looked inside a small art gallery, or thought about being (or what it takes to be) an artist as an occupation
I've spent far too much time doing all of the above, since I've been tied to a fine artist and then Saint Martins/New Contemporaries/Royal Academy graduate pretty much since I was a teen. Haven't always enjoyed it much either tbh; the fine art scene is so up its own ass it's unreal.
I think you guys are getting me wrong though, there's a definition of "legitimate works of art" that doesn't sit well with me when discussing what I consider to be pop art. That's as far as it goes though, I do agree there's plenty of artistic value in videogames, even if they are commercially produced. I probably find blanket statements jarring precisely because I've been dragged to every art gallery around the globe at some point or another. :wink:
Estebang wrote:
Skykid wrote:This is true, although I've met plenty of people who treat it as such.
But these people don't invalidate the game's true characteristics, right? Right.
You mean these people 'do' invalidate the game's true characteristics, which would be no, they don't invalidate any of its characteristics by being crap at playing it: that's not very good phrasing. I know what you're trying to say though, so it's cool.

Estebang wrote:
Skykid wrote:Why wouldn't it be? If a game can make someone with a low skill level feel like a badass it must be doing something right, right? You would have to be a videogame Nazi to begrudge them the privilege (there's that word again.)
No, all it's doing is jerking them off. Games are not (or shouldn't be) passive wish-fulfillment fantasies. And playing the Hitler card is always a sure sign that someone's losing an argument.
I didn't play a Hitler card. 'Videogame Nazi' wasn't a phrase directed at anyone in particular, just a colourful definition of someone being complete asshole by dictating how people are meant to be enjoying something. If you feel you fit that criteria, go ahead and be offended.
Estebang wrote:
Skykid wrote:You'd probably tell me MGS was art and that would bring an abrupt end to the conversation anyway.
It is, and it's not my fault if you don't want to argue against it. Furthermore, it's art with a powerful understanding of the unique conventions of the video game medium, as the Formal Analyses I linked explain.
MGS is about as artistic as Michael Bay with cerebral palsy, but take comfort in knowing you're probably not the only one duped into thinking its existentialist philosophical drivel was somehow intellectual and not actually the hopeless mess it actually is.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by evil_ash_xero »

TrevHead (TVR) wrote:Glad you mentioned Konjak, that dude needs a break considering all the great games he makes. He always enters into IGF but he must be not hip enough to win with his traditional japanese gameplay.
He's a nice guy too. I e-mailed him a couple of times, telling him how much I liked Notiu Love 2. He was cool and gracious.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Mortificator »

I played through first and third Devil May Cry games, God Hand, and PS2 Shinobi at least twice each before starting the God of War series, and I shit you not, when I was in Kratos' shoes...
I died repeatedly!
I learned from my mistakes!
I experimented with weapons and moves and found the situations they were best in!

I believe the people that say they cleared God of War on normal while repeating one combo again and again, which is why I never touched that difficulty and went straight to hard. Believe me when I say you can't get away with brain-dead button mashing on hard, very hard, or the tougher challenges in challenge mode.

That said, the action in GOW titles isn't constructed nearly as well as in DMC. Blocking is way too safe and magic is too plentiful. GOW2 had a good variety of weapons, but they really did all control the same in GOW3, and you only had two in the original game. I do think GOW2's combat is better than God Hand's, where combat is regularly interrupted by segments where you're totally invincible while you mash circle / mash square / watch a little cinematic attack.

I agree with Estebang and maxlords concerning GOW's story, though. It's much lamer than those of any of the other games mentioned this page. Considering GOW has such amazing source material in the Greco-Roman legends, that's just embarassing.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by BareKnuckleRoo »

Mortificator wrote:I do think GOW2's combat is better than God Hand's, where combat is regularly interrupted by segments where you're totally invincible while you mash circle / mash square / watch a little cinematic attack.
I fail to see how this is that different than GoW2's constant quick time event finishers on enemies or bosses. Heck, I'd argue God Hand's button mash events are done much better; they occur in a few specific cases (basically when an enemy is dizzied, although there's certain moves like suplexing or countering a demon attacking you from behind that don't even require mashing) and it's always just tacking on damage. It's not like "press x or you die" silliness. Many times it is important to strategically wait before initiating a flurry so you can use YMK to build Tension, or if the enemy is against a wall it may be more damaging to initiate something like a HSK-duck cancelling combo.

Also, dizzying will only occur if you manage to hit the enemy unblocked enough in rapid succession. Sure, Tension allows you to easily get dizzying in, but unless you plan on using Granny Smacker constantly (which is difficult to hit with to say the least), good luck reliably dizzying enemies in a KMS run where you've got no access to Tension or Roulettes. Quite a few different things to consider from a strategic point of view than God of War's more or less straightforward "you must quicktime to finish certain enemies off" button events. Personally, I think the combat's much more polished in terms of how the dodging mechanics work (it's your fault if you get hit) and setting up custom combos with the large choice of moves (of course there's a bunch of oft-used moves like HSK, YMK, Drunken Twist when cancelled, but you can really have fun with a diverse moveset).
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Marc »

This thread lost roundabout the part where someone trashed Heavy Rain for the story, but praised MGS4. Just... Wow. MGS is a fucking abortion in every possible way, to be honest I simply can't listen to the opinion of anyone that hold it up as a decent example of either storytelling or gameplay. Utter fucking drivel.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Zaarock »

Marc wrote:MGS is a fucking abortion in every possible way, to be honest I simply can't listen to the opinion of anyone that hold it up as a decent example of either storytelling or gameplay. Utter fucking drivel.
lol, what did games ever do to you :?:

I only played MGS2 a month ago when the HD collection came out in PAL regions. I liked it more than I expected but was mostly surprised by how the boss fights were actually pretty cool (fighting in confined arenas, got harder with more damage, nice aggression etc.). After learning the control scheme they were fun to fight apart from the first one maybe. The sword was also fun to use, didn't expect it to control well because of all the bashing I've heard on the game lol. In MGS3 the bosses are mostly just gimmicky and beating them is about surprising them and finding them in open areas.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Skykid »

Zaarock wrote: I only played MGS2 a month ago when the HD collection came out in PAL regions. I liked it more than I expected but was mostly surprised by how the boss fights were actually pretty cool (fighting in confined arenas, got harder with more damage, nice aggression etc.)
Dead Cell are the best thing about the Big Shell by a country mile - they save it from being a total disaster, I really enjoyed the boss fights. Everything in between could have been cut, but then it would have been a 30 minute long game... but a better one.
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Re: IGF 2012 Dramafest (gamedev hipsters behaving badly)

Post by Marc »

Just to clarify, I was referring to MGS4. I had some fun with 1 back in the day.
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