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icantfindaname posted:It's really not, though. The SNES came out 26 years ago, and the PS2 16 years ago. Comparably, film was more or less a developed medium by the 40s/50s, which was maybe 15 or 20 years after it was viable technologically There are going to be people who strongly identify with the AAA games more than the indie games, just like there are people who go to tons of movies but dislike the kinds of "serious" movies that tend to win the awards. Those two groups can and do coexist in the same medium, and the optimistic reading of the recent troubles is that they're part of the process of building that coexistence.
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# ¿ May 18, 2016 06:22 |
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# ¿ May 1, 2024 21:58 |
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Coolwhoami posted:An interesting conundrum: Many games put forth as good examples of artistic games (Gone Home, Dear Ester) seem to better fit the category of interactive story. It would seem as though moving further from being a game and closer to other media forms inclines us to think of a game as being more artistic. However, something that has no challenge component has a very tenuous grip on being a video game, and it seems to me that we are willing to confer this status upon these examples more because they fall into the same medium (both in platform and programming) rather than whether it makes sense to describe them that way. They also demonstrate the weak grip that video games have to the art class, as some of our best examples lean more towards other art forms while having a much weaker kinship to other games. It shouldn't be surprising that games are starting out mostly by imitating other media (mostly movies), especially because making maximal use of the interactive element in a AAA game is fairly expensive, but there's a potential there for something unique.
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# ¿ May 18, 2016 17:17 |
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blackguy32 posted:Yeah, there are good options if you are thinking of computer games. But when it comes to console games, unless your game is emulated, you are out of luck. Everblight posted:I think this is probably germane to the discussion: Incoherence fucked around with this message at 20:52 on May 24, 2016 |
# ¿ May 24, 2016 20:48 |
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Hieronymous Alloy posted:Well, there is an interesting property of games as interactive art. So let's take a different example: The Sims. You can kill your Sims by luring them into a room and removing the door: is this your fault as the player for doing it, or the creator's fault for leaving it in? I think it's somewhere in between: in some sense the creator is responsible for building the set of actions the player may perform, and in some sense it's a reflection on the player if they insist on doing those things to the exclusion of everything else.
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# ¿ May 26, 2016 19:07 |
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Powercrazy posted:It's a completely blameless action since you as the player are doing nothing but exploring a consequence-free virtual world. You can take a flight simulator game, like the Microsoft flight sim games, and smash a fully loaded A320 into the ground. Who's "fault" is that? The designers? The players? Gravity? None of the above, it's a morally neutral event because, and this is what trips some people up, it's simulation. It's not real, you didn't really kill anyone. You did it for your own amusement, at the cost of nothing. Popular Thug Drink posted:the sims was pitched as a virtual dollhouse, so i'd make the pedantic distinction of calling it a video toy rather than a video game - there's no narrative or even metaphor to critique, it's nothing more than a sandbox for people to derive amusement from on their own terms
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# ¿ May 26, 2016 20:37 |
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Orange Fluffy Sheep posted:The traction is more by company in video games. Hironobu Sakaguchi has been a major part of every numbered Final Fantasy game until his resignation but the franchise was and is more closely tied to Squaresoft/Square-Enix than any members of its staff. Hell, in the credits, the only common person betwen FF1 and FF13 is Yoshitaka Amano, who is credited only for the logo for 13. Mario and Zelda are Nintendo, Castlevania is Konami, Elder Scrolls is Bethesda. Only a few exceptions exist like Hideo Kojima and the Metal Gear series, and part of that may be his eccentricity. And even then there's still a strong link to Konami. There are a handful of exceptions, of course; Kojima is the most prominent, but a lot of smaller-scale or indie games are strongly identified with their creators (Jonathan Blow, Suda 51, Edmund McMillen, Tim Schafer), and certainly there's been a whole raft of Kickstarters of the form "here's a new game from the people who brought you [old game you liked]".
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# ¿ May 30, 2016 04:36 |
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Dr. Stab posted:I think it might be responsible for the type of thing we're seeing with no man's sky. To the many, a video game isn't the result of a creative endeavour, but a thing that exists by itself. When a developer comes along and says "sorry, game won't be out next month," the developer is now coming between the consumer and the video game. The developer only exists to realize the game (which exists as a notion separate from being made). The developer serves the game, rather than being the creator of it.
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# ¿ May 30, 2016 05:05 |
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computer parts posted:It's pretty common to see those <do trivial thing> achievements at like 75% though. So a quarter of people who bought the game never even played it.
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# ¿ May 30, 2016 08:12 |
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Dapper_Swindler posted:if these people had actualy cared about gaming other then using it as a platform for their various views, they would have known doom was always like that. I think their is room enough in the industry for all types of art. i dont think these people thing that. On the third hand, you're falling into the "a game that is not overtly trying to be political cannot have a political viewpoint" trap, which is the only point those tweets seem to be making: if you disagree with the political viewpoint being portrayed by Doom, then you might be upset to see people cheering uncritically for that viewpoint. I imagine it's still overthinking things, since the obvious "solution" is for someone to say "I recognize that this viewpoint is problematic and I still want to play the game anyway despite that", but it's maybe worth forcing that to be an explicit thought process. Brainiac Five posted:This only works if we define "narrative" in an extremely narrow way, one which is fairly antithetical to how it's used in general. Because in Street Fighter, you have a narrative from the process of the individual matches and of the context of the different opponents in singleplayer, which remains even without any art assets beyond the bare minimum to distinguish T. Hawk from Sagat. This is an inevitable consequence of the game providing a sequence of events and a framework in which to contextualize them, and it is itself distinct from plot and story. Incoherence fucked around with this message at 22:47 on May 31, 2016 |
# ¿ May 31, 2016 22:44 |
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Dapper_Swindler posted:while i personally dont find GOW deep or emotional(i personally just dont care for the series) its kind dickish to look down on those who get emotional reaction from it. just because this dude and others. even when i agree with this dude and others, they always have this condescending attitude about anything that isnt their "high art games" I always tear up a little at the end mgs3. also the velveteen rabbit. different stuff hits different people. Dapper_Swindler posted:I guess i dont completely buy the whole "critize because we love it" thing. because i have never seen any of these people talk about stuff they liked in something like GTA or DOOM or whatever. its almost always a puzzle game or a walking sim. Incoherence fucked around with this message at 01:19 on Jun 1, 2016 |
# ¿ Jun 1, 2016 01:16 |
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Popular Thug Drink posted:critics will approach their criticism from an individual perspective, or one based on some school of thought. consumers of criticism will shop around for critics they like. where many gamergaters get confused is when they substitute "this criticism is bad criticism" for "i disagree with this criticism" because it's difficult for people to remember they are not correct about all things when it comes to criticism of a thing that informs their very identity The other part of it is that criticism is not censorship (most of the time): at most, it creates a market demand for things that critic likes (so, in this example, wholesome Christian movies). And, even if those movies start to squeeze out "big explosions" movies, which is unlikely, that is still not censorship. It's not censorship until you start lobbying governments to ban "big explosions" movies. Popular Thug Drink posted:i wouldn't even call any game critic loud, except when they get amplified 1000x by a whining horde of neckbeards. it's the streisand effect all over. there are no syndicated game critics, it's all individuals who write for some hobbyist site or publication and a handful of revolving door junior writers for news organizations and other pop culture reporting sites
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# ¿ Jun 1, 2016 02:27 |
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Dapper_Swindler posted:Pretty much this and its kinda what i want. Opinion pieces are fine. but when i look for game review. i want to know what the basic premise is, how it plays. what it does well and what it doesn't. So we're down to reviewer opinion: does the game overcome those flaws enough to merit buying, or not? And I think the only reasonable way to resolve this is to let critics actually give an opinion and have the audience read a variety of such opinions, rather than having critics hide their opinion behind a thin facade of "objectivity".
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# ¿ Jun 1, 2016 04:07 |
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Zachack posted:While what you're describing is ideal it's not really possible currently due to immense churn in critics, and I don't see that stopping any time soon. The minuscule barrier to entry means lots of new voices and perspectives but it also means almost none of them can actually pay the bills to push those perspectives unless they aim straight at paid programming, which is honestly fine but even then most seem to crash in short time. Powercrazy posted:So really the OPs question is loaded since the "right" answer only depends on what the individual is looking for. For me the "right way" to talk about most games is via the mechanics, and the consequences those mechanics have on the game world. But others obviously feel that games should personally speak to them via the character you play, their back-story, their struggle, the game-world etc. So for those people the way we "should" talk about those games differs greatly. I'll use Saints Row 4 as another example. Saints Row 4 gives you superpowers very early in the game, allowing you to basically Hulk-bounce across the map. This breaks a lot of the systems in SR3 (which sort of makes sense given that SR4 was originally intended as an expansion pack): you no longer need a car at all, wanted level is very easy to get rid of, and you have a lot more options for open-world combat. The game then invents a series of excuses for why your superpowers temporarily don't work in campaign missions. Personally, I consider this a big reason why I liked SR4 less than SR3: it made the open world feel a lot smaller and less impactful, and removed the possibility of emergent storylines that could come from just driving around getting into trouble. Others consider this a big improvement: it removed a lot of the tedium of shuttling from place to place and let you concentrate on doing cool poo poo. Both of these are valid, defensible views. Neither is somehow "tainted" by association with the game's storyline.
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# ¿ Jun 1, 2016 09:12 |
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Everblight posted:One of the major problems in games journalism/criticism is that it has a couple big strikes working in concert to keep talented people from staying in it long: And this isn't quite the same problem as Silicon Valley reporting: the problem with Silicon Valley reporting is that there's a sizeable contingent of people on both sides who actually believe the bullshit they spew about how they are going to Disrupt Everything and Change The World by selling a $700 juicer that only works with its own $5 juice packs.
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# ¿ Jun 1, 2016 20:12 |
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Dapper_Swindler posted:agreed. but https://killscreen.com/articles/homefront-revolution-everything-wrong-america/ call this a review(the site calls it a review and its under the review section) when its more of angry political critique. I played this game, it is an indeed poo poo. but after playing through the whole thing. i didnt see their idea of right wing masturbation shooter, just a poorly written resistance story that rips of half life 2 way to much. the ending of the review is him just quoting howard zinn. they did the same kind of "review" with the devision. if you want to make artcle critquing the games morality/ethics/"problematic" do it. don't call it a review though. The same is actually true of mechanics: a lot of indie games use pixel art in part because pixel art is sufficient to convey the information they want to convey, and that doesn't necessarily make them worse than a realistic-looking AAA game, but there's a line at which the aesthetic starts to interfere with gameplay. (For me, Bit.Trip Runner had this problem.) And, again, if you didn't like this review, then find a critic that shares your opinions. None of the critics are making any money anyway, so there should be plenty of equally-broke ones to choose from. Countblanc posted:Honestly people seem to get hostile when you review something negatively despite playing it a great deal; I constantly see people respond to those sort of criticisms with "well you clearly enjoyed it if you had 100+ hours in the game." To me that makes you more able to give a thorough, honest opinion of something, not less.
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# ¿ Jun 3, 2016 01:53 |
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bloodysabbath posted:I can see some of these outlets surviving and even thriving by going indie-only. It's a good fit for a lot of these sites and the audiences they go after. Meanwhile, I think AAA games coverage is going to slip them by. And I think a lot of developers are probably having internal conversations about whether or not it's worth the hassle to access the Polygon, Kotaku audiences via reviews anymore. If I really want to reach those audiences, I can still do it the old fashioned way: I'll make them aware the game exists by buying ads. But why send review copies to an Arthur Gies, a man who shoots medkits in Doom and gave Bayonetta 2 a 7.5 because he finds sex to be icky? If I'm Rockstar, why should I bequeath a copy of GTA VI to Gamespot after they assigned V to the one staffer most likely to have an issue with it? (None of this excuses misgendering or sending hate speech over a game that sold a billion dollars in 3 days, I shouldn't have to say this but this is the Internet so I do.) If I've sunk 100m into a game, I can reach way more potential customers with a Pewdiepie or Total Biscuit type, and I can do it without worrying about the Metacritic score taking a hit because the game rubbed against a reviewer's identity politics. Also, the whole premise here relies on people who make day-one purchases. Preorders have already given you your money, so the review has no impact on their buying decision. And outlets that don't get a pre-release copy can just buy it after its release and post a review a week later: if people wait awhile to see reviews before they purchase a game, then that may be fast enough for them, and it still counts in the Metacritic score. Even worse: those outlets can make a legitimate claim that their review is less biased because they aren't beholden to the publisher at all, or they can do what people tend to do with movies and suggest that the publisher has something to hide by not giving them an advance review copy.
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# ¿ Jun 3, 2016 05:45 |
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Aureliu5 posted:Like the reviewer that complained that although Overwatch is not free, you can also grind-or-pay for cosmetics within the game.
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# ¿ Jun 3, 2016 11:06 |
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twodot posted:In line with what's been said earlier, I don't see how one could lose this argument. You either think paid for cosmetics in a game is good or not, both sides can buy, play, and review games as they see fit. The post I was responding to gave the impression that they think "complaining about cosmetic DLC" should be out of scope for a game review.
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# ¿ Jun 3, 2016 18:10 |
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fivegears4reverse posted:Whether it is about the quality of the game's controls, graphics, the plot or the characters within, there's an increasingly annoying trend for people to not actually review or critique the game that is actually in front of them, but rather what they wish that game was, regardless of whether or not they actually like or hate the damned thing in the first place. A game is "transcendental", "good", "mediocre", or "garbage", with very little in between these three basic states a game can ultimately launch in, and for places like Polygon or Kotaku, the actual quality of the game doesn't really matter all that much. To them, reviews or critiques of a game are becoming less about the actual game itself, and more about the writer flexing their thesaurus/that one semester they took a course on ethics/psychology/history any time in the last fifteen years. They are crafting The Story Of How They Came To Like/Hate Things About This Videogame. They are trying to sell you about themselves as a personality "in the biz" to their readers, or selling you the "brand" they represent. Almost as much as they are trying to sell you their review/critique. I'm not even saying that people who review a game only on its mechanics are wrong; it's a different perspective, and one I don't share, but if that's all you care about in a game then that's the kind of review you want to seek out. twodot posted:The fact that may or may not do so in any given game seems to suggest the argument isn't lost. This looks to me like saying the argument for not putting objectified women in games is lost, because there will always be at least one person that will do it. Incoherence fucked around with this message at 19:27 on Jun 3, 2016 |
# ¿ Jun 3, 2016 19:23 |
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fivegears4reverse posted:I don't want games to ONLY be reviewed on their mechanics. I want the mechanics of the game to be treated with even remotely the same reverence that drives people to write bullshit like "Sequel Three is the Citizen Kane of Videogames/Is Very Problematic And Here's The Essay I Wrote About It". When I bring up places like Polygon or Kotaku, it's because they exemplify the opposite to the extreme you think I'm pushing for. As a data point for my personal leanings, the last time I actively followed a single gaming news outlet was the original incarnation of the Escapist (the PDF magazine format), where most of the articles were personal rather than news-driven. (And then they moved far away from that, while keeping their community's overinflated sense of "we're smarter than people who read GameSpot/IGN".)
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# ¿ Jun 3, 2016 20:53 |
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Absurd Alhazred posted:I've been reflecting on some of the posts here, and I have to wonder: now that we have the possibility of seeing people review a game on Youtube, with all the live gameplay footage that entails, is there really a need for written reviews, as opposed to critiques? I know that if a game comes to me through other than "this is good" word-of-mouth, what gets me to play a game is seeing people actually play through the start of it, and their reflections as they play. I tend to be skeptical of Major Games Media mostly because I consider them bought and paid for by AAA publishers' PR departments; unfortunately no one really wants to talk about this anymore because some idiots decided to co-opt the term "ethics in gaming journalism" to refer to almost exactly the opposite problem. Absurd Alhazred posted:I'd summarize it by saying that reviews are open to critique, and critiques are open to critique in turn. It's critiques all the way down.
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# ¿ Jun 3, 2016 23:49 |
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# ¿ May 1, 2024 21:58 |
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Panzeh posted:I think No More Heroes works okay, in terms of showing how Travis is an absolute dweeb but because he's inhabiting a world portrayed in a Video Game way it doesn't come off as strongly. Travis is still actually a badass and kills a bunch of people like it's nothing and beats his foes, though I can't help but think the thing that would've made it an even stronger message is the ending being some fat IT desk guy opening his eyes after a daydream and looking at his mall katana. And then the second game blows that all up and plays it relatively straight. In the second game, several characters remark on the fact that Travis actually managed to get out of the assassination game (which they've been unable to do) and is now storming back in, with a weak implication that he's actually a psychopath, but everything works out for him in the end (and he actually gets the girl this time) so it's harder to say that it's being played as satire. NMH2 is roughly the point where I lost interest in Suda 51 games; after that he seems to have just gotten weird and lecherous rather than using the weird lechery to build some other effect.
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# ¿ Jun 5, 2016 18:53 |