General Video Game Thread

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  • Tachyon said:

    you're also widening the goalposts here since we've gone from 'the ONLY WAY is through characters' to 'ok but apart from story and the experience of playing the game, the ONLY WAY is through characters'

    but whatever

    No, story isn't part of this. All I said was that the story and the world are intertwined, as both require compelling characters to be engaging.

    As for the experience of a player, that was more of a concession than anything but it is in a lot of ways related to my initial point.
  • edited 2014-02-01 03:56:34
    imagei will watch the heck outta this pumpkin patch
    Kexruct said:

    Interesting, maybe. I'd look at the design and say "Well, that's unique I guess." But I wouldn't have any reason to care except:
    • As someone who has played Skyrim, I've fought them.
    • This book, which presents a character in the way of an overly-enthusiastic author peddling out what is likely common knowledge as if it were some sort of secret.
    So what was just a monster with a neat design is now a monster with a neat design that I care about because I was shown in some way how it affects characters.

    okay

    well that's you, again

    that's not me

    also 'i've fought them' is still nothing to do with characters anyway
  • imagei will watch the heck outta this pumpkin patch
    Now if you'd said from the beginning that story requires compelling characters to be engaging, i wouldn't have contested it.

    i would have wondered whether that's really the case, but since story tends to revolve around characters in at the very least the vast majority of instances, i don't really disagree with the general claim that you need to care about characters to care about stories.
  • And for the record, Skyrim has a world I can legitimately feel engaged in because of the characters. Do I care about the longstanding and bitter feud between the Greybeards and the Blades? Of course I do, because I've been given reason to care about members of both factions. Do I care that the mages of Winterhold are being held accountable for the town's collapse? Of course I do, because it's clearly demonstrated that most of them are good people. Do I care that Sovngarde is basically heaven for Nords? Of course I do, because the Nords constantly talk about how important Sovngarde is. Do I care that werewolves are forced into Hircine's portion of the afterlife? Of course I do, because I see that, for people like Kodlak Whitemane, the warmth and companionship of Sovngarde is what he immensely prefers but doesn't know of any way to cure his lycanthropy.

    And so on.
  • imagei will watch the heck outta this pumpkin patch
    And what of the visuals?  The music?  The shape of the landscape?  The creatures?  The climate?  Those are all aspects of the world presented to the player.
  • Tachyon said:

    Kexruct said:

    Interesting, maybe. I'd look at the design and say "Well, that's unique I guess." But I wouldn't have any reason to care except:
    • As someone who has played Skyrim, I've fought them.
    • This book, which presents a character in the way of an overly-enthusiastic author peddling out what is likely common knowledge as if it were some sort of secret.
    So what was just a monster with a neat design is now a monster with a neat design that I care about because I was shown in some way how it affects characters.

    okay

    well that's you, again

    that's not me

    Then what does make you care about a fictional world? Not interested in, what makes you invested in a fictional world? 
    Tachyon said:


    also 'i've fought them' is still nothing to do with characters anyway

    It creates a personal experience which leads to investment, which leads to caring about the world. I could've expressed it better but that's really what I meant by the initial statement. For other mediums though, the only way to foster that kind of investment is through characters.
  • Tachyon said:

    And what of the visuals?  The music?  The shape of the landscape?  The creatures?  The climate?  Those are all aspects of the world presented to the player.

    What does this painting mean to you?
    image
    It's pretty, but what does it mean to you, really?
  • And that's not to say stuff like visuals aren't important or valuable. Just that if I have no reason to care about what I'm presented with, well, I'm not going to care about it. And visuals alone aren't a reason to care.
  • imagei will watch the heck outta this pumpkin patch
    Well, in the case of Skyrim (and Zelda, which Imi mentioned) all that stuff i just listed contributes considerably to my investment in the setting.

    As for other media, i disagree entirely.  Look at Avatar: story is boring as shit but Pandora was so compelling that some viewers really wanted to live there, to the point of becoming seriously depressed over it.
  • Tachyon said:

    Well, in the case of Skyrim (and Zelda, which Imi mentioned) all that stuff i just listed contributes considerably to my investment in the setting.

    As for other media, i disagree entirely.  Look at Avatar: story is boring as shit but Pandora was so compelling that some viewers really wanted to live there, to the point of becoming seriously depressed over it.

    I haven't seen Avatar but I can guarantee the only reason the world's unique design mattered to anyone was because it was properly established why it mattered to the characters. 
  • imagei will watch the heck outta this pumpkin patch
    you can't just throw a random painting at somebody and go 'what does this mean to you?'  i've never even seen it before, and i've never been big on paintings, let alone landscape paintings specifically.

    it's impressive.  it kind of makes me wish i were there in the world it depicts, which ought to count for something.  the artist captured the shapes of clouds and the surface of the water in a way that's very convincing.
  • imagei will watch the heck outta this pumpkin patch
    Kexruct said:

    Tachyon said:

    Well, in the case of Skyrim (and Zelda, which Imi mentioned) all that stuff i just listed contributes considerably to my investment in the setting.

    As for other media, i disagree entirely.  Look at Avatar: story is boring as shit but Pandora was so compelling that some viewers really wanted to live there, to the point of becoming seriously depressed over it.

    I haven't seen Avatar but I can guarantee the only reason the world's unique design mattered to anyone was because it was properly established why it mattered to the characters. 
    wrong wrong wrong wrong wrong

    don't make guarantees like that!
  • Tachyon said:

    Kexruct said:

    Tachyon said:

    Well, in the case of Skyrim (and Zelda, which Imi mentioned) all that stuff i just listed contributes considerably to my investment in the setting.

    As for other media, i disagree entirely.  Look at Avatar: story is boring as shit but Pandora was so compelling that some viewers really wanted to live there, to the point of becoming seriously depressed over it.

    I haven't seen Avatar but I can guarantee the only reason the world's unique design mattered to anyone was because it was properly established why it mattered to the characters. 
    wrong wrong wrong wrong wrong

    don't make guarantees like that!
    Was my assumption incorrect though?
  • Tachyon said:

    you can't just throw a random painting at somebody and go 'what does this mean to you?' 

    Exactly. I've given you no reason to care. 
  • And that's the problem with a good deal of Morrowind's backstory. It's the equivalent of throwing a random painting at someone and expecting them to care.
  • imagei will watch the heck outta this pumpkin patch
    yes, your assumption was incorrect

    and no, you didn't give me any special reason to care about that painting, but then, forming a personal investment in a work of art takes time, so i don't feel that this proves anything whatsoever

    i'm getting kind of sick of this

    frankly i'm not convinced this is worth talking about; you're making absurd guarantees about things you obviously know nothing about
  • Tachyon said:

    and no, you didn't give me any special reason to care about that painting, but then, forming a personal investment in a work of art takes time, 

    And a reason to form the investment in the first place.
    Tachyon said:


    frankly i'm not convinced this is worth talking about; you're making absurd guarantees about things you obviously know nothing about

    I never made any pretense about having watched Avatar, and "people care about the world of Avatar because the care about the characters" isn't even remotely absurd.
  • imagei will watch the heck outta this pumpkin patch
    the characters are forgettable and bland and have nothing to do with Pandora itself

    i already supplied you with reasons (reasons other than gameplay, mind you) for forming investment

    in reality of course reasons tend to be more personal than just liking any one aspect, but then you're delving into the psychology and lived experiences of the reader, and that's not intrinsic to any given work of fiction

    relatedly i think i am done talking about this
  • edited 2014-02-01 04:29:33
    Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Okay so here's the deal.

    I can get pretty attached to things in a fictional universe. Things that don't always have a good story attached to them.

    Like...there was that hentai comic I posted here a while ago that just made me ask so many questions about its world. And they were good questions. I'll never get an answer, and it was pornography, so you can bet that it was nowhere near a good story. But the questions. The questions were intriguing. I'm still trying to think of satisfactory answers.

    This pattern repeats itself with works whose worlds interests me, but the story itself does not (like Legend of Korra, for example. How did cultural standards change between Last Airbender and Korra?)

    My experience with Skyrim was that yes, there are interesting things going on in the story and the world. But I really had a hard time caring because I felt like a robot and nothing seemed to have any weight. Why should I care about my companion if I can weigh them down to the gills in treasure and just bring them back to life when they bite it? 

    Also Avatar was manipulative, overwrought, and extravagant garbage. Nothing had any true weight. Nothing meant anything. But because of how nice everything looked, because I was sitting in a theater with all the music and images assaulting me, I fell for it and actually felt something.

    I still hate myself for doing that.

    EDIT: Basically my point is that in theory, investment comes in one or two ways. But in practice, it works in totally arbitrary ways.
  • So what you're saying is that it's entirely possible to form an investment in a world in spite of never being given a reason to? And that's all well in good, whatever, no wrong opinions and all that. But being expected to care about an aspect of a work while being given no reason to is a flaw. Plain and simple.


  • Tachyon said:


    i already supplied you with reasons (reasons other than gameplay, mind you) for forming investment

    You provided the example of visuals and music but that's it.
  • Investment in a work itself, by the way, is not what I'm talking about here. That can happen for a wide variety of reasons unrelated to characters. 
  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Every weakness is a strength in a different context. And vice-versa.

    Nothing is plain.

    Nothing is simple.
  • edited 2014-02-01 04:34:24
    imagei will watch the heck outta this pumpkin patch
    gamplay

    visuals

    music

    various other design aspects specific to the work in question

    symbolism and ideas

    i have mentioned all of these things already

    how many do i have to give before you will accept one of them as valid?
  • Every weakness is a strength in a different context. And vice-versa.


    Nothing is plain.

    Nothing is simple.
    You may be right but I'm struggling to come up with a context where expecting the audience to care without giving them a reason to could ever be a strength.
  • edited 2014-02-01 04:39:59
    Tachyon said:

    gamplay

    I've conceded this one.
    Tachyon said:

    visuals

    Yes, but what about the visuals really, truly matters to you? What about them creates a feeling of personal investment?
    Tachyon said:


    music

    Same as above.
    Tachyon said:


    various other design aspects specific to the work in question

    Can't really address this one.
    Tachyon said:


    symbolism and ideas

    All I'll say is that there's a reason fables are more than just the moral appended at the end.
    Tachyon said:


    i have mentioned all of these things already

    how many do i have to give before you will accept one of them as valid?

    As many as it takes to come up with one that is valid.
  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Consider if you're trying to do something different. Consider if what you want is not investment, but detachment.

    And in many ways, that's a lot harder.
  • imagei will watch the heck outta this pumpkin patch
    image
  • Consider if you're trying to do something different. Consider if what you want is not investment, but detachment.


    And in many ways, that's a lot harder.
    That's a valid aim, but not really what I was talking about. The important word was expecting. The expectation has to be implicit.

  • imagei will watch the heck outta this pumpkin patch
    i give up, Kex

    congratulations on winning the argument

    i cannot bring myself to read another word on this stupid subject
  • Tachyon said:

    i give up, Kex

    congratulations on winning the argument

    i cannot bring myself to read another word on this stupid subject

    I apologize, but I wouldn't have taken it so far if I didn't feel like something I found important was being treated flippantly.
  • edited 2014-02-01 04:49:11
    Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    And there are things that I expect that I have to experience in a detached state of mind.

    Things like watching Dredd, or playing Saints Row games, or Shadow Warrior. I go into these things fully expecting part-visceral experiences, and part-understanding viewpoints because I can see things from a detached perspective.
  • And there are things that I expect that I have to experience in a detached state of mind.


    Things like watching Dredd, or playing Saints Row, or Little Inferno, or Shadow Warrior.
    I think you misunderstood. The original statement was "Expecting the audience to care without giving them a reason to is a flaw." I was saying that the expectation was what made it a flaw. 
  • More people have said that and been killed than there are thorium decay products.
    *walks into thread*

    o_o
  • Miko said:

    *walks into thread*

    o_o

  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Oh! Then I definitely misunderstood. There are a few answers to that statement.

    1) Sure, it's a flaw. But we're talking about it now, and there are interesting answers. So in the long run, it's not a flaw. For us, it is a strength.

    2) Sure, it's a flaw. But art is not make-or-break on one aspect alone. Technical prowess, interesting things to say, evocative styles, even the mere presence of novelty can make something a success.

    3) Sure, it's a flaw. But can any of us with absolute conviction say that it was not intended? Only the word of the creators holds any water in this matter.
  •  

    Oh! Then I definitely misunderstood. There are a few answers to that statement.


    1) Sure, it's a flaw. But we're talking about it now, and there are interesting answers. So in the long run, it's not a flaw. For us, it is a strength.

    2) Sure, it's a flaw. But art is not make-or-break on one aspect alone. Technical prowess, interesting things to say, evocative styles, even the mere presence of novelty can make something a success.




    I'm not disagreeing. I mean, Morrowind, the game that brought this up in the first place, is a game that still holds a special place in my heart. But it didn't do enough to make me care about the world, so I didn't really.
  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Really though the heart of this...quarrel is that you keep using absolutes and guarantees and certainties. You can't do that, because nothing is certain, nothing is absolute. We define certain things as certainties because it gives us faith or something to attach to, and we define other things as absolutes because that's as close as we can understand it. And both approaches are not entirely wrong, but also not entirely right.

    And the world of art and media - which is shaped entirely by the most mercurial of things, human desires and thoughts - is even more uncertain. There's never a right answer, there's just an answer that works either right now or for you.
  • Smee, Maiman, Doktar, Pavelier, Button-Lee, Juan Ovyu
    image
  • My dreams exceed my real life
    Puppeteer is an excellent game.
  • Really though the heart of this...quarrel is that you keep using absolutes and guarantees and certainties. You can't do that, because nothing is certain, nothing is absolute. We define certain things as certainties because it gives us faith or something to attach to, and we define other things as absolutes because that's as close as we can understand it. And both approaches are not entirely wrong, but also not entirely right.


    And the world of art and media - which is shaped entirely by the most mercurial of things, human desires and thoughts - is even more uncertain. There's never a right answer, there's just an answer that works either right now or for you.
    I'm aware of that, and I'm not a huge fan of absolutism, but characters are the very most important part of any story. It is almost impossible to have a good story or an engaging world if your characters don't work.
  • Touch the cow. Do it now.
    oh man, college drinks
  • More people have said that and been killed than there are thorium decay products.
    ^^^^ 10/10 would look again
  • kill living beings
    receiver is good

    i beat the game and the plot got even crappier tho
  • I think calling what Reciever has a "plot" is kind of generous.

    It's a cool game tho.
  • So, during one of my late-night panicked reveries, I picked up Don't Starve in the middle of a Steam sale. 

    The closest game that I can compare it to is Terraria, in that it focuses on randomly generated worlds and exploration. But while Terraria's more focused on customizability and cool weapons, Don't Starve is 100% about survival. Every tool, weapon and armor-piece can deteriorate with repeated use. Building a permanent camp will take you at least a day, and if you place it too far away from a food source, moving it can be difficult. You can't make a proper weapon until you can build a crafting station (which can't be moved once it's placed), and that can take you days if you spawn in a place without mining rocks. And that's just the Sandbox Mode. Getting to the game's actual plot requires you to survive long enough to find the special doorway, which can be anywhere on the map.

    Don't get me wrong. It's a ton of fun. But it's also pretty freaking hardcore. 
  • Smee, Maiman, Doktar, Pavelier, Button-Lee, Juan Ovyu
    Just like Jorge, if his mom let him
  • edited 2014-02-09 10:44:53
    image Wee yea erra chs hymmnos mea.
    Solution: Rename it to Woge. Or Wdoge.
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