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NSFW Best Thread Ever [No SJW-related posts allowed]

Tehdagah

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"Oh, but it's not really about race, it's just a joke, lighten up" - then pick a term that doesn't refer to race.

Really? Any term denoting superiority would "trigger" these idiots.

I didn't realize neogaf started the thread over this piece of news.
http://www.pcgamer.com/lets-stop-calling-ourselves-the-pc-master-race/
Because jews are so oppressed today.

I love how easy is to manipulate Neogafers
 
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Best written game 2014.

But going by that title, how can a guy be your boyfriend if he's gay and as such has no interest in a romanitc relationship with a woman?

He thought he was hetero until he put it in your coochie and realized he doesn't like it as much as he thought he did.

Edit: hahaha "edit racist symbols into this picture and marvel as it suddenly becomes racist" - intellectuals gonna intellect
 
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CthuluIsSpy

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He thought he was hetero until he put it in your coochie and realized he doesn't like it as much as he thought he did.

Edit: hahaha "edit racist symbols into this picture and marvel as it suddenly becomes racist" - intellectuals gonna intellect

She must have had a bad case of vagina dentata / blue waffle. That would do the trick.
 

StaticSpine

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Infinitron

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So, long before GamerGate, there was a group of indie hipsters who were in an angry feud with "the formalists", people who subscribed to more orthodox game design disciplines. Here's a Twitlonger explaining the formalist position:

@keithburgun I think it's not quite as complicated as you are making it out. "Formalist" doesn't have a precise definition, it points towards a set of preferences and tendencies. Game formalists tend, in a general sense, to be more interested in interactive structure and less interested in audio-visual qualities, in things that could be considered "content", in a game's fictional setting and narrative, to the degree that those things aren't germane to the interactive structure.

Sometimes a game's theme is deeply entwined with its underlying structure, and sometimes less so. To the degree that you can "re-theme" a game by plugging in different graphics and sounds and words, the formalist tends to be less interested in those graphics and sounds and words, and less interested in the theme.

A formalist tends to think "This game has really beautiful music in it, this music is an integral part of the experience of playing this game. But we already know that music can be deep and profound and mysterious and beautiful, I'm interested in the way *games* can be deep and profound and mysterious and beautiful. Sometimes a particular game might be mainly a vessel to deliver music, or visual art, or story, or some other content. No matter how compelling and rich that content is, that's not what I'm after, that's not what I'm personally looking for."

Recently there has been a lot of critical discussion about formalism. The push-back against formalism sees it as restrictive and reductive. According to this point of view, formalism attempts to dictate what *is* or *isn't* allowed to be considered a game. Formalism ignores everything except mechanics. Formalism wants to reduce everything down to rules, boil away all the subtle, delicate, ambiguous qualities of a game to reveal the rigid skeleton underneath.

Another version of this critique posits that formalism is only interested in winning and losing and therefore reinforces the conventions of competition and violence.

Sometimes there's a strong implication made that formalism is almost a kind of crypto-fascism - "If you love rules and structure so much..." You may think I'm exaggerating but here is a quote from a prominent critic speaking out against 'proceduralism':

"...proceduralism is a determinist, perhaps even totalitarian approach to play; an approach that defines the action prior to its existence, and denies the importance of anything that was not determined before the act of play, in the system design of the game."

Formalism is often accused of ignoring the player in favor of a focus on the designed system. (This accusation is especially ironic, given that the type of games that formalists tend to be interested in are the ones with lots of player agency, the ones whose beauty emerges from deep play, while the games that formalists are less interested in are the ones with lots of pre-authored content.)

And formalism is generally indicted for a kind of reactionary conservatism, for wanting to protect the status quo against change.

This last accusation is one that I particularly wanted to nip in the bud. I don't want to cede ground to this equation of formalism with neogaffery. "Trad" gamers, especially those of the anti-intellectual, just-want-to-have-fun variety, are by no means formalists. Thus my specific comment that people whining about "walking simulators" aren't formalists they're just philistines. (To a formalist 90% of video games are walking simulators. The single-player campaign of Call of Duty is a walking simulator with stuff. The fact that Dear Esther has a radically minimalist structure makes it *more* formally interesting not less.)

This is a general strategy of the anti-formalists, to paint the overall status quo as oppressively formalist. They would have you believe that formalism is the ruling ideology of the game industry, game academia, and mainstream game culture. This charge seems especially absurd to me. Could anything be farther from the truth? From where I sit I see almost nothing but an endless obsession with surface elements, audio-visuals, theme, story, and characters.

In fact, the one quality that unifies progressive critics with the great unwashed sonic fans of neogafdom is a distinct *lack* of interest in form. From a formalist perspective, both communities seem to want the same thing - games where you pretend to be a fireman - and the industry is geared up to continuously provide them.

I didn't know Neogaf had that kind of reputation.
 

vonAchdorf

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So, long before GamerGate, there was a group of indie hipsters who were in an angry feud with "the formalists", people who subscribed to more orthodox game design disciplines. Here's a Twitlonger explaining the formalist position:

I didn't know Neogaf had that kind of reputation.

Wasn't that part of the "What's a game?" discussion, where people like Raph Koster did get a lot of flak for insisting that games should be -well- games?
 

Angthoron

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What I don't get is "Why not have both"? I mean what, movies, music, literature, graphical arts, they both can be radically different, from "deep" and "avant garde" to "shallow" and "kitsch" and who gives a fuck, are there angry peasant mobs demanding to ban CGI cartoons or Adele? What a pile of artificial bullshit division.

Oh, nobody wants to financially support your art? Well shit, that is a fucking unique concept, there's never been starving artists, art from adversity or anything else like that, all them artists are fat cats.

This is what you get when your school teaches you that there's no failure, and that everyone's special. I do hate the word, but this is the hyped entitlement at its finest.
 

Gragt

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Oh, nobody wants to financially support your art? Well shit, that is a fucking unique concept, there's never been starving artists, art from adversity or anything else like that, all them artists are fat cats.

Very few great artists conformed to the “starving” cliché anyway. Most of the time they had patrons or even their own ressources to support themselves and their artistic pursuits. It becomes interesting when you take a little clerk like Kafka, who was far from starving; it makes you wonder what he would have achieved if he had been able to free himself from his tedious work to dedicate his life to his art—one can argue that the quality of his art was derived from his tedious work.

Very few wannabe artists are even starving, though they like to give the image because that’s much easier to be an artist that way than, you know, actually producing good art!
 

Angthoron

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Very few great artists conformed to the “starving” cliché anyway. Most of the time they had patrons or even their own ressources to support themselves and their artistic pursuits. It becomes interesting when you take a little clerk like Kafka, who was far from starving; it makes you wonder what he would have achieved if he had been able to free himself from his tedious work to dedicate his life to his art—one can argue that the quality of his art was derived from his tedious work.

Very few wannabe artists are even starving, though they like to give the image because that’s much easier to be an artist that way than, you know, actually producing good art!
I'm not only talking about great artists, mind - but yeah, what you say about them is true. But then you had lots of loonies that thought they're PURE ARTISTS and that PEOPLE WILL SEE GOOD ART AND WORSHIP THEM and generally those people ended up creating huge piles of artistic void while kicking up a small fuss. Maybe one one-hit wonder, if they were really lucky. They don't usually end up starving either though, because you have to be able to afford to be a shitty artist.
 

pippin

Guest
That's just people trying to believe every artist was just an accursed poet, and that's just wrong. With the patronage system, "artists" were more like artisans or even engineers rather than what people perceive today as artists. Consider guilds as an example. There could be exceptions, but it was still more of an attempt to show off monetary influence rather than actual "artistic" taste.
 

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