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Gameplay vs artistic/creative merit.

Lacrymas

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Blasphemy! Heretic! etc., but hear me out.

I've been playing a little bit of Starcraft 2 (literally 1 mission) and since I also played a bit of Starcraft 1 recently, a thought wormed itself into my brain - which one is better?

Undoubtedly both have good gameplay, but Starcraft 2 takes the cake for being much more fluid (I can't comment on balance, and that's a separate issue entirely). The problem is that Starcraft 1 has better atmosphere and creative juice flowing in it. The dreary, washed-out colors and designs of everything in 1 are really tense and set a bleak tone that is even more underlined by the extreme USA-istic heroism of the Terrans. The music while playing them is sarcastic and almost ironic when combined with the visuals (listening to it on its own is nothing special though). The story is nothing to write home about, but it still is better than Starcraft 2's (uuugghh). Though it kinda ruins itself when Kerrigan turns into a zerg queen, because it attaches a human face to an alien threat which demolishes the whole concept of alien-ness (think Lovecraft). Now that I mention Lovecraft, I dare say that the zerg ARE eldritch in some sense of the word (before Kerrigan). They do embody a post-Nietzchean "God is Dead" universe (in a literal sense, and again before Kerrigan).

Now comes Starcraft 2 - the polar opposite of all that. There really is nothing to talk about because all the creativity is gone, replaced by surgically polished gameplay. The cognitive dissonance comes from the fact that I can't reconcile the two. I am giving them as an example because they both have good gameplay that eschew other factors. The differences between Diablo 2 and 3 are much more numerous (in favor of 2) to give as a good example, though the same principle can be applied to them as well. So, what is the KKKodexian Konsensus on this matter? Does creativity trump gameplay or the other way around? Assuming good gameplay between the candidates and assuming we can't have both. I have no idea if this has been discussed before lulz.
 
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Lacrymas

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What other examples of good gameplay vs creativity do you have? I've never played start craft.

Starcraft is a pretty unique case tbh. I suppose Diablo 1 vs 2 vs 3 are an example. The Homeworld series is also one I guess. The more modern it gets the worse it gets creatively, but polishing gameplay. Warcraft 2 vs 3 maybe? This is harder than I thought, because almost all of them are Blizzard titles, this doesn't surprise me though because Blizzard are in themselves a unique case.
 

FeelTheRads

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It's not actually polishing as it is streamlining and diluting. But generally, yeah, I agree with you and have been saying for a long time that the gameplay now seems to come from the curriculum of some game design school no matter the game or genre. All oiled and shiny and all fucking boring.
 

Lacrymas

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It's not actually polishing as it is streamlining and diluting. But generally, yeah, I agree with you and have been saying for a long time that the gameplay now seems to come from the curriculum of some game design school no matter the game or genre. All oiled and shiny and all fucking boring.

This is why I gave Starcraft as an example, because the gameplay in 2 isn't streamlined compared to 1. It's just better.
 

sser

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Creativity suggests the creation of something. By definition, you will almost always find less creativity in sequels.
 

Dark Matter

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It's not actually polishing as it is streamlining and diluting. But generally, yeah, I agree with you and have been saying for a long time that the gameplay now seems to come from the curriculum of some game design school no matter the game or genre. All oiled and shiny and all fucking boring.

This is why I gave Starcraft as an example, because the gameplay in 2 isn't streamlined compared to 1. It's just better.
No, it's not. SC2 is worse than BW in almost every conceivable way. There's a reason why the original managed to be a hugely successful esport purely based on its merits, without any support from the developers and before esports became this huge marketing gimmick. The only reason SC2 has even been competitively relevant is because of the legacy and success of the original and because it siphoned all the pro players from the original (initially just the ones who couldn't cut it in BW and then later everyone once BW died).

I haven't paid any attention to the current state of SC2 since LoTV but ever since SC2 first came out, Blizzard has been desperately trying with each expansion to replicate the gameplay of BW (not sure if they finally managed to get there with LOTV). Prior to the expansions, SC2 was just a boring game of running your maxed out armies into each other until one player comes out on top. Even a lot of the things which seem like obvious improvements (general QoL changes like formations, no unit selection cap) were contributing factors to why the game is more boring, since the units and spells had to be designed and balanced around the lower skill ceiling for micro and multi-tasking. Here's a great article on the subject written when SC2 first came out.

Mutliplayer aside, SC2's gameplay sucks even when it comes to the campaign. SC2 campaign feels like something designed for people who hate RTS games, where nearly every mission is centered around some gimmick with little to no focus on base building and macro. In comparison, the missions in the original were all about testing your RTS fundamentals, with a unique challenge or twist to each mission that made it so you had to try different playstyles and different unit compositions. There was only mission per campaign without any base building and these were also by far the worst missions in the game, whereas in SC2 these type of missions feel like the norm.

So I don't think this was a good example. In fact, I think evaluating the relative importance of good gameplay design and mechanics vs. creative and interesting storytelling, atmosphere & writing feels like a pointless intellectual exercise based on hypotheticals rather than a practical consideration when evaluating games. In practice, the games which are soulless and uninspired in terms of their atmosphere, story and writing pretty much almost always have boring and unsinpired gameplay as well. You have shitty design by committee AAA games which are boring and uninspired all around, and pretentious indie crap made by people who have no sense for good taste and charisma. And then you have actual great games like the original Starcraft. I don't know how often this compromise actually comes up.
 

NullFlow

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But OP, SC2 fails in gameplay as well as presentation. It comes nowhere close to the brilliance that was competitive BW.
 

Blowhard

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Creativity creates an incentive to indulge in good gameplay.

Say you took Broodwar, added 10 new races each with depth comparable to the originals, but replaced all the sprites with different varieties of dicks and the OST with straight up gay porn sfx. Now, knowing the codex, some would find this perfectly acceptable, but to most, despite the increase in technical gameplay depth, it would be a deal breaker. We are still human beings that judge things on quite subjective aesthetic values. We are not really fit to enjoy things based strictly on mechanical merits. So in this case, almost all would prefer the much less deep (yeah ok), dickless version of Broodwar.
 

Lacrymas

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No, it's not. SC2 is worse than BW in almost every conceivable way. There's a reason why the original managed to be a hugely successful esport purely based on its merits, without any support from the developers and before esports became this huge marketing gimmick. The only reason SC2 has even been competitively relevant is because of the legacy and success of the original and because it siphoned all the pro players from the original (initially just the ones who couldn't cut it in BW and then later everyone once BW died).

I haven't paid any attention to the current state of SC2 since LoTV but ever since SC2 first came out, Blizzard has been desperately trying with each expansion to replicate the gameplay of BW (not sure if they finally managed to get there with LOTV). Prior to the expansions, SC2 was just a boring game of running your maxed out armies into each other until one player comes out on top. Even a lot of the things which seem like obvious improvements (general QoL changes like formations, no unit selection cap) were contributing factors to why the game is more boring, since the units and spells had to be designed and balanced around the lower skill ceiling for micro and multi-tasking. Here's a great article on the subject written when SC2 first came out.

Mutliplayer aside, SC2's gameplay sucks even when it comes to the campaign. SC2 campaign feels like something designed for people who hate RTS games, where nearly every mission is centered around some gimmick with little to no focus on base building and macro. In comparison, the missions in the original were all about testing your RTS fundamentals, with a unique challenge or twist to each mission that made it so you had to try different playstyles and different unit compositions. There was only mission per campaign without any base building and these were also by far the worst missions in the game, whereas in SC2 these type of missions feel like the norm.

So I don't think this was a good example. In fact, I think evaluating the relative importance of good gameplay design and mechanics vs. creative and interesting storytelling, atmosphere & writing feels like a pointless intellectual exercise based on hypotheticals rather than a practical consideration when evaluating games. In practice, the games which are soulless and uninspired in terms of their atmosphere, story and writing pretty much almost always have boring and unsinpired gameplay as well. You have shitty design by committee AAA games which are boring and uninspired all around, and pretentious indie crap made by people who have no sense for good taste and charisma. And then you have actual great games like the original Starcraft. I don't know how often this compromise actually comes up.

Ah, k. I was evaluating it on little experience in SC2 and I just assumed that it would be better since almost all pro players migrated to it. I guess that covers Starcraft :p My question still stands though - what is preferable? Gameplay or creativity? I suppose I'm in the creativity camp. You can't remove creativity from a creative process without it losing almost everything it has and making it banal and cliche to the point of suicide. KotOR2 is a pretty shitty game, but we still love it because of its artistic merits. On the other hand games do include gameplay as one of their unique qualities. I don't know what you achieve by making shitty gameplay.
 

Jick Magger

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I'd say Metal Gear Solid 2 and Metal Gear Solid 3 are a good point of comparison here. Creatively, I think Metal Gear Solid 2 takes the cake with its story, which serves as a pretty fascinating analysis of the nature of video games, sequels, players using the protagonist as a self-insert, the nature of reality, meme theory, and so on and so forth. That isn't to say MGS3's story is bad, because it's a fun homage to cold war era spy fiction, but it never really reaches the same depth that MGS2 did.

Gameplay wise though, MGS3 utterly blows MGS2 out of the water, revamping everything by moving it to a pseudo open world jungle environment, introducing dozens and dozens of seperate methods the player can use to sneak past or dispatch enemies, introducing a fairly diverse camo and stamina/food system, and so on. MGS2's main issue is its crippling over-reliance on gimmicks, like a protracted bomb defusal section, having to plug in to a node at each section just to be able to use your radar (which you need to tell whether or not a guard can see you), a swimming section with really awful controls, an escort mission, an escort mission through the swimming section with awkward controls, shit goes on and on. If you strip away all the bullshit (which is what happened with the VR missions which were included in the Substance re-release), then the gameplay is actually very good, but in the main game it just becomes a slog.

Now for me at least, MGS3 is just the better game simply because it manages to have great gameplay on top of having a pretty enjoyable story. MGS2's story gets absolutely amazing, but the first two thirds of it are basically just build-up to the finale, where things finally start going crazy, so until then you have to trudge your way through some fairly bad gameplay, which most of the time I'm just not willing to do.
 

vonAchdorf

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I think it's similar when you compare Demon's Souls and Dark Souls (1). As a game, mechanically and in gameplay, Dark Souls is superior and more polished, but Demon's Souls takes the cake when it comes to atmosphere and creativity.
 

Lacrymas

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Any specific examples aren't that important, what is important is the hierarchy of the two within the context of gaming, or if such a hierarchy even exists.
 
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The means and rules by which we interact with the game's world.

And that doesn't include visual representation, character design and all other aspects of artistic and creative merit? Also, difficult to objectively define what makes good and gooder gameplay.

I think it's similar when you compare Demon's Souls and Dark Souls (1). As a game, mechanically and in gameplay, Dark Souls is superior and more polished, but Demon's Souls takes the cake when it comes to atmosphere and creativity.

I think it's just less polished, which indeed makes it "better", but don't see how it would take any cake in terms of atmosphere and creativity. Also, again, there were controversial changes to gameplay. Really enjoyed both, but prefer DeS.
 

Lacrymas

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And that doesn't include visual representation, character design and all other aspects of artistic and creative merit? Also, difficult to objectively define what makes good and gooder gameplay.

Yes, gameplay is distinct from graphic, aesthetic and audio elements. It's not that difficult to appraise good gameplay, since mechanics, their relation to each other and the balance thereof are things that exist outside of our perspective (in contrast to beauty for example) and can be demonstrated objectively.
 
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Yes, gameplay is distinct from graphic, aesthetic and audio elements.

But visual representation and audio is a big part of your definition of gameplay as the "means and rules by which we interact with the game's world". So how do you make this distinction and on what basis?

It's not that difficult to appraise good gameplay, since mechanics, their relation to each other and the balance thereof are things that exist outside of our perspective (in contrast to beauty for example) and can be demonstrated objectively.

But how do you appraise good and gooder gameplay objectively? Doesn't the very notion of good and gooder presuppose a perspective of what makes a rule or mechanic good or bad, i.e a subjective preference for a distinct set of rules that favor one approach over another?
 

vonAchdorf

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I think it's similar when you compare Demon's Souls and Dark Souls (1). As a game, mechanically and in gameplay, Dark Souls is superior and more polished, but Demon's Souls takes the cake when it comes to atmosphere and creativity.

I think it's just less polished, which indeed makes it "better", but don't see how it would take any cake in terms of atmosphere and creativity. Also, again, there were controversial changes to gameplay. Really enjoyed both, but prefer DeS.

I liked many settings in DeS way more (e.g. Boletaria), also the Nexus with its repeating voice overs conveyed a better sense of desperation and hopelessness. And I think the grass munching was mechanically inferior to the Estus.
 

Lacrymas

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But visual representation and audio is a big part of your definition of gameplay as the "means and rules by which we interact with the game's world". So how do you make this distinction and on what basis?

That is why I underlined interact, you don't interact with graphics, nor with music. Looking at a painting is not the same as ordering your zerglings to rush something :p

But how do you appraise good and gooder gameplay objectively? Doesn't the very notion of good and gooder presuppose a perspective of what makes a rule or mechanic good or bad, i.e a subjective preference for a distinct set of rules that favor one approach over another?

The same way you would appraise bad and good gameplay. The only way to not be able to differentiate between good and better is if the approach is different. I.e. you can't evaluate whether Diablo 2 or Starcraft 1 is better in terms of gameplay because they are fundamentally different, it's kinda more complicated than that, but video gaming hasn't evolved enough for that to be a problem. You *can* evaluate whether Starcraft 1 or 2's gameplay is better as has been done in this very thread with a few links to other articles. Why and how this is done can be seen there. Mechanics are logical and there is no personal preference in logic. Subjectivity doesn't exist in technical matters of a work (it doesn't exist at all in art, but that's a convoluted topic I don't want to start), not to mention that if it did we wouldn't be able to formulate any kinds of arguments about anything. You'd be surprised with how few things actually are subjective in the same sense that beauty is (because beauty is not a quality of the object being appraised, but a quality that we project onto it). The concept of good and better doesn't presuppose perspectives, that would be a pointless exercise from which nothing of value can be gained, nor does it convey any kind of information. Good and better can't be manifest a priori.

My aim in all of this is to come to a serviceable conclusion to the question what gaming is about and what is it made of. There does seem to be a hierarchy at work here, because we won't be satisfied with a game that has fundamentally shit gameplay, but awesome soundtrack that rivals art music. All elements should work towards achieving one goal, that is the nature of gesamtkunstwerk (which is a term I'm increasingly dissatisfied with), but it's obvious we need some kind of pointer to what that goal actually is, whether that is gameplay or artistry or something else.
 
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I liked many settings in DeS way more (e.g. Boletaria), also the Nexus with its repeating voice overs conveyed a better sense of desperation and hopelessness.

There's certainly a less evident sense of desperation and hopelessness in DaS than in DeS; DeS is like an enclave under siege unable to break free, while DaS is an abandoned world awaiting its resurrection. The conclusion of DaS felt way more hopeless however, in a subtle way I guess.

And I think the grass munching was mechanically inferior to the Estus.

I disagree. It made deaths and pvp way cheaper overall, though bonfires were way more revolutionary in that regard.

That is why I underlined interact, you don't interact with graphics, nor with music. Looking at a painting is not the same as ordering your zerglings to rush something :p

Eh, ordering your ZERGLINGS. What's a fucking zergling? You're saying the art has no part in creating the unit you're ordering around? Just the fact that you know what you're doing in the game is all down to the visual ques which, like it or not, are part of the overall graphical setup. Even purely aesthetic details arguably have an impact on gameplay by changing your perception of the game -- think final boss whose difficulty is severely underrepresented by his visual representation, i.e cute bunny. Meanwhile, Starcraft is full to the brim with audio ques alerting you to what's going on -- buildings get built, units attack, get attacked, die -- there are even game specific non-translatable ques such as SPAWN MOAR OVAHLORDS. If you want to argue that you don't interact with neither the graphics nor the audio in Starcraft, you play the game blind and deaf.

The same way you would appraise bad and good gameplay. The only way to not be able to differentiate between good and better is if the approach is different. I.e. you can't evaluate whether Diablo 2 or Starcraft 1 is better in terms of gameplay because they are fundamentally different, it's kinda more complicated than that, but video gaming hasn't evolved enough for that to be a problem.

Excuse me? Why would a FUNDAMENTAL DIFFERENCE in a set of rules and methods of interaction prevent me from evaluating which of the two is "better"?

You *can* evaluate whether Starcraft 1 or 2's gameplay is better as has been done in this very thread with a few links to other articles. Why and how this is done can be seen there.

Err, well I don't detect any of that in this thread. Do you mean this article?

Dynamics. It’s what makes Brood War tick. Even though the number of viable units in each match up is relatively small (you likely would see the exact same units every game), the amount of outcomes is enormous. The way each unit interacts on the battlefield, the way each player must exploit these units to their fullest potential gives Brood War its immense depth and longevity. It’s not something just anyone can master. It requires smart thinking and quick and accurate hands, everything we admire in a progamer. But it takes the hands of a god to play this game to perfection

v.s

Remember those two key components that made Brood War exciting and fun to watch? Unit potential and dynamics. Liquid`Drone's wonderful article "Power Overwhelming" covers what I have shamelessly dubbed “unit potential” quite nicely. Though units in SC2 are generally bigger, tougher, and attack faster and with more damage, there are a few things they have lost in the transition: game-changing spells and strong splash damage. And with this loss, the potential and dynamics of the game has deteriorated as well.

This analysis hinges on the idea that dynamics and unit potential is what makes Brood War tick and SC2 tick less. Why would that be the case? Because BW as a spectator sport was more "magical" to watch? Because micro was more difficult? But, why would more difficult micro be an objectively good thing? I prefer my rts games to be more like Majesty and Settlers, completely devoid of micro, but apparently SC2 favoring macro strats over micro deification makes the gameplay objectively worse.

Mechanics are logical and there is no personal preference in logic.

But mechanics don't fall from heaven, they are designed and design is down to personal preference within the realm of mechanical possibilities.

Subjectivity doesn't exist in technical matters of a work (it doesn't exist at all in art, but that's a convoluted topic I don't want to start), not to mention that if it did we wouldn't be able to formulate any kinds of arguments about anything.

In your way of thinking, I suppose that would be true. What I see are different interpretations at play -- we aren't discussing mechanics and art so much as our understanding of what they are. From what I can tell, you will have to start arguing that opinions are not the subject of the individual to follow this line of reasoning to its logical conclusion.

You'd be surprised with how few things actually are subjective in the same sense that beauty is (because beauty is not a quality of the object being appraised, but a quality that we project onto it). The concept of good and better doesn't presuppose perspectives, that would be a pointless exercise from which nothing of value can be gained, nor does it convey any kind of information. Good and better can't be manifest a priori.

Well, I certainly agree with the last statement. However, it really depends on the objective though, doesn't it? A concrete set of criteria, of goals, which constitute the dividing line between good and bad, better and worse, are the linchpin of an objective analysis. Harking back to old BW matches and the godlike skills of the professional players does not actually cut it, does it? Naturally, an objective comparison of "gameplay" remains so only as long as examined in connection to the selected criteria, but the criteria itself is selected -- not born by the grace of God.

My aim in all of this is to come to a serviceable conclusion to the question what gaming is about and what is it made of. There does seem to be a hierarchy at work here, because we won't be satisfied with a game that has fundamentally shit gameplay, but awesome soundtrack that rivals art music. All elements should work towards achieving one goal, that is the nature of gesamtkunstwerk (which is a term I'm increasingly dissatisfied with), but it's obvious we need some kind of pointer to what that goal actually is, whether that is gameplay or artistry or something else.

And I'm postulating that gameplay and "art" are inseparable elements of your own definition of the former, making it a ridiculous question to begin with. The hierarchy at work is akin to a muscle pumping blood v.s a gland filtering blood from toxins v.s a blob of fat sending electronic impulses v.s respiratory system that extracts oxygen -- as you say, gesamtkunstwerk, where any of the vital elements failing the whole project fails. Meanwhile, you want a specific goal but refuse to consider the possibility that different people want different things for their Best Gaem Ever despite all available evidence pointing to the contrary? Good luck with that. *sound of vault-door closing on hydrolics*
 
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Lacrymas

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Eh, ordering your ZERGLINGS. What's a fucking zergling?

The zerglings aren't the logical center, ordering them is. You don't *do* anything with the visual and audio cues, you may react to them, but not by manipulating them.

Excuse me? Why would a FUNDAMENTAL DIFFERENCE in a set of rules and methods of interaction prevent me from evaluating which of the two is "better"?
Is this sarcasm? You can't compare the two to find out which is better, it's like comparing Baroque paintings with Renaissance paintings to figure out which is better, when that doesn't make any sense.

Err, well I don't detect any of that in this thread. Do you mean this article?


This analysis hinges on the idea that dynamics and unit potential is what makes Brood War tick and SC2 tick less. Why would that be the case? Because BW as a spectator sport was more "magical" to watch? Because micro was more difficult? But, why would more difficult micro be an objectively good thing? I prefer my rts games to be more like Majesty and Settlers, completely devoid of micro, but apparently SC2 favoring macro strats over micro deification makes the gameplay objectively worse.

No. It was the bit on the balance side of things. They are right that you couldn't do anything against a force field and it was overpowered. The focusing on macro vs micro is a design decision which doesn't tell us anything about the quality of the gameplay. Though this is not really my field of expertise, so we may need a different way to evaluate them. IF the gameplay of both is equally valid then we can move onto other aspects of the game, like creativity. Does this mean that gameplay trumps everything else? The discussion about Starcraft is irrelevant to my question, I just gave a bad analogy which I wasn't particularly knowledgeable about.


But mechanics don't fall from heaven, they are designed and design is down to personal preference within the realm of mechanical possibilities.

It's not a personal preference, it's a choice. The personal preference comes into play from the player's side and not from the developer/creator.

In your way of thinking, I suppose that would be true. What I see are different interpretations at play -- we aren't discussing mechanics and art so much as our understanding of what they are. From what I can tell, you will have to start arguing that opinions are not the subject of the individual to follow this line of reasoning to its logical conclusion.

Ehhhh, this is convoluted as well. We have to differentiate between opinions which are based on actual arguments and information vs instinctual knee-jerks that have no such basis.

Well, I certainly agree with the last statement. However, it really depends on the objective though, doesn't it? A concrete set of criteria, of goals, which constitute the dividing line between good and bad, better and worse, are the linchpin of an objective analysis. Harking back to old BW matches and the godlike skills of the professional players does not actually cut it, does it? Naturally, an objective comparison of "gameplay" remains so only as long as examined in connection to the selected criteria, but the criteria itself is selected -- not born by the grace of God.
Yes, we are the ones who choose the criteria, but by we I don't mean an individualized set of them. To be able to form an argument we need more concrete material i.e. the intersubjective. Home-brewed philosophemes aren't what criticism and new/better things are born of. The dividing point is the way in which we choose these criteria, not the criteria themselves, and that way is the intersubjective. The balance between and technical competency of the mechanics are the criteria, in this context, from which we can actually extract useful information.

And I'm postulating that gameplay and "art" are inseparable elements of your own definition of the former, making it a ridiculous question to begin with. The hierarchy at work is akin to a muscle pumping blood v.s a gland filtering blood from toxins v.s a blob of fat sending electronic impulses v.s respiratory system that extracts oxygen -- as you say, gesamtkunstwerk, where any of the vital elements failing the whole project fails.

It's not though, because the elements of a game aren't interdependent. If the music suddenly stops you can still play the game. If the whole action is in drab, gray corridors you can still play it etc. I don't like gesamtkunstwerk because it's easily abused and it's not logical outside of the operas of Wagner. Anatomy is not gesamtkunstwerk even if we take it outside of Wagnerian operas.

Meanwhile, you want a specific goal but refuse to consider the possibility that different people want different things for their Best Gaem Ever despite all available evidence pointing to the contrary? Good luck with that. *sound of vault-door closing on hydrolics*

That's the thing though, I'm not interested in specific people's goals or wants (some people literally like and eat shit, that doesn't make it gourmet etc.) because it still doesn't give us concrete info that we can use to improve. What specific people want can be found in the variety that we have in the medium, but not in the medium itself. Not to mention that creativity and gameplay are qualities of all games and can't be individualized in any meaningful way.
 
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The zerglings aren't the logical center, ordering them is. You don't *do* anything with the visual and audio cues, you may react to them, but not by manipulating them.

But if there isn't a zergling there's nothing to order, even if the mechanics behind it are in place. Reacting to what you perceive is the precondition allowing you to manipulate the perceived object, meaning that even the very specific way in which you perceive an object will affect how you interact with it. To illustrate, an object made out to look slow and clunky would be more difficult to control in a virtual environment if it acted light and fast because of the false perception this would create. Your thinking on how to manipulate the object itself is reliant on what you know about the object, particularly from just looking at it, and rts games exploit that by making the units unique and memorable, thus instantly compartmentalizing your short-term memory which helps you in your goal of controlling said unit. Even when you're scrolled away from your base looking for an expansion you'll know by issuing the move command that you've selected a peon rather than a grunt -- and the sound-work follows a rigid set of basic criteria that need to be filled to adequately fulfill its function as a serviceable indicator on top of the "artistic" merit of making something that sounds "nice" and doesn't turn the player off from playing.

Is this sarcasm? You can't compare the two to find out which is better, it's like comparing Baroque paintings with Renaissance paintings to figure out which is better, when that doesn't make any sense.

It makes perfect sense, the difference is only in the criteria used for comparison. Which is a better game at a LAN party for instance. Which is better if you have 1 h to kill v.s a week-end. Which is better in a competitive environment. Which paintings are better suited for the Renaissance museum -- Baroque or Renaissance paintings? Which fits better in a pie -- apples or oranges? I mean, come on, we can't compare Fallout 1 with Fallout 3 because they're fundamentally different games? If it comes down to categories, you can categorize both Starcraft and Diablo 2 as mouse-driven games and compare them in their reliance to keyboard commands for effective gameplay as a drawback.

No. It was the bit on the balance side of things. They are right that you couldn't do anything against a force field and it was overpowered. The focusing on macro vs micro is a design decision which doesn't tell us anything about the quality of the gameplay. Though this is not really my field of expertise, so we may need a different way to evaluate them. IF the gameplay of both is equally valid then we can move onto other aspects of the game, like creativity. Does this mean that gameplay trumps everything else? The discussion about Starcraft is irrelevant to my question, I just gave a bad analogy which I wasn't particularly knowledgeable about.

What does valid gameplay mean, how do you validate or invalidate it? What's so overpowered about a force-field? Is there a rule that says every function needs to have an effective counter in the game, and who made that rule? How do we objectively judge a game on creativity? I think you're just throwing these words around without actually considering the implications.

It's not a personal preference, it's a choice. The personal preference comes into play from the player's side and not from the developer/creator.

How do they make their choices though? I mean, if it's forced on them, it's not a choice. If they make a particular choice, out of any number of other potential choices, that's preferential decision making. Look at the military industry, warships, planes, guns -- they all have their strengths and weaknesses, priorities and hard counters. The overarching goal is for the equipment to be effective in combat, but that ultimately also comes down to the men operating the equipment. Not saying that this is true in every instance, but in some cases great design may get butchered at the play-testing stage because of the boots on the ground, while at the same time we've become so accustomed to our six-shooters that any supposed superiority of an automatic pistol would be lost on us.

Ehhhh, this is convoluted as well. We have to differentiate between opinions which are based on actual arguments and information vs instinctual knee-jerks that have no such basis.

This is going to become more and more difficult as the argument grows. Perhaps we would be better served by simply restating our original points over and over.

Yes, we are the ones who choose the criteria, but by we I don't mean an individualized set of them. To be able to form an argument we need more concrete material i.e. the intersubjective. Home-brewed philosophemes aren't what criticism and new/better things are born of. The dividing point is the way in which we choose these criteria, not the criteria themselves, and that way is the intersubjective. The balance between and technical competency of the mechanics are the criteria in this context, from which we can actually extract useful information.

Look, I don't actually know what that means. What's balance between mechanics? What's technical competency of mechanics? When you make a machine it's supposed to fill a certain function. Technical competency the way I understand it would be a machine where every part of the machine does its assigned task with maximum efficiency regardless of whether the machine fills its function or does absolutely nothing. Balance between mechanics sounds like machine aesthetics, i.e worthless or more likely detrimental to the task at hand. I don't know, maybe this is some common terminology which I am simply unaware of, but if these are the criteria by which games should be judged then I don't have anything to say about any game that I'm aware of.

It's not though, because the elements of a game aren't interdependent. If the music suddenly stops you can still play the game.

I don't think that's honest. We don't know what the context here is, nor have we established that being able to play the game regardless of the conditions under which it is done separates gameplay from filler. It's sort of like arguing that if the game bugs out and your character is prevented from jumping, the game is still playable albeit you can't progress further. It's true that music generally serves secondary function in most games, barring mainly horror-themed games which become quite comedic rather than terrifying when the music stops or gets switched out for something inappropriate. But one also has to take into account how that shift in perception profoundly changes the way a player acts in the game which doesn't change the mechanics but sure as hell alters the gameplay.

If the whole action is in drab, gray corridors you can still play it etc. I don't like gesamtkunstwerk because it's easily abused and it's not logical outside of the operas of Wagner. Anatomy is not gesamtkunstwerk even if we take it outside of Wagnerian operas.

I hadn't even heard the term before, but I understand what the words mean and figured it for a symbiotic system in art. Movies, comics, games -- that sort of thing. Music if you count the roles of individual instruments, though here I would be at a loss as to why any particular instrument can't just as well be removed or replaced with the performance remaining musical despite that.

That's the thing though, I'm not interested in specific people's goals or ideals (some people literally like and eat shit, that doesn't make it gourmet etc.) because it still doesn't give us concrete info that we can use to improve.

Well, I think it does. People who like and eat shit should be able to state why they do so and shit alternatives based on these criteria could then be cultivated to fit this particular demographic. Same thing here -- you seem to be a big fan of Starcraft -- you might as well be eating shit in public as far as I'm concerned. Your thoughts on the objective qualities of gameplay and art are worthy of debate not because I expect them to be of use in improving the medium but out of the same morbid fascination you might experience when seeing someone chomp down on a huge turd in public, unable to restrain yourself from asking "Dude, what's that all about?"

What specific people want can be found in the variety that we have in the medium, but not in the medium itself. Not to mention that creativity and gameplay are qualities of all games and can't be individualized in any meaningful way.

Nor can they be objectively defined, other than as a byproduct of "what specific people want".
 

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