Someone had the temerity to suggest that a 20th century philosopher might have had a point worth discussingI was summoned here, but i don't why. Somebody feel me in so i can rage away.
I was summoned here, but i don't why. Somebody feel me in so i can rage away.
The concept of taste has no relevancy in art. It has a tortured history that is kind of hard to convey. Kant argues (in Critique of Judgement) that genius, by way of taste, is what we use to evaluate art. I think he defines this as good taste. He uses this because he realizes the problem that arises when you judge art on objective quality. This objectivity comes from the European traditions (not folklore traditions, that's different) in the various arts. Good taste is defined by the educated/knowledgeable people in their respective spheres, this is called intersubjectivity (20th century terminology). Subjectivity that can't be denied and is true for everyone (who is educated), basically. This is why we can say for sure that Beethoven is a genius. Tradition as objectivity is very relevant in this case. Gadamer (in Truth and Method) points out that the idea of taste is irrelevant when you can judge art by intellectual means which have this basis in tradition. It's a lot more complicated than this, this is only a very, very simplified overview.
For many years The Age of Decadence seemed like many people's “last hope” for an old-school, hardcore PC RPG, but since then, and thanks to Kickstarter we have titles like Pillars of Eternity, Wasteland 2 or Dead State. Don't you feel like you've missed the opportunity and lost your niche?
VD: Pillars is a hardcore RPG? Anyway, InXile is bringing TB combat back, making AoD more accessible for people who wouldn't give it a chance otherwise. RPGs take years to make, but only a few weeks to play. There's plenty of room for everyone as the games you listed are all very different.
Oh, so you don't see Pillars as a hardcore RPG? What in your opinion defines a hardcore cRPG then?
VD: Pillars of Eternity is a mass-market RPG, which is understandable considering that Obsidian is a fairly big company and can’t afford to make niche games with limited appeal. Obsidian played it safe and didn’t take any risks there. After all they didn’t make a ‘spiritual’ sequel to games that put Black Isle on the map, did they?
The way I see it, hardcore RPG is challenging to a fault, has no hand-holding, requires commitment to figure out the rules. In the olden days if you can’t figure out the system it was your problem. These days it means that developers failed you.
Interesting. Discuss??The way I see it, hardcore RPG is challenging to a fault, has no hand-holding, requires commitment to figure out the rules. In the olden days if you can’t figure out the system it was your problem. These days it means that developers failed you.
You have to figure out the system to be good at combat. Sure, you're told the basic rules but it takes more than that to kill your way through the game. That's what I meant.Eeehhh, I agree on the challenging part, but I'm not sure what he means by "requires commitment to figure out the rules". If someone invites me to play Belote or Poker (for the sake of argument, let's say I'm not familiar with the rules), but nobody tells me how to play or what the rules are it would just be frustrating. Sure, after a while I might be able to pick up what is going on, but it seems unnecessary. AoD does have a tutorial and one of the major premises of the game is that you can speak your way through the game, so there's no figuring out the rules there :p
The best mainstream example is ToEE. When it was released the mainstream media claimed that it was too complicated and was like a Chinese fucking puzzle. Only DnD geeks could decipher the rules and "normal" people didn't stand a chance. Of course, the game was easy but that's not the point. The days when you were expected to figure out a system and use your brain are long gone.
It's not about reading them. Take chess, for example. You can go over the rules in 2 minutes but it will take you much, much longer than that to figure out how to use these rules effectively and combine them into effective strategies. Naturally, no RPG is like chess so you need considerably less time to become good at killing things but if a game is challenging, you still need more time and commitment than simply going over the rules.If the rules are plainly laid out in the game, then there's no excuse for not reading them, so their criticism is not serious or valid.
A system you can figure out instantly isn't worth playing. So, yeah, that's exactly my point. You have to take time to figure it out, which is no longer fashionable because failure to succeed is now seen as a design flaw.That doesn't translate to commitment, it translates to well-thought-out mechanics/challenges dynamic. If it takes you a long time, fine, but that's missing the point.
So basically objectivity exists, but i'm still going to call it subjectivity 'cause lol fuck you. How about objectivity is possible, end of story?
VD: Pillars is a hardcore RPG? Anyway, InXile is bringing TB combat back, making AoD more accessible for people who wouldn't give it a chance otherwise.
A system you can figure out instantly isn't worth playing.
You're looking at it the wrong way, I think.A system you can figure out instantly isn't worth playing.
Why? "Figuring out" a system isn't the same as mastering it, nor using it to your advantage to overcome challenges. Like Goral said, AoD's mechanics aren't hard to understand or come to terms with. Why would a time frame be of the utmost importance here and the thing that separates casual games from hardcore ones? Time in this case is incidental, if we go by that logic, I can create the most obtuse and mind boggling set of rules ever and it would take decades to decipher, would I then have created the most hardcore and challenging game ever? No, of course not.
You're looking at it the wrong way, I think.
Imagine you got yourself a brand new RPG. You install it, glance at the rules, start playing and kicking ass (i.e. any mainstream RPG designed around you kicking as much ass as your ego can handle). Alternatively, you start playing it, get your own ass kicked over and over again. This ass-kicking is what's forcing you to dig deeper and try to understand the system better. That time frame is what separates 'learn to play' games from 'press X to ass-kick' games.
As for AoD mechanics, they aren't hard to understand but it will still take a new player some time to figure out how to beat the training fight or the first fight or the mine (which one of these will stop you dead depends on your level of competence).
You need time to figure out how to overcome the challenge (otherwise it's not much of a challenge to begin with).Yes, you are right that the difficulty is the key factor here, but not time. The intellectual pursuit (of the second player) is what ultimately separates the two players and, by extension, hardcore from casual games.