Or Oblivion LARPing success.Yeah, players totally need to have a goal set in stone by the game designer. Hence Minecraft's and The Sims success.
A designer making narrative-driven RPG successor prefers narrative-driven, goal-driven games. We're so fucked!
It absolutely does. For as long as winning conditions are set (and they are), "to win" is as clear of a goal as any. You win a football match by scoring goals.Blaine said:such as nearly the entire 4x genre, unless "to win" constitutes a goal now
Minecraft is Virtual Legos for autistic children. The Sims is a person simulator. There's no "not knowing what to do" in either.Yeah, players totally need to have a goal set in stone by the game designer. Hence Minecraft's and The Sims success.
Minecraft was one well-known example I had in mind, and there are numerous others—such as nearly the entire 4x genre, unless "to win" constitutes a goal now—but they'd be lost on Roguey. The "pro game designers" (and more importantly, Josh Sawyer) from whom he sponges all of his opinions have spoken; you might just as well argue politics with a Fox News enthusiast or debate egalitarianism with a feminist.
You started from nitpicking a neutral assumption that "clear goals are't that bad"....
...and quickly stated the position that anyone who needs these in game is an idiot and console peasantry.
And, of course, you have a perfect knowledge of what Sawyer thinks when he says something specific.
Can I have a fair answer to my fair question instead of dissecting post quote n quote?
Blaine said:All (or nearly all) computer games lacking set-by-the-developer goals are nevertheless governed by a system of rules and mechanics, fulfilling half of your criteria and clearly distinguishing such games from toys.
As for the other half of your criteria, that being set goals, there is no authoritative source claiming that the goals of a game must be set by the creators of that game, rather than by the player(s). Once a goal has been chosen by the player(s), it can then be worked toward and progress made in a manner similar (or in some cases, nearly identical) to working toward a developer-set goal. It is quite true that narrative-driven games aren't typically conducive to such freedom of choice, but that's not actually the point.
Your examples are muddled and your reasoning unsound, but I have to hand it to you, it sure sounded authoritative. Some games cannot be "won" in the traditional sense, but the assertion that this means that they aren't actually games is laughably simpleminded and absurd.
Toys are also constrained in their function. Your toy robot only walks when you put it on its feet and press that exact button, not the other. Do these rules and mechanics make that robot a game?
Well, actually at least the target reacts to hits. In Skyrim it does not.Not only does the missing blows go through the air, also the hits do.
Actually, it's pretty much the opposite way around.But at least they act somewhat convincingly near death, unlike morrowind where they go from 100% healthy to 100% dead in one hit.
Maybe because tapping your attack key like a spastic retard won't do much good if your weapon is a steel war axe with 1-20 damage range, meaning you need a good swing to let its weight work for you instead of against?If you look at the video, it takes a shit tons of hits to down him.
So specifics of any mechanism is just laws of physics now? If one Lego block fits this other one, but not next, is that because physics dictate that, not the designer? You must be desperate to support your point if you cling to arguments as weak as that one.Blaine said:I ought to have said something earlier—I was half-expecting a harebrained counter-argument like this. Yes, the world around us is subject to the fundamental laws of physics, and it therefore follows that all ideas, objects and constructs are limited both in their form or design, as well as in the way in which we conceive of or interact with them. Congratulations on some genuinely heroic water-muddying and semantics.
Then stop being dumb as Hell. You're the only one pissed about the word "toy" I used previously. I enjoy challenging game mechanics, but I also enjoy toying with them in the way not at all intended. Stop tilting at windmills, tone down your ad hominems, and maybe, just maybe you'll be able to see the actual meaning behind people's words.Blaine said:It's bickering over whose preferences are better, and it's dumb as Hell.
Can I play post dissecting too, for once? Usually I don't do it, because in real life, people, usually, do not talk like that. They use multiple points to create a more complex and interesting one, and usually you reply to that point, expanding the topic. Unless one shapes his points into a) b) c), usually human beings talk like that (I should have used the fact of speech degeneration in the internet as my diploma work... lol).
all as planned
generalization (a tactic which you seemed to disrespect before, for Sawyer, at least)
semantics (and from my point of view, where semantics starts, natural human conversation usually ends)
semantics (with dictionary and google - another last resort of people who tend to fall into sophistry)
"experts know better, thus everything is pointless"
repeating your own preference, which boils down to a fact that you hate something which follows from your own generalization
Don't mistake standard spam or heat venting of people who are tired of not getting games they wanted all these years for the Hivemind. Generally codexers are as flexible in their gaming tastes as any gamer (usually better than any).certain types of games aren't "real games," because they aren't to your tastes or don't meet your criteria for whatever reason. This is standard Codex practice
You must be desperate to support your point if you cling to arguments as weak as that one.
The Bishop said:Then stop being dumb as Hell.
Third time's the charm!You almost got my goat.
G.E.C.K. being a collection of seeds and fertilizers is just an ass-pull by MCA and it wasn't even in game lore, but something that he wrote in the bible.I hate thinking inside of tropes, it's just boring, lazy and usually wrong. When you accept the context, searching for G.E.C.K. is not that illogical. You have a dying chunk of people in tribal state who look into everything from the past as magical and mythical. So when they find a clue of something which can bring fertility back to the land they send their best and most spirited tribesman on it's search. And the G.E.C.K. then quickly gets de-romanticized into nothing but a bunch of field chemicals and collection of random seeds - another purely utilitarian item marketed in pre-war magazines as some wonder, the same magazines people now use to clean their asses with. But the protagonist, being rat-eating tribal he is, is till obsessed with it's "magic" (not very logical for someone with 200% Science of course).
The game would be better if in the end people did't actually need the G.E.C.K. to make their lives better (banal moral lesson, but at least it would still be a lesson).
I remember that my perception of G.E.C.K. as something utilitarian was supported by conversations with drugstore owner in New Reno, moonshiner in Klamath, Lynette and in-game information.G.E.C.K. being a collection of seeds and fertilizers is just an ass-pull by MCA and it wasn't even in game lore, but something that he wrote in the bible.
I take it that other than argument bending and ad hominems you have no way to prove your point. As expected.Your toy robot and its button argument took the cake, really. It's you who steered the conversation in that direction, not I. Water-muddying at its finest.
No, no, no. To stop reading my posts you have to at least try starting to read them first. What I saw from you is just acidic retorting because I hurt your feeling by calling your favorite games "toys" and apparently you don't take such offense lightly.Blaine said:Not reading your posts ought to be a good start.