Grunker
RPG Codex Ghost
What that "core gameplay", that Codex doesn't care about, is? Because unless i got that wrong, your definition can't be that far away from Roguey's.
And that's the main reason i called you. Because i believe you agree with Roguey at some degree, but you will express it in a less trollish manner.
Well, when you get tired of reading this tl;dr, remember it was yourself that asked
It's not that "the Codex doesn't care about core gameplay", it's that many people here expressed disdain about discussions concerning gameplay. Like it isn't important next to a number of other factors. The example in the PoE-thread is that many people claim that the sturdiness of a mechanic's appeal in a simulationist sense is actually more important than its function as component of a system - as a game mechanic. Did you see the discussion with me and Roxor concerning what was the core of Might & Magic? I believe I expressed most of my views on the topic there.
As for agreeing with Roguey, I don't. Despite denying it, Roguey seems to be a fundamentalist formalist in the sense that she denies or at least reduces incredibly the value of anything not related to challenge provided by interaction. In other words, Roguey's narrow definition of gameplay seems to be "only that which requires you to interact with a system and is not trivial, i.e. requires you to overcome an obstacle/challenges you." Obviously this definition - like any strict and short definition - is retarded. What about sandboxing in Rollercoaster Tycoon or playing dress-up with hentai dolls in your browser? The latter might not constitute very compelling gameplay, but it's obviously a game.
In the end though, that discussion is kind of irrelevant. It's like the "what is an RPG" discussion. Even if some definition won after 20 years of debate, what exactly would be achieved by this semantic victory? Here's what I think is interesting:
What I do agree with Roguey on is that the majority of game designers - and, it seems, a lot of people on the 'dex - straight up refuse to discuss the inherent merits of the craft and structure of a game. They simply will not recognize the fundamental importance of a game's mechanics, and, like you, will say that as long as the mechanics serve their basic function sufficiently, the rest is more important. The truth is that if you put something in a game, it should have value, weight, and reason for being there. Gameplay doesn't take precedence over story or anything else. It's all important and it all interacts, and if something's fucked up, that's a flaw.
The obvious counter-argument will be Torment or Bloodlines or somesuch game, but if I was asked to rate these games by objective markers of quality, I would never call them "best ever." It's funny. We agree that these games - Torment, Bloodlines, Arcanum - are flawed gems. No one will argue that definition. Yet most of us sort of agree they're simply the best ever. So, despite agreeing they're "flawed", we also define them as the "best" - i.e. closest to perfection. I will say that their high rating on people's lists (mine included) is a testament to just how strong their stories and characters are, since they carry the weak mechanics. Buuuut, even if I do not like a game like Dark Souls personally, it's a much more well-rounded and flawless game than Torment or Bloodlines could ever be. It has next to no flaws. It functions in almost every part of its design in the way that it was designed to do. It doesn't have huge, obvious problems like Torment or Arcanum.
So, I said I like Torment and Bloodlines but didn't particularly enjoy Dark Souls. So why's the discussion even important? Because if we don't recognize the fundamental importance of structure and form, we can never hope for something truly great, i.e. a Torment that doesn't squander the majority of its mechanical assets. Dark Souls is limited by its narrow scope, so even if it has few problems, it cannot become truly great. Torment could have been much more than Dark Souls, because it doesn't share its limited ambition. This is even more true for Arcanum. However neither of these games succeed at becoming more, because their designers never gave much thought to their craft, their structure - their mechanical design.
It's like Aevee Bee's criticsm of Spec Ops and Limbo:
Mammon Machine said:I really did not like Limbo, from its mechanics to the metaphorical meaning it was sort of having, but Limbo is a crystal clear game to analyze aesthetically. I feel similarly about Spec Ops: The Line, in that it’s basically got nothing, but it does have a plot and characters and we can have a ready set of tools for talking about them.
[...]
I also can’t stand a lot of the critical darlings either, that have plot and aesthetic of a sort maybe but are incredibly shallow compared to say, an actual gosh damn book, especially when their form and craft is otherwise weak. Spec Ops has plot and characters, but its pacing is ridiculously awful, the delivery of its message eye-rollingly blunt and lacking in nuance, and the supposedly mediocre shooting is mediocre to no interesting end. Look at the plot and characters in a vacuum and you can almost reconstruct the game they were trying to make, but that is not the actual game.
Source: http://mammonmachine.com/post/55695607522/craft-and-form (read this article, it states my opinion much better than I could hope to do myself)
So, in short: I ackknowledge that all parts of a game is important, but while everyone in the industry and, apparantly, on the Codex, will recognize the importance of simulation and writing, gameplay and mechanical functionality is completely underappreciated. That's what I like about Sawyer. That's what I like about games like Paper's Please. Mechanics are to a game what structure and language is to writing. Your characters can be ever-so interesting and your story ever so original; if they're not told with sufficiently effective tools, they're doomed to being flawed.
This, more than anything, is what is holding back contemporary games, IMO. It's like Chris Franklin said:
Errant Signal said:There's a saying in the medium of film that goes "show, don't tell." Why? Well, film is a visual medium. If you just have two talking heads saying lines in shot/reverse-shot, you aren't really utilizing the medium to its fullest potential. There's all sorts of information that you could add to your work with cinematography, editing, framing, lens selection and mise en scène. Similarly, games are an interactive medium. There are all sorts of things you can say with win-states, lose-states, kinaesthetics, assymetric vs. symmetric play, game balance and vocabulary selection. A general corollary for games might well be: "do, don't show."
Source: https://www.youtube.com/watch?v=q-3gcVICiCs
Rake said:I'm not stupid enough to go to an arguement with her...
The folly of starting an argument with Roguey is overrated. Roguey is simplistic and blunt like a hammer that hits a nail, but certainly not stupid. Both me and Infinitron have had plenty of constructive debates with Roguey.
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