rob, if this was anyone other than you I would have deleted your last post and asked you to stop posting in this thread. You stopped having anything new to say several posts ago, and now all you are doing is repeating the same (already comprehensively refuted) points and boring the fuck out of me with your very particular personal preferences. "I like doing this and this; I don't like doing that and that." I mean who cares! Granted, your personal preferences are interesting up to a point, on the one hand because you are a very experienced player, on the other just as anyone's preferences are interesting: as another point on the "random people's preferences" statistical curve. But to be able to understand ANYTHING in depth you need to be able to step outside yourself and examine the matter from as many angles as possible -- preferably all of them. Most people can't do this, so their understanding of things remains anchored on the personal level -- simplistic, naive, and therefore wrong.
Anyway, I will reply extensively to your latest post; since I didn't delete it I am obliged to reply to it for the benefit of whoever is paying attention to this thread...
rob dot wrote:icycalm wrote:Because the desire to see what happens next is among the top three reasons to play a videogame. A stage select feature takes that away.
When I have RE5, what happens next will be in my top 3 reasons to play it.
Great, so you can understand this principle for many of the games out there. That's a good start. With a little bit of imagination you might one day be able to extend your understanding of this principle to ALL games. Or perhaps not. Either way, there's not much more I can do to help you with this.
rob dot wrote:Arcade shooters aren't typical of video games in general, which is why I like them the most.
This doesn't say anything. They may not be "typical" (i.e., in your use of the word, "popular") now, but they used to be. By sheer numbers there may well be more arcade-like games in existence than "modern" 3D action ones. This factoid, of course, still doesn't tell us anything interesting.
rob dot wrote:They are reliable and I know what to expect from series to series.
More waffle. Same thing applies to 3D action games.
rob dot wrote:I use the abilities I've been given on stage one for the rest of the game and the difficulty increases.
Just like in Devil May Cry then.
rob dot wrote:That is a winning formula.
Sure.
rob dot wrote:A long, story-based game
Story-based games do not exist. This is because the concepts "game" and "story" are mutually-exclusive. More on this in an upcoming article titled "On Narrative Delusions".
rob dot wrote:A long, story-based game can mix (or mess) things up with new abilities, characters, items, game styles and plot twists, so what happens next is far less predictable.
Same exact thing applies to arcade games. If you were taking your time with them, instead of rushing through them in order to get a couple extra points and make your spreadsheet happy, you would understand this.
rob dot wrote:I shoot stuff and score points, the background graphics change for no reason other than it's a new stage.
And that's a pretty damn good reason. But that's not all that changes between stages. Stage layouts, enemies and their patterns, enviromental obstacles, etc. can all change according to stage,
and as a result of the thematical differences between stages. -- At least in the good games. And that's just awesome. It's why videogames can be such a trip.
rob dot wrote:The boss can look like a dragon or ship while shooting things. Not a whole lot to go wrong or a whole lot to impress with.
Oh, what a shame. rob is not easily impressed. :( What on earth are we going to do about that? Oh, I know, let's get the Trizeal guy to start doing the art for all arcade games from now on. Because, hey, what's the point of even trying if rob cannot be impressed?
Jesus fucking Christ.
rob dot wrote:I like the genre because I can predict what happens next.
Yes, if you credit-feed games of course you can "predict" what happens next. That's a given.
rob dot wrote:It's good that way.
I am glad you are at least enjoying yourself.
rob dot wrote:Just looking at the graphics - impressive, imaginative graphics are such a rare thing in shooters.
Apparently, if your name is rob.
rob dot wrote:I'm playing Ninja Gaiden II on the 360 right now and small budget 2d shooters can't compete with those visuals.
People get banned from here for comments like this. If you are incapable of appreciating art at least don't flaunt your vulgarity in such a shameless manner.
rob dot wrote:In games that last an average of 25 minutes (and can be cleared in a day or a week without continues), there is not a lot to show.
I bet you also prefer Big Macs to French haute cuisine.
(Excuse the tone of my replies, but it was either this or delete...)
rob dot wrote:Stage select takes nothing away since it is not used (or even available) until the stage has been reached in a normal game. "What happens next" will already be spoiled.
Whatever. I guess there are different variations of "stage select", including the kind that can be made via save states. But like I said, I am not interested in all that shit. As long as stuff like that doesn't come as standard, you can do with the game whatever you want once you buy it.
icycalm wrote:And what the fuck does the fact that Recap didn't make these games have to do with anything?
rob dot wrote:Arcade shooters include continues.
The newer ones, yes. I think we have already established that.
rob dot wrote:How many times has their inclusion been challenged?
WHAT THE FUCK DOES THAT HAVE TO DO WITH ANYTHING? IT IS BEING CHALLENGED RIGHT HERE, RIGHT NOW!
rob dot wrote:Is anyone really telling me that all of those developers include continues and don't want the player to use them?
Yes, I have already made this plain.
rob dot wrote:If they allow a game-ruining feature like that into a game, what else did they not want to include?
Things which it would be off-topic to discuss in this thread.
rob dot wrote:That doesn't say much for the intention of the designer and less for a person who thinks they know what the designer's intention actually is. He's saying they failed their own game. Maybe they would all rather be making a horsey sim or console shooter with more ships than R-Type Final.
More pointless, nonsensical waffle which would have gotten anyone else banned by now.
rob dot wrote:I don't care what they failed to include or leave out.
Well,
I do, and this is my fucking forum and my fucking thread, so if you don't care about the subject of the fucking discussion don't fucking post in it.
rob dot wrote:I judge and enjoy games as they are released (arcade or home port). They include continues to take or leave.
You don't even know what the verb "judge" means. Look it up.
rob dot wrote:Score is an explicitly stated objective for many games.
Yes, but it is a
secondary objective for the newer, stage-based games. When you beat one of these games you get a screen saying "The End", whereas there's no equivalent screen regardless of score. This should be enough of a clue for you. If it isn't, there's nothing I can do to help you understand this.
rob dot wrote:He only bothers with this to make early stages less boring
There are more valid reasons to take score into account including, for example, extends, and in games where scoring is tied to survival, which really are the best games. So no, he does not "only bother with it to make early stages less boring". You are just not thinking hard enough when you read our posts.
rob dot wrote:but he is really adamant about something he assumes they want you to do.
Yes, because it is plain that that is what they want you to do. If they wanted you to credit-feed their games on your first go they would not have bothered creating different-themed stages, and everything that goes with them. This is another one of those facts which it is clear that it's impossible for me to help you understand.
rob dot wrote:Yet I'm ruining the game (scene development) by working towards the clear objective
Towards the
secondary objective. And yes, you are ruining the primary objective, but only for yourself, though if it never gave you any pleasure in the first place you are not ruining anything.
rob dot wrote:and not what I'm told they actually meant for me to do, maybe, but failed to prohibit.
There are lots of things designers fail to prohibit in their games, and this is one of the main reasons most games suck. But don't worry. I will eventually explain all of them. This is what criticism is all about.
rob dot wrote:Not playing score-based games for score is what ruins games.
Hey, something we can agree on. Though I am afraid we still don't agree on WHICH games are score-based and which not, and probably never will. Games with stages and "The End" messages, for example, are not primarily score-based, hence not playing them for score does not ruin them. Et cetera.
rob dot wrote:icycalm wrote:What the fuck does "play for score" even means? It is already clear from his remarks that he DOES play for score.
Understand at least the basic techniques and apply them from beginning to end of a score-based game.
Yeah, which is what we are doing. From beginning to end, the "end" here being the furthest point in the game we can get to without cheating.
rob dot wrote:It's the scene development of doing stuff for numbers.
lol. You take a term we invented to distinguish one thing from another, and redefine it as the thing from which we were trying to distinguish it. An obfuscating tactic worthy of the Sophists of ancient Greece.
rob dot wrote:It's to place score above clearing the game.
It's to stand game design happily on its head. To miss the forest for the trees. Et cetera. I get you.
rob dot wrote:He says he has no incentive to continue after he finishes a game, which means he doesn't.
Yes, he doesn't miss the forest for the trees.
rob dot wrote:Not my loss
And from where I'm standing, not his either!
rob dot wrote:but avoid telling anyone how to play or maintain their high score listings because people don't like armchair advice. Not that straight/fake will make its way to any threads. This is just one reason people don't take to this idea.
Do I fucking look like someone who give's a fuck what ideas people "take to" or "don't take to"? People are idiots.
We've already established this. If you enjoy following the crowd no one's stopping you. Just stay the hell of this forum if that's what you want to do.
icycalm wrote:Has anyone here claimed that "practice is not beneficial"? Did I perhaps miss that comment? If not, why the fuck are you refuting a claim no one even made?
rob dot wrote:You've both agreed with each other that using continues is like using a cheat device. So the most efficient practicing method a game allows is cheating to you. You must see that the continue-as-Game Genie thing discourages practice.
More sophistry, lol. I would have been impressed if you were doing this consciously, but it is plain you just can't spot the logical errors in your own reasoning. Looky here:
1. You've both agreed with each other that using continues is like using a cheat device.
2. So the most efficient practicing method a game allows is cheating to you.
3. You must see that the continue-as-Game Genie thing discourages practice.
Numbers 1 and 2 are correct. Number 3 is not. Continue-as-Game Genie discourages
the kind of practice we regard as cheating-- not practice in general! And in fact not continuing ENCOURAGES practice, and the most enjoyable kind of practice as well! The kind that allows the player to fully appreciate the whole game -- both its primary and secondary objectives instead of just the secondary.
rob dot wrote:So you might not disagree that it's beneficial, you just don't want people to do it.
Meh. I don't give a fuck what people do. Like I said, people are idiots and will always do idiotic things. In my capacity as a critic, however, it is my self-imposed duty to tell people what I see as the optimal way to enjoy a game. What they do afterwards is their own business.
rob dot wrote:In context, I meant that he'd be much less critical if he accepted the challenge of mastering a game that has more layers than just shoot stuff.
It is clear from his posts that he accepts this. You just need to read more carefully.
rob dot wrote:Geometry Wars is fun and not bad to look at, either.
What does this comment have to do with this thread? (Don't answer: just try harder to stay on topic in the future.)
rob dot wrote:By the way, how does scene development work in a game like UN Squadron? I mean, is it a bad game if they make you choose stages? Do you select the same order every time? How do you decide on the order? What about randomized stages where you don't even get to choose? Questions go to Recap.
I don't know specifically about UN Squadron because I haven't played it, but most -- if not all -- games I know of that give you a choice between stages, STILL have stage progression, meaning that you can't choose the later stages from the start. This fact perfectly answers your spurious objection. The rest of the questions can be answered/discussed in individual threads about specific games. Feel free to start as many as you want (but make sure you are serious about them: don't just flood the forum with new threads as a reaction).