Ostriig on 13/12/2008 at 20:31
Quote Posted by Papy
No, I don't choose only because I have a choice, I choose because I think one choice will be better than the other. If all choices are equals, I just don't care.
In games allowing multiple pathways, there's a lot of time and effort going into creating an almost equally challenging and fulfilling experience regardless of the type of approach chosen by players, and not all devs manage to get it right. In RPGs, it's character progression and specialization that gives your choices weight and significance. A certain choice should be "better suited to your playstyle", either overall or in relation to one particular situation, but not "universally better". There's a term for when that's not the case and it's "broken game mechanics".
As for "barbie lol" vs. "winning and losing", while not all videogames have to be anything more than simple electronic toys and distractions, altogether denying the importance and potential of personal expression in them is denying the medium's main claim to artistic value. Which would make you an idiot.
ZylonBane on 13/12/2008 at 21:27
Quote Posted by Papy
No, I don't choose only because I have a choice, I choose because I think one choice will be better than the other. If all choices are equals, I just don't care.
Okay, we get it, you don't like RPGs. Go eat your bran muffins and shredded wheat.
Papy on 13/12/2008 at 22:24
Quote Posted by BlackCapedManX
If a game was about winning and losing, why would there be a plot?
First, plots of most games are really, really thin. They are cliché, superficial and about the level of a young kid's book. There are a few games which reach early teen level, but that's about it. The day I'll see a real good plot, than maybe I'll see video games as more than just games, but for now, when I want a good plot, I read a book.
Of course, I do like stories and characters in a game, but that doesn't mean the game is not about winning and losing. In the case of Deus Ex, I viewed this game mostly as an RPG.
I guess I should point out that for me an RPG is not a game where I do whatever I feel like, it's a game where I put myself into someone else's shoes. It's a game where I try to succeed using whatever abilities I have at the start of the game (as the character I'm playing). I always try to know what is the best solution according to the situation and to who I pretend I am. I think an RPG is a game where I should adapt to the world, not the opposite. In the end, this means an RPG is also a game about winning (I guess succeeding is a better word) and losing.
Of course I expect every choice I have at the start of the game to be viable, but once the game is started, then my choices are exactly like choices in real life : there are good choices and bad choices. It's up to me to know which is which. For example, with a game like SS2, I expect every class to be viable, but once the game is started, once I have some ways to know what I should choose, then I don't expect the game to let me do whatever I want without some form of punishment. In fact, I expect the game to offer me bad choices.
In the case of Deus Ex, I didn't viewed it as a simple problem with well defined rules and a clear solution. I didn't viewed it as a shooting game or a sneaking game, I viewed it as a "what should I do" game. I viewed it (or rather imagined it) as a real world with lots of unknown rules. Looking at my environment and talking to characters were about finding those rules. From a gameplay point of view, talking to characters and trying to know them were a form of exploration and about putting pieces together. It was a kind of puzzle game. This feeling was heightened (not sure if this word means what I think it means) by the fact people were reacting to what I did. The fact is the story and characters were a part of the gameplay, which was about knowing how to win.
BTW, sports are not the epitome of winning and losing since you can do sports simply for the physical activity. I certainly played games were I was sure to lose or sure to win. Yet, I did find those games fun.
Quote Posted by Ostriig
altogether denying the importance and potential of personal expression in them is denying the medium's main claim to artistic value. Which would make you an idiot.
Up to now, I've never seen a video game I would call art, particularly not in the story department. Even Deus Ex' story, which was very elaborate compared to most other games, was simplistic and without any real "artistic" value. I'm not denying video games could one day evolved into a true art form, but that's not the case for now.
Anyway, art is a form of personal expression for an artist, not for the one who look at a piece of art. If you think PLAYING a video game is about art, if you think you are creating art when you sneak past a guard, then you're an idiot.
Ostriig on 13/12/2008 at 22:47
Quote Posted by Papy
Anyway, art is a form of personal expression for an artist, not for the one who look at a piece of art. If you think PLAYING a video game is about art, if you think you are creating art when you sneak past a guard, then you're an idiot.
No more than the act of watching a movie or reading a book doesn't constitute, in itself, art. Yet films and literature represent forms of art. What sets videogames (or "interactive electronic entertainment", if you prefer) apart from other artistic mediums is their potential for actively and consciously involving the audience and making them part of the experience through choice and consequence, a mechanism which is not restricted to the tactical, but can and has been used in relation to the moral side of things. Games can natively relay their messages
with their audience, instead of exclusively
to them, thus emphasizing their points through personal emotional investment. That is the most compelling artistic asset of videogames as a medium, and one would think it was pretty damn obvious this was what I was on about.
BlackCapedManX on 14/12/2008 at 03:55
Quote Posted by Papy
I guess I should point out that for me an RPG is not a game where I do whatever I feel like, it's a game where I put myself into someone else's shoes. It's a game where I try to succeed using whatever abilities I have at the start of the game (as the character I'm playing). I always try to know what is the best solution according to the situation and to who I pretend I am. I think an RPG is a game where I should adapt to the world, not the opposite. In the end, this means an RPG is also a game about winning (I guess succeeding is a better word) and losing.
See, what you just did here is say "an RPG is a game where you play a role, because of this an RPG is a game about winning and losing." Basically, what they hell are you talking about? You described a scenario where you attempt to define an experience and then enact that experience, and then you try to shove that logic through a hole where it looks like this is about winning and losing when you're done with it (and I'm used to seeing this, going to art school, where often students make a work, then try to bullshit it into a particular meaning, even though it doesn't have jack to do with that meaning.) Is "winning" (or "succeeding") to say that you've accomplished your goal of playing a particular character? That's like saying actors try to "win" the "acting game" where if they aren't enough like the character they have "lost." Which, I guess is a possible way to look at it, but it's a rather ridiculous one. Playing an RPG to fit into a role is self describing, you don't "win" at it, you just do it. That's why it's an experience.
Quote Posted by Papy
In the case of Deus Ex, I didn't viewed it as a simple problem with well defined rules and a clear solution. I didn't viewed it as a shooting game or a sneaking game, I viewed it as a "what should I do" game. I viewed it (or rather imagined it) as a real world with lots of unknown rules. Looking at my environment and talking to characters were about finding those rules. From a gameplay point of view, talking to characters and trying to know them were a form of exploration and about putting pieces together. It was a kind of puzzle game. This feeling was heightened (not sure if this word means what I think it means) by the fact people were reacting to what I did. The fact is the story and characters were a part of the gameplay, which was about knowing how to win.
Again, the logic you're using is unfounded, it's like you've said "once I've gotten to the end of a book, I've figured out what it's about, so I've won the book." If talking to characters was about "unsolving the puzzle of the rules of the environment" (or however the hell you'd like to describe whatever convoluted thing it is you're describing,) then why bother to replay the game? Talking to characters is about uncovering the plot, because once you've gotten all of it, it's mostly unneccessary in subsequent playthroughs, because you already know (as far as figuring out the rules, you could argue that if it wasn't necessary to talk to the characters again, then why would you read a book more than once, but books clearly aren't about winning and losing.) In a game as inclusive to your choices as DX I really don't think it's only about "how are you going to win." I think DX purposefully offers the play the choice to really be instructed by the environment of the game, by saying "here is this story, where a science project secret agent has to fight some global conspiracy, what would this look like if the agent was a pacifist? what about a sociopath? what about a computer expert? what about a well rounded individual who can sweet talk people and has deep pockets?" A lot of the choices are more specific to how you deal with hostile encounters, but even then, it's like an action story: it's not likely that you're going to lose, so it's what you do that's the point of the game, not the fact that you win in the end. Now there are ways to play where it's really the player vs. the game, such as trying to complete the game with no items or skill, or attempting to beat the game in the shortest possible time (the quickest run I'm aware of is about 45 mins,) and in these instances it is about winning (or accomplishing something, but essentially winning,) but these aren't within the native context of the game. The game designers clearly have tried to make an interactive story environment, and maybe you simplify that into a series of puzzles, but that's quite obviously not the intent behind the game so you're basically saying "my opinion is my opinion" and expecting it to be some truth about role playing games.
Quote Posted by Papy
BTW, sports are not the epitome of winning and losing since you can do sports simply for the physical activity.
Sports were designed to be played to win (in most cases, major exceptions being things like skiing, which I imagine were simply to have fun and then the competetive amoung us said "hey I'm better than you are at this" to which someone else rebutted "are not" and hence scoring for those things came about.) But not everyone is good enough to win to the extent where they can claim competetive or professional stature, so they simply use it as excercise or social time or whatever, but the design of most sports has really simple standards for who is the winner and who is the loser (as compared to say, an RPG where you can "win" the game, but other than that it's about the actual playing and experience, and not who's best.) I guess this sort of shows the simplest understanding for why a game like DX isn't played "to win," in that there are no competetive DX games (for single player anyway) because no one is really a better sneaker or hacker than anyone else, because in the end it's about player experience, as opposed to player profeciency (the latter being what you see arising in games like Halo or Starcraft, both of which have been turned into sports... am I painting a clear enough picture here?)
Quote Posted by Papy
Anyway, art is a form of personal expression for an artist, not for the one who look at a piece of art. If you think PLAYING a video game is about art, if you think you are creating art when you sneak past a guard, then you're an idiot.
I really don't need to say anything here because Ostriig pretty much nailed it, but this comment was so ridiculous I can't let it by. Where did you come up with the idea that anyone thinks they're
making art when playing video games? No one thinks that (save for maybe the people who think playing Guitar Hero is as cool as being in a real band... or that DDR is actually like dancing, other than maybe (
http://www.youtube.com/watch?v=vGcrYaZpu-U) this guy... maybe.) The argument for video games as art has always been about digital interaction as a media for the artist (in this case usually a team of game designers) expressing something to an audience. Post-Modernism has laid so much ground work for nearly anything to be art that this really isn't that objectionable (in theory anyway, that doesn't mean artists might not be offended by the idea, but a lot of artists don't know their own pedigree.)
DDL on 15/12/2008 at 12:29
Aren't we drifting from the original complaint quite badly, now?
I thought it was about 'choices in games' and their respective relevance re:good/bad and easy/hard and stuff?
See, this:
Quote Posted by Ostriig
In games allowing multiple pathways, there's a lot of time and effort going into creating an almost equally challenging and fulfilling experience regardless of the type of approach chosen by players, and not all devs manage to get it right. In RPGs, it's character progression and specialization that gives your choices weight and significance. A certain choice should be "better suited to your playstyle", either overall or in relation to one particular situation, but not "universally better". There's a term for when that's not the case and it's "broken game mechanics".
raises good points, but a fundamental problem with making things equally challenging and fulfilling regardless of players' approaches...is that players can be really really dumb. The danger in trying to make everything equally challenging is that you make nothing very challenging at all.
So you need to have an established threshold for idiocy (if you really are this dumb, you will die at this stage in the game, pretty much every time. Learn to be less dumb), or else it's pointless.
So then it all comes down to where you draw that line.
At one extreme (taking DX-themed stuff as an example) you could have a situation where unless you're specced out with EXACTLY the right build, you cannot pass a certain area, and must use an alternative route. This is bad.
At the other, you have a situation where even a clumpyfooted combat monkey with no investment in stealth can effortlessly sneak by a bunch of guards. This is also bad.
Add to this the fact that player skill (as well as player choices) makes a difference, and it gets even more complicated (or, depending on viewpoint, easier: you may simply set the threshold at 'you cannot sneak past these guards unless you're specced for a bit of stealth..unless you're
really good', or something).
But that's kinda what the argument was about, right? Should the choices you make limit your further progress, and if so, how, and to what degree?
Obviously it's no fun if nothing you choose makes any real difference, but it's equally annoying if a single choice closes off a huge chunk of content.
Thirith on 15/12/2008 at 12:53
That's the thing: making every choice equally valid (but in different ways) is difficult to pull off well. At its worst, this results in Oblivion-style gameplay. Now, I got quite a lot of enjoyment out of Oblivion but not because of the range of choices it offers; the game makes these choices as meaningless as it can so that players won't be frustrated.
Deus Ex, while not all of the choices it offers are equally valid, does a much better job: you can play the game as a brawler/shooter-type, you can play the game as a non-violent sneaker (for the most part), you can play it as a silent assassin - and all of these are roughly as valid as each other as choices. This doesn't mean that every choice is the same - your gameplay will be considerably different, i.e. they're meaningful choices.
Note that bad execution of player freedom (as in the case of Oblivion) doesn't mean that the concept as such is flawed.
DDL on 15/12/2008 at 13:09
Having said that, it IS possible to play oblivion so badly it becomes near impossible (if you were to level up all major skills and ignore minors, leaving you high-levelled yet with essentially level 1 attributes), but yeah, I get what you mean: "a fireball in the face is exactly the same as a hammer, so do...whatever".
I think the problem is not making every choice equally valid, or at least, that shouldn't be the aim.
I think every choice should be valid, but not necessarily equal.
Some of my most interesting playthroughs of games have been ones where I really didn't know what I was doing, and made some truly stupid choices. Things that were, essentially, bad options. But not unplayably so: simply really, really quite inconveniencing. It forced me to play in ways I wasn't familiar with, and find ways to minimise the deficit (and if possible, make some bloody use of the benefit).
I'm not saying that's ideal, of course, but I'd personally prefer something that was more inclined toward that, than something calibrated so carefully that fuckups are essentially impossible.
If you see what I mean.
Thirith on 15/12/2008 at 13:18
I definitely see what you mean, although arguably these "stupid" choices are equally valid. The negative effect of the inconvenience is made up for by the positive effect of the wholly new experience or the challenge. The same can't be said for Oblivion, really. Yes, you can fuck up your character (and quite easily at that), but since the system is so counter-intuitive once you get into it you encourage meta-gaming... and at least in the case of the Elder Scrolls games there isn't much enjoyment to be had from meta-gaming. Not to mention that meta-gaming is almost the opposite of role-playing.
Papy's argument about player expression not being important or valid or worthwhile in games may work for one type of game, but it definitely doesn't work for RPGs and action RPGs. Part of the purpose of Deus Ex or System Shock 2, or games such as Baldur's Gate 2 and Planescape Torment, is to provide a range of different but equally valid experiences. This is so ingrained in the way these games are made that denying it boggles the mind. Same goes for games such as Civilization or Alpha Centauri, really, where you can play the jingoistic warmonger or the peaceful negotiator etc. etc. And ascribing this sort of gameplay to "young 'gamers'" and their need for self-expression is downright idiotic.
BlackCapedManX on 15/12/2008 at 15:58
I think the concept of equally challenging paths doesn't really carry well into practice. In DX arguable the "best" way to play (as though you were attempting to play start to finish without saving, for example, and want to ensure that you didn't die) is to shoot a guard, run and hide, wait 'till they go off alert and then repeat. The problem is that this gets dull after a while. In DX a straight out "run-n-gun" type charcter is harder to pull off, but it's arguable more interesting. Or at least differently interesting.
I think Thirith's idea of "equally valid experiences" is really what is strived for in a game like DX (and consequently why something like Papy's "I play to win" mentality doesn't really jive.) The goal of DX as a game, is to offer different options of play, for the player, and to have all or most of those options worth the investment, either for the experience, or for the challenge. The problem with a TES style game is that it really doesn't accomplish either (which I believe is because TES has its roots in D&D style gaming, where pretty much all abilities relate to how you kill monsters, so regardless of your intent, you level and aquire abilities based on encounters, rather than say, avoiding encounters) because it's really an amalgam of ways to kill enemies, but doesn't offer you too much else other than a really stiff social interaction and a story that doesn't change.
This is also why a game like Morrowind is much more interesting to me than Oblivion. Because your role-playing doesn't have a huge outcome on the actual gameplay (for more than one play through anyway) much of the replay value comes down to how much meta-gaming you can do (since role-playing and meta-gaming are, as Thirith basically stated, opposite ends of the same spectrum.) Morrowind is substantially more broken than Oblivion, so there's much more you can do differently in subsequent play throughs. DX by contrast shines in that there are a lot of social options that change (so to see all of them you either have to load/save a lot, or playthrough with totally different character choices) as well as different build choices and some outrageous potential for meta-gaming. This is compounded by the fact that in DX there is a finite amount of experience that you can acquire, so your choices are actually much more absolute and meaningful.
I appologize if I run of topic, BTW, I'm bad at staying in one place.