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Forums - Gaming - Hypocrisy on vgchartz. Gameplay is not a subjective topic but Presentation is.

NintendoPie said:

"Wow, that got personal really fast.

Forget it."

The fact that she took it personally, for good reason, and decided to tell you to forget it should give you good reason to consider that uncalled for. You don't say things like that to people. It's just wrong.

Her reaction doesn't explain anything NintendoPie.



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happydolphin said:
NintendoPie said:

"Wow, that got personal really fast.

Forget it."

The fact that she took it personally, for good reason, and decided to tell you to forget it should give you good reason to consider that uncalled for. You don't say things like that to people. It's just wrong.

Her reaction doesn't explain anything NintendoPie.

If you think that, fine. But why do you think it isn't uncalled for?



Pie, you're the one doing the process of intent, so it's up to you to tell me what I did wrong. Okay bud?

F0X said:

That's an easy one for me. My issue is that by reusing the same assets, music, and general plotline, a strong sense of deja vu could be created in someone who has played at least one NSMB game in the past. Without having played NSMBU, I can tell that on a presentational level I would most enjoy the levels with expansive backgrounds (the early levels for sure) or rather unusual ones (Starry Night for the win), or the nice expansive world map, because these aspects provide a presentational experience that I have yet to identify with the series. With NSMB2 and Wii, I think the focus was to add new gameplay foibles and see how they work in a traditional Mario format. There's merit to this idea, but little is added to the presentation. The result for me is a game that feels more or less like a level pack. Again, I wouldn't call this a bad thing on the gameplay-side, becuase the games are still typically well-designed and provide entertainment value worth the entry price for millions of people. But I can't help but think that this overall approach might put off repeat customers unless, perhaps, Nintendo really is adopting a Mario Kart-like strategy.

Gunman Clive, as I put it, is designed to stand out. Part of me questions doing a comparison, since Gunman Clive doesn't have the baggage of being a sequel. :/

You could get into the nitty-gritty of specific art choices and try to see what might be an objectively better approach for the series that both Nintendo and its consumers could appreciate, but you're going to have to find someone else to discuss it with. I've been trying to focus on the market aspects of this topic, mainly because I have a feeling that discussing the fine artistic points would lead to splitting hairs, if not splitting atoms, and making broad statements would only do the issue injustice.

I love this post.

I have to admit it's taken me forever to understand what it was that was upsetting me about NSMB, and indeed it was that deja-vu feeling. Definitely the gameplay is tried and true but it is rinse and repeat, and that repetition takes away from the ooh and aah of playing a game that can take you somewhere new and distract you from that "I've already done this" feeling that nags someone who's sensitive to that (hence why I liked the use of the sentence "might put off repeat customers", it made perfect sense).

True that Gunman clive doesn't have the baggage of  being a sequel, on the other hand it has the baggage of emerging as a competitor in a genre that has been done to death and still help redefine it.

For now we don't necessarily need to get into the specifics, I agree that most wouldn't be able to accept it without some kind of disclaimer in OP (this is a topic that some take personally, and insulting to them), so I can accept that. But the matter is that, like you said, though this is seller gangbusters, at the same time some repeat customers are being put off and the question is "Is it necessary?" and "Is it intentional?".



happydolphin said:

Pie, you're the one doing the process of intent, so it's up to you to tell me what I did wrong. Okay bud?


You personally offended her and her work. You brought up the fact that she failed her diplomacy (which I don't know where you got that from. Did she post that on here?) and then you said that she's being a snob for questioning your OP for that reason.

Out of all the people on VGC, I would think you would've known where you went wrong here. That was just plain rude.



NintendoPie said:
happydolphin said:

Pie, you're the one doing the process of intent, so it's up to you to tell me what I did wrong. Okay bud?


You personally offended her and her work. You brought up the fact that she failed her diplomacy (which I don't know where you got that from. Did she post that on here?) and then you said that she's being a snob for questioning your OP for that reason.

Out of all the people on VGC, I would think you would've known where you went wrong here. That was just plain rude.

I have no idea what in the world you're talking about.................................................................



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happydolphin said:

^Sorry, maybe that wasn't the best word. I'm not native english sorry. I meant don't expect me to be able to follow with comparisons to NSMBU ;)

Jay520 said:

I don't have to demonstrate that gameplay can be objectively qualified because I didn't make the argument that gameplay can be objectively qualified. But you made the argument that art can be objectively qualified, so you have to support your argument.

As for classes, that proves nothing. Art is to express and communicate feelings between the artist and receiver. That's it. If the artist had expressed himself/herself adequately then its successful art. If the receiver feels he/she has felt new feelings then it is successful art

You are right that there are some elements that can be studied which have shown to be desired by most people; but these elements are by no means objectively correct. They are still subjective but are very well regarded. Just as a chef may advise his students that a certain amount of a certain ingredient is ideal; his advice may be true for most people but it's still not objective. Other people may prefer more or less ingredients but their preference is not wrong or incorrect.

You're just playing the devil's advocate. Really, if we take  two figure skaters, one with skill & talent and one without skill & talent, most trained to see the quality in the art will be able to discern which is a good performance and which is not. I'm not talking about two performers with a comparable skill & talent but different expressions, I'm talking about different capabilities and how people can identify that discrepancy.

I realize that much of art is subjective, I play music myself. But the point I was trying to make is that "Art is subjective" is a blanket statement that, in the context of this topic, I can't appreciate. I'm sorry.

As for showing that art is objective... until you haven't shown that gameplay is purely objective, I have no pressure to show the contrary, as I am challenging the status quo, while you are not.



You don't know how arguments work. When you make a point, you have to support it. You can't just refuse to support your point because it challenges the norm. I didn't say gameplay was objective so I dont have to prove that.

The figure skating analogy is a bad one. Because it assumes one skater lacks the skill necessary to express what he/she wants to. The figure has a goal, but lacks the skill to accomplish it - this would be a sign of low quality. But this doesn't necessarily apply to NSMB. When concerning NSMB, you don't know if Nintendo is achieving their goal.

Video game presentation should be more compared to other visual mediums anyway, rather than choreography. Things like painting or drawing can be seen as art more similar to presentation in video games. And in those cases, quality is almost purely subjective. What one may detest, another may love. Choreography on the other hand is very different because the physical ability required is almost always too high for most people, so of course its easy to spot low quality work. When it comes visual mediums, people are free to let their imagination run free with little to no restrictions.

Jay520 said:

You don't know how arguments work. When you make a point, you have to support it. You can't just refuse to support your point because it challenges the norm. I didn't say gameplay was objective so I dont have to prove that.

The figure skating analogy is a bad one. Because it assumes one skater lacks the skill necessary to express what he/she wants to. The figure has a goal, but lacks the skill to accomplish it - this would be a sign of low quality. But this doesn't necessarily apply to NSMB. When concerning NSMB, you don't know if Nintendo is achieving their goal.

Video game presentation should be more compared to other visual mediums anyway, rather than choreography. Things like painting or drawing can be seen as art more similar to presentation in video games. And in those cases, quality is almost purely subjective. What one may detest, another may love. Choreography on the other hand is very different because the physical ability required is almost always too high for most people, so of course its easy to spot low quality work. When it comes visual mediums, people are free to let their imagination run free with little to no restrictions.

It is the same thing, only another skill. What you said in bold very much applies in the same way to a graphical artist. I personally believe that the teams in charge of NSMB at the moment are B teams, and I have industry and game playing reasons to believe that.

Also, I doubted whether Nintendo had an artistic goal or not to begin with (my questions were "was it intentional or was it based on a business direction?").

And yes, the fundamental point I was making was that there was hypocrisy between how gameplay and presentation are being handled when it comes to what is objective and what is subjective. Unless people have a reason to do that, I challenge the status quo without burden of proof. I know how to argue.



happydolphin said:
Jay520 said:

You don't know how arguments work. When you make a point, you have to support it. You can't just refuse to support your point because it challenges the norm. I didn't say gameplay was objective so I dont have to prove that.

The figure skating analogy is a bad one. Because it assumes one skater lacks the skill necessary to express what he/she wants to. The figure has a goal, but lacks the skill to accomplish it - this would be a sign of low quality. But this doesn't necessarily apply to NSMB. When concerning NSMB, you don't know if Nintendo is achieving their goal.

Video game presentation should be more compared to other visual mediums anyway, rather than choreography. Things like painting or drawing can be seen as art more similar to presentation in video games. And in those cases, quality is almost purely subjective. What one may detest, another may love. Choreography on the other hand is very different because the physical ability required is almost always too high for most people, so of course its easy to spot low quality work. When it comes visual mediums, people are free to let their imagination run free with little to no restrictions.

It is the same thing, only another skill. What you said in bold very much applies in the same way to a graphical artist. I personally believe that the teams in charge of NSMB at the moment are B teams, and I have industry and game playing reasons to believe that.

Also, I doubted whether Nintendo had an artistic goal or not to begin with (my questions were "was it intentional or was it based on a business direction?").

And yes, the fundamental point I was making was that there was hypocrisy between how gameplay and presentation are being handled when it comes to what is objective and what is subjective. Unless people have a reason to do that, I challenge the status quo without burden of proof. I know how to argue.



its not the same. Physical ability is such a huge restriction that most people cannot use choreography to express themselves. But with visual mediums, no such restrictions exist, at least not as strong. If a person uses paint, graphic design, etc to express something, its much more likely that they weren't restricted by any inherent lacking in skill and let their imagination control the canvas, unlike choreography. If they do produce something, its much more likely to be their goal. If they achieved their goal and especially if a number of people enjoyed the end product, then who are you to say it was low quality? You're just shoving your opinion down other people's throat.

I'm not arguing your fundamental point because it looks like a misuse of the word hypocrisy. I'm arguing something you said later on, when you implied art was objective.

happydolphin said:

I have to admit it's taken me forever to understand what it was that was upsetting me about NSMB, and indeed it was that deja-vu feeling. Definitely the gameplay is tried and true but it is rinse and repeat, and that repetition takes away from the ooh and aah of playing a game that can take you somewhere new and distract you from that "I've already done this" feeling that nags someone who's sensitive to that (hence why I liked the use of the sentence "might put off repeat customers", it made perfect sense).

True that Gunman clive doesn't have the baggage of  being a sequel, on the other hand it has the baggage of emerging as a competitor in a genre that has been done to death and still help redefine it.

For now we don't necessarily need to get into the specifics, I agree that most wouldn't be able to accept it without some kind of disclaimer in OP (this is a topic that some take personally, and insulting to them), so I can accept that. But the matter is that, like you said, though this is seller gangbusters, at the same time some repeat customers are being put off and the question is "Is it necessary?" and "Is it intentional?".


Gunman Clive can be considered as an emerging competitor, but again the intentions behind its development are quite different than NSMB. It would be interesting to see a sequel, as it would be a follow-up to a well-recieved, aestetically fresh platformer. It would be wrestle with more of the challenges that each NSMB game faces. I would be perfectly comfortable comparing such a situation.

One area where Nintendo is shooting itself in the foot is, more or less, in the timing of releases. Perhaps most would be able to be content with one NSMB game per Nintendo system, but when there are two of them releasing within a few months of each other, I believe even loyal fans may think "didn't I play something similar to this a couple of months ago?" It's a problem with NSMB2 in particular, as it doesn't bring as much to the table in terms of presentation. So not only does it instill a bit of deja vu when playing, but it may also harm consumer impressions of NSMBU down the line even though that particular game is noticeably more ambitious. The issue could have been better handled with more gamplay or presentaional differences between the two games. Even a different approach to sound design would've been appreciated. I know for sure that this is pretty much why I'm holding off on buying NSMB2 until, years later with no such 2D Mario games on the schedule, I'll be more open to picking it up. Assuming that this is a one game per system deal.

I can't believe we haven't touched on the DLC yet! "New Super Luigi U" is a pretty promising direction to take, since it actually is a large-scale level pack that doesn't try to justify itself as a standalone game. Thank goodness. I was afaid that I'd have to break out the Bono jokes.

Going back to what you said about SSB for a moment, I think it's one of those scenarios in which each game has a different approach, and therefore each game may very well have a slightly different following.



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