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Forums - Gaming - Nintendo's Doing Something Right (response to Hating on the casuals thread)

DTG said:
Desroko said:
Again, you'd be a lot more persuasive if you were able to frame this argument without viewing videogames through the lens of another medium. There's no reason why they should be trying to be more like cinema, or literature. That's the opposite of the artistc integrity you claim to want.

Video games should develop their own strengths instead of trying to contort themselves into something they're not. They're interactive - when you lose the interactivity, you've lost what makes them unique, and you probably shouldn't have bothered with the form in the first place.

And I think you have a rather simplistic and rigid view of human emotional complexity. You cite works of art that inspire negative emotions in the viewer, but it's a mistake to think that you can't feel bad about something and enjoy it at the same time. Requiem for a Dream is one hell of a downer, but it's simultaneously very enjoyable, for me at least. Emotions can coexist. The idea that serious art can't also be enjoyable is pretty shallow criticism.

 

RFAD is a downer and while you may find it enjoyable it does the opposite of what video games are seen to exist for. It throws you into an even darker reality than you are already living in while games are seen as a medium to help you escape from reality. That is one major perpective flaw that the industry has set in stone to follow in game design as it simply avoids diving into the realities, shadows and complexities of our existence and instead does the best to make you forget about them. To make you complacent in a virtual world rather than using the tools of interactive media to inspire you think about the things you're trying to avoid.

Wanting a good story doesn't mean I want a movie or a book. A story can be told interactively using the strength of the medium yet not sacrificing  any of the dialogue or detail that gives movies or books meaning. That said, story and dialogue are not a necessity in visual interactive media. You can create art and give meaning visually,  through actions or game design. Game designers of today however are a generation that is only interested in creating "bigger, better and more badass" rather than anything perhaps not inherently visually satisfying but rather deeply relevant, symbolic or meaningful.

I'm not

 

Not only are story and dialogue not necessary, they're probably not advisable. Non-interactivity in interactive art not only weakens its strength, but could probably be done better elsewhere.

I mean this in the traditional sense of cut scenes and text boxes. If you want the former, make a movie. If you want the latter, write a book.  Flipping the user back and forth between interactive and passive segments is counter-productive. If there's great play (for lack of a better word), I'm supremely annoyed  by the constant story interruptions, which disrupt the flow and jerk me right out of whatever immersion I've managed to achieve. And it's a two-way street - if I'm hooked by someone's dialogue, prose or cinema, the last thing I want to do is stop reading or watching it. By forcing the two tgether, you detract from each. So if you're capable of producing good dialogue or cinema, why make a video game instead of writing or filming?

If a great story can be told seemlessly without sacrificing interactivity, a la Half-Life or Bioshock, I'm all for that. My two problems with those examples are

1. While the presentation is excellent, the stories themselves aren't very good. I agree with you that video game makers suck at story.

2. They're not truly seemless. A pretty egregious example is when you arrive at Black Mesa East in Half-Life 2, and have to sit through what seems like a half-hour of conversations. You can move, technically but you're not truly free. It's a cut scene in all but the most technical definition.

Edit: The one trailblazer that keeps coming to mind is Team Ico. They manage to strike a balance of play and story better than anyone else I can think of, and they did it with relentless minimalism. They didn't limit the passivity as much as I would have liked, but they managed to tell a story without a deluge of bloated cut scenes or text boxes.



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I believe a game holds incredible potential as a storytelling medium, though most of the time the medium does not even begin to take advantage of this vast potential. This is actually why I am happy with Nintendo's expansion of the gaming industry - it helps games become a more popular and natural medium, so that more people and demographics play games. This in turn will allow for a larger group of gamers to appear who are actually interested in excellent storytelling, which will push the industry in that direction far more than any number of excellent stories can alone.

Believe me, there are still plenty of people who are interested in excellent storytelling, but have no interest in the currently immature gaming industry. These people need to be brought into gaming, and it won't happen just because a good story arose in an obscure medium. Nintendo is just shaping the industry into what it should look like - concentrated on entertainment and constantly changing and innovating, and thanks to this able to sustain things like classics which may have less appeal but more value in its story. Therefore, I am extremely pleased right now that the industry is taking its time to expand.



Pristine20 said:
LNRT said:
Pristine20 said:
SmokedHostage said:
Pristine20 said:
LNRT said:
Games are meant to be entertaining. Why is it so important that they be considered art? I don't buy games because they are art, I buy them to have fun. This article nails it.

 

Playing games can also be competitive, relaxing, rewarding and many other values. Nintendo fans just seem to want to be lieve that "fun" is the end all in gaming. In my case, I don't play games to have fun. I do it to relax or compete with friends or engross myself in a new world. I date for my fun thanks.

 

You can relax by laying down on a soft couch.  You can compete with friends via sports.  You can engross yourself in a new world via reading a book.  All the things you use games can be done well if not better with these methods.  You can have fun doing other things but shouldn't games be games?

Everyone is entitled to have their own use for a medium. Its illogical to impose the idea that games must be "fun" on others. Games can be a sweet frustration like the original NG was to me and be enjoyable. Books can also solely be read to gain more vocabulary rather than engrossing oneself in a new world. Its all up to the user to decide his/her use for the medium.

 

When I say fun that is what I mean. Fun is enjoyment.

 

If "enjoyable" is really what we are all getting at, why do wii owners keep pummeling the HD crowd about how their games are more "fun"? They sure made it sound like that meant "family fun", "everybody can play"-type stuff. With my arguement, if fun = enjoyable, then fun is up to the person playing and not a label to be grossly generalized on any piece of software because some people may not find it enjoyable/fun.

 

I don't know who is saying that the wii games are more fun because that is subjective. As far as more family friendly and accesible then I think the wii is that. Like you say fun is in the eye of the beholder.

 



Desroko said:
DTG said:
Desroko said:
Again, you'd be a lot more persuasive if you were able to frame this argument without viewing videogames through the lens of another medium. There's no reason why they should be trying to be more like cinema, or literature. That's the opposite of the artistc integrity you claim to want.

Video games should develop their own strengths instead of trying to contort themselves into something they're not. They're interactive - when you lose the interactivity, you've lost what makes them unique, and you probably shouldn't have bothered with the form in the first place.

And I think you have a rather simplistic and rigid view of human emotional complexity. You cite works of art that inspire negative emotions in the viewer, but it's a mistake to think that you can't feel bad about something and enjoy it at the same time. Requiem for a Dream is one hell of a downer, but it's simultaneously very enjoyable, for me at least. Emotions can coexist. The idea that serious art can't also be enjoyable is pretty shallow criticism.

 

RFAD is a downer and while you may find it enjoyable it does the opposite of what video games are seen to exist for. It throws you into an even darker reality than you are already living in while games are seen as a medium to help you escape from reality. That is one major perpective flaw that the industry has set in stone to follow in game design as it simply avoids diving into the realities, shadows and complexities of our existence and instead does the best to make you forget about them. To make you complacent in a virtual world rather than using the tools of interactive media to inspire you think about the things you're trying to avoid.

Wanting a good story doesn't mean I want a movie or a book. A story can be told interactively using the strength of the medium yet not sacrificing  any of the dialogue or detail that gives movies or books meaning. That said, story and dialogue are not a necessity in visual interactive media. You can create art and give meaning visually,  through actions or game design. Game designers of today however are a generation that is only interested in creating "bigger, better and more badass" rather than anything perhaps not inherently visually satisfying but rather deeply relevant, symbolic or meaningful.

I'm not

 

Not only are story and dialogue not necessary, they're probably not advisable. Non-interactivity in interactive art not only weakens its strength, but could probably be done better elsewhere.

I mean this in the traditional sense of cut scenes and text boxes. If you want the former, make a movie. If you want the latter, write a book.  Flipping the user back and forth between interactive and passive segments is counter-productive. If there's great play (for lack of a better word), I'm supremely annoyed  by the constant story interruptions, which disrupt the flow and jerk me right out of whatever immersion I've managed to achieve. And it's a two-way street - if I'm hooked by someone's dialogue, prose or cinema, the last thing I want to do is stop reading or watching it. By forcing the two tgether, you detract from each. So if you're capable of producing good dialogue or cinema, why make a video game instead of writing or filming?

If a great story can be told seemlessly without sacrificing interactivity, a la Half-Life or Bioshock, I'm all for that. My two problems with those examples are

1. While the presentation is excellent, the stories themselves aren't very good. I agree with you that video game makers suck at story.

2. They're not truly seemless. The one example that sticks in my mind is when you arrive at Black Mesa East in Half-Life 2, and have to sit through what seems like a half-hour of conversations. You can move, technically but you're not truly free. It's a cut scene in all but the most technical definition.

Its not an argument on what medium is better at doing a certain thing. Its up to the user whatever medium he/she wants to use to enjoy certain things. I rarely ever watch movies because I can rarely stand them for over 30 minutes yet I watched every last one of mgs4's cutscenes and loved very minute of it.

 



"Dr. Tenma, according to you, lives are equal. That's why I live today. But you must have realised it by now...the only thing people are equal in is death"---Johann Liebert (MONSTER)

"WAR is a racket. It always has been.

It is possibly the oldest, easily the most profitable, surely the most vicious. It is the only one international in scope. It is the only one in which the profits are reckoned in dollars and the losses in lives"---Maj. Gen. Smedley Butler

Xeta said:

I believe a game holds incredible potential as a storytelling medium, though most of the time the medium does not even begin to take advantage of this vast potential. This is actually why I am happy with Nintendo's expansion of the gaming industry - it helps games become a more popular and natural medium, so that more people and demographics play games. This in turn will allow for a larger group of gamers to appear who are actually interested in excellent storytelling, which will push the industry in that direction far more than any number of excellent stories can alone.

Believe me, there are still plenty of people who are interested in excellent storytelling, but have no interest in the currently immature gaming industry. These people need to be brought into gaming, and it won't happen just because a good story arose in an obscure medium. Nintendo is just shaping the industry into what it should look like - concentrated on entertainment and constantly changing and innovating, and thanks to this able to sustain things like classics which may have less appeal but more value in its story. Therefore, I am extremely pleased right now that the industry is taking its time to expand.

 

Good post all around.



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Ay ya ya... I disappeared for a little while and from a five-post thread, it became a 50 post debate on what fun means...sigh..

I'm not going to try to debate with you guys on mediums of storytelling, visuals and such...I don't know much about cinema and I don't want to try to pretend that I do. But what I do understand what the term "fun" is and that is what I am trying to discuss.

I brought this article up to try to quell the argument about what the Wii was for. Lately I have been lurking around lately (in my spare time) and I have noticed that a lot of people have just recently been bringing up about the Wii and how it is a fad (again), how the games are just for casuals (again), the clear cut line between what a hardcore game and a casual game is (again) and how the hardcore game is always better than a casual game (...you get the idea).

My question to you is: says who?

Obviously the answer is simple: You.

But...who are you?

Most likely a person who has played many, many games over the course of his/her short life. Which means you have developed a taste or expectation of what a good game is and what a bad game is. Over the course of playing these games, you have figured out what kind of games you like or dislike. For example, I love the MGS series because I like stealth games, but I hate Silent Hill and even RE games because I hate horror games. But does that mean that now I should tell people that RE games suck because I personally hate the horror genre? Of course not. I understand that there are quite a few of you (in fact, millions of gamers) who love the RE games and can't wait for RE5 to come out.

The same thing can be said about casual games in general. Even though the disparity and this example is quite different than the one I gave about RE and survival horror games, the same rule applies. Just because you don't like that style of gaming, the quality of gaming, or how Ubisoft sucks (I know it prolly doesn't fit in this sentence, but I had to throw in my opinion about Ubisoft somewhere....), doesn't mean others feel the same way you do.

This opinion of mine was probably expressed by many before I do, but it seems that everyone has forgotten to realize that there is many different ways to have fun with video games, from the epic story-telling of MGS4, to the star collecting of SMG, to the puppy rearing of Nintendogs. Yes, there are many casual games out there right now that have sub-par graphics, bad framerates, horrible storytelling, etc. etc. (I'm looking at you, Ubisoft), but time and sales will tell us if casuals really do like these games or not. We have no right to tell them that their choices are wrong.

And this especially goes out to all of us here on these forums. Nobody can say what is the right way to have fun when it comes to gaming....only us individually can decide what is fun for us individually. This goes to those who favor the HD games and those who favor the Wii games (also PC elitists as well). If you say that a game must be a technological marvel in order to know that you are having fun, then that is great for you. You enjoy art. If you believe that primal fun, ie. feeling like a kid, is the only way to have fun, then great for you too. That doesn't mean, however, that one is better than the other. Even if hardware sales say otherwise, for us gamers it doesn't matter at the end of the day.

That is why I posted this article; to show you all that even though the author would really enjoy his "mature" games like Ninja Gaiden, he understands that you can also have fun with a 3 year old when playing Mario Party. I think in order for this gaming industry to grow, we must understand this concept and display it fully.



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I am a Pakistani.....my name is Dan....how hard is that? (Don't ask about the 101...apparantely there are more of me out there....)

pakidan101 said:

That is why I posted this article; to show you all that even though the author would really enjoy his "mature" games like Ninja Gaiden, he understands that you can also have fun with a 3 year old when playing Mario Party. I think in order for this gaming industry to grow, we must understand this concept and display it fully.

Good post, with the finishing paragraph really nailing the situation. There's not really much I can add to that.

Although I will say you shouldn't be surprised at the drift, seeing as how you left. While the cat's away...

 



i have to say that most of the complaints about the casual stuff isnt directed at nintendo games, but third parties and the environment that nintendo has fostered.

i agree that ninty games have a charm to them, always have, but i cant agree that the wii is completely healthy for gaming. its splitting the pie in very bad ways, which might hurt more in the long run than it seems.



my pillars of gaming: kh, naughty dog, insomniac, ssb, gow, ff

i officially boycott boycotts.  crap.