Interaction, by means of a screen and a peripheral. The digital output of cause/effect, born from inputting the perfect sequence of calculated key strokes we gamers strive for, in the name of fun. In short, Gaming.
Any game that compromises the basics core concepts, should never deserve a positive score despite how "good" it is in all other areas. It is a game first. Not an art museum, cinema, or concert. Value each art form by its cores.
But the always positive "dismissive" reviews by the newer generations of ever dumber professional critics, who lower their standards in fear of displeasing the establishment sacrificing the off-change of maybe getting a job in the industry, have a direct impact on the mediocrity that same industry produces.
And you - the gamer who votes with its money- are every bit as guilty as the former mentioned parties by rewarding "no pre-launch reviews" policies with "day one buying", or the ultimate sacrilege of pre-ordering. You are instantly rewarding mediocrity and encouraging developers belief that indeed not only professional critics are getting dumber, but the audience as well, fueling the next wave of new ideas to screw you over.
You start the trend. The bed has been made. Never have I seen a year so lacking in core concepts as 2016
To clarify, I like games. I like old games. I like new games. I think Overwatch is one of the greatest, most fun to play games ever made. Doom as well. Hyper Light Drifter, Inside, Superhot, Darkest Dungeon, Mirror's Edge, W3 Blood and Wine, WoW: Legion, ABZU, Stardew Valley, Titanfall 2, Battlefield 1, Stellaris, Civ VI were all great games that stand up to all but the most powerful of nostalgia goggles. Maybe the issue isn't games or devs or the gamers themselves, maybe you just enjoy games less.
Edit 2: Forgot Owlboy.
I agree with what I think you're getting across, though, it does sometimes feel to be like marketing seems to be sharping perception and expectations, but if it were always a case maybe it's just the shift to an emphasis on cinematics and guided set pieces in that marketing. That might be the problem.
Totally agreed on pre-order culture, it's largely irrelevant today yet big publishers are doing a better job than ever at securing a purchase beforehand.
Also, I'm sorry for taking devs for granted and assuming they're not going to try and fuck me. Fortunately refunds and poor reviews exist.
Originally Posted by Conkerkid11
I dunno what this thread is supposed to look like, but on mobile there's large gaps between each of your paragraphs and I don't understand why.
Also, I'm sorry for taking devs for granted and assuming they're not going to try and fuck me. Fortunately refunds and poor reviews exist.
It's also the same on a computer.
I think it's to allow you time to digest and think on every important sentence.
Powerful stuff.
Or maybe it's so teacher can print it out and comment under every line?
Play the games you like. Don't play the games you don't. Don't tell other people what games are or aren't.
This is the entire discussion to be had and we have it every time. Play Nintendo games, Soulsborne, Doom or Titanfall, Overwatch, Rocket League, or any of the abundant and diverse collection of games that seem to meet your expectation. Don't make a big fuss about how The Witness or something isn't a real game.
And especially don't claim that games have a responsibility to be any one thing. Games can, and should, be thoughtful and artful when they want to be. If you don't like games like Journey or Firewatch, fine. Cool. Don't try to degrade them because you only want visceral mechanics and complex systems.
Broaden your expectations and stop trying to define games to only what you like.
Even God of War, an arcady hack and slash series, was turned into a walk and listen simulator this year. Heck, even FIFA has felt the need to add in a story mode.
But that's only if you look at the big budget titles designed more for showing off than playing.
There's still plenty of plug in and play titles around.
EDIT: Seems I misunderstood what the OP was saying and thought they were saying something reasonable.
I've tried reading between the lines but there is nothing there.
Pffffft. It is good to have things that blur the lines. And because it's impossible to make a cinema experience interactive or let everyone walk around the stage on concert, those things that blur the lines usually end up in a game form, or at least distributed along the same channels as regular games. A visual novel with full voice and zero choices? Not possible on a printed book, not possible as an audiobook, but it would be a waste to just consider it a game with bad gameplay.Originally Posted by spyshagg
Any game that compromises the basics core concepts, should never deserve a positive score despite how "good" it is in all other areas. It is a game first. Not an art museum, cinema, or concert. Value each art form by its cores.
And there's much more to playing than pushing buttons for input, sorry.
Aside from your asinine way to get across your point, I don't feel the types of top selling titles have changed dramatically over the decade or two.
There are so many, so many great games to play. There is practically a stream of titles for everyone*
*not exactly true, but more of a distraction, about approachability, unrelated to the core of your point
I don't like thing, and it's everyone else's fault.
Don't... buy games you don't like...?
As for pre-ordering, it's probably wise to wait, but sometimes I trust a game to be good, so I'll take the chance. Fortunately Steam allows me to get my money back if I don't like it, provided that I play it for less than 2 hours. I don't feel any kind of guilt.
The topic is about presentation deficiencies that directly impact your interaction with the game. As in framerate issues; controller latency; etc.
This is the core of each game, otherwise you might as well call it a cinema.
With this in mind, I suggest to re-read my OP.
The bad spacing makes this post presentation harder to digest. Doesn't it.
EDIT:
Dearie me.The misinterpretation of my point may be proving my point.
And pre-orders aren't anything new.
FUCKING META!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!The bad spacing makes this post presentation harder to digest. Doesn't it.
OP, if you want to start a discussion then you should really state your point in a much clearer way. Is this supposed to be an attack on cinematic games? Or on game journalism? Or what? All those blanks you left should probably be filled with details explaining what you actually mean.
EDIT:
Dearie me.
Its an attack on the ability of critics to dismissing core issues with the presentation/interaction of the game and us buyers to buy them in such state.
Where do we find the positive gamer bed? And what will be the next clue?Its an appalling realization witnessing the definition of gaming lost on its audience.
Interaction, by means of a screen and a peripheral. The digital output of cause/effect, born from inputting the perfect sequence of calculated key strokes we gamers strive for, in the name of fun. In short, Gaming.
Any game that compromises the basics core concepts, should never deserve a positive score despite how "good" it is in all other areas. It is a game first. Not an art museum, cinema, or concert. Value each art form by its cores.
But the always positive "dismissive" reviews by the newer generations of ever dumber professional critics, who lower their standards in fear of displeasing the establishment sacrificing the off-change of maybe getting a job in the industry, have a direct impact on the mediocrity that same industry produces.
And you - the gamer who votes with its money- are every bit as guilty as the former mentioned parties by rewarding "no pre-launch reviews" policies with "day one buying", or the ultimate sacrilege of pre-ordering. You are instantly rewarding mediocrity and encouraging developers belief that indeed not only professional critics are getting dumber, but the audience as well, fueling the next wave of new ideas to screw you over.
You start the trend. The bed has been made. Never have I seen a year so lacking in core concepts as 2016
That is just about the most generous possible assessment of what your writing is accomplishing.The misinterpretation of my point may be proving my point.
Based on your last post I think you are taking issue with games being praised/selling well despite technical issues that effect playability?
Should not be allowed to breed
AHEM
You played some games you didnt like recently. Lets start with what exactly you didn't like about them. Use short words and sentences if possible.
I couldn't disagree more.Any game that compromises the basics core concepts, should never deserve a positive score despite how "good" it is in all other areas. It is a game first. Not an art museum, cinema, or concert. Value each art form by its cores.
If there's anything "gaming" needs, it's to draw from other kinds of experiences and broaden the emotions and reactions available today. I think games that can draw from art museums, cinema or concerts are where the true invention comes from.
OP's definition of "gaming" is far too narrow. I don't want just fun games. Never. The canvas available to video games is broader than any other medium, and we should embrace that, not throw a tantrum when a product is released that doesn't fit the mold made back in the 80's.