Jaime_Wolf said:
Jesus fucking Christ.
So things are only social now if you can use them to meet new people? Even as crazy one-sentence definitions of words like "social" go, that's pretty goddamn absurd. I would hazard a guess that the overwhelming majority of social situations people find themselves in involve established friends and few, if any, strangers.
Social pretty much is defined by interpersonal interaction, if something does not involve interpersonal interaction, then it can't be described as social. Your point has nothing to do with his argument. Two people who know each other playing Resident Evil 5 (online or not) are engaged in a social behavior, thusly the game they are playing can be described as a social game, because it IS a social activity. Playing farmville by yourself is not social, it is an asocial activity because you are not interacting with other players. Ergo, it is a misnomer to call it a social game.
If it had you playing and interacting with another player, either cooperatively, or competitively, then it would be a social activity, and therefore, it is a social game. That's his point. And the more possibility of those interactions, the more social a game is. Hense, CoD(multiplayer) and WoW. Both of those necessitate interaction with other players, and therefore can be described as social games... it's an inherent part of what they are at their core.
Farmville just looks for invites into farmville. This is not a social interaction on your part.
But don't worry guys, even though you're idiots with no idea what's being done to you, this brilliant "auteur" is here to help you out of your dark and ignorant ways.
This also has nothing to do with his points.
AND HORROR OF HORRORS IT TURNS OUT THE GAMES ARE DESIGNED TO MAKE MONEY. Because auteur developers always scorn money and real games should be commercial failures. And wanting to make money could never lead developers to make a good game because making good games is never something that crosses their minds as a way to make a commercially successful game.
He never claimed that making money was the problem. He said that
making money as a game design goal rather than improving people's lives as a game design goal is what is bad.
He's not against them making games to make money. He's against
designing games with the intent of being a cash cow, rather than
designing games to be good games.
Take Magic: The Gathering. Is it a cash cow? Yes. Does it require investment of time and money to become proficient at it? Yes. Is it a well designed game, and is that quality of design
as a game the central focus of the game?
Yes.
FarmVille, and most games of that stripe, are not designed to be good games. They are designed to be good revenue engines, with the game design itself of secondary importance. Look at games like most of those on Facebook, and yes, even Echo Bazaar. They are simply 'push button to get xp/key items to get a different button to push'. They're not actually deep games. The only difference between Echo Bazaar and the others is Echo Bazaar has differently named buttons and differently named key items and differently named progress bars. Well named progress bars. Other than the -names- of things, its no different than Bitefight, or that game 'Outland' that was so pervasive years ago before there was a facebook.
TL;DR: Jonathan Blow remains an amazing designer with all of the pretentious bullshit that seems to go along with that quality.
'Pretentious' means that they put on an air that is different than who they really are. In this case, he makes some very valid points that you've chosen to ignore to make an 'anti-elitist' statement towards someone who doesn't even have the pretense of being an elitist.
If you're going to criticize someone's views, make sure you actually understand what they are saying first. You clearly have not.