DracoSuave said:
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.
"Blow though[sic] that name "social games" is actually something of a misnomer, because players usually couldn't meet anyone new."
I'm just going off of what was said. This very, very clearly states that a requirement of social games is that they allow you to meet someone new.
Further, FarmVille does have social aspects: it has a sort of gallery aspect to it and it
does have the ability to work cooperatively (unless that's mysteriously been taken out since I last saw the game).
DracoSuave said:
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.
Right, it has to do with my point
about his points.
"Interestingly, he said that the players weren't really to blame for letting themselves be taken advantage of, as he didn't think that they were aware that it was happening."
There's always the possibility that he's right (I don't think he is in this case), but there's no doubt that he's saying "you guys probably don't realise the evil you're involved with, but I'm here to help explain it to you so you can be saved".
DracoSuave said:
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.
The last bit is where I have a problem. Game design doesn't have to have one goal. It's very possible to set out to design a game with the intention that it be both good
and commercially successful. The idea that these two goals are mutually exclusive is silly and pretentious, just as it is in so many areas outside of games.
DracoSuave said:
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.
Do you think that they focused only on making a good game and it just accidentally happened to be profitable? Of course you don't. My point isn't that it isn't bad to make games SOLELY to cash in, but rather that it's wrong to assume that you can't ALSO attempt to build something profitable while building a good game.
DracoSuave said:
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.
If we want to go down that route, EVERY game is just "push button to get xp/key to get a different button to push". You just effectively described any interactive system possible (input, change of state, new input). For the moment, I'll agree that they don't have the depth (fewer inputs, fewer states), but I'm not convinced that there isn't a place for games without depth. Games don't have to be about simply pleasure, but that doesn't mean they
can't be.
Also, I'm not sure I'm even on board regarding a lack of depth. Take FarmVille. You have complete control over where to place things, what to buy, how to lay things out. Where you put your farmhouse may not have any impact numerically, but it's exactly the sort of thing people play FarmVille for. Those sort of aesthetic sandbox aspects to casual games are often the most popular parts and they're definitely places where increased complexity can creep into the games. And that's ignoring the people who use the features of the game to make unintended scenes. I was sitting next to a friend who was playing some sort of casual game just last night when she ran into some sort of giant display someone had made in the game. She thought it looked neat and, upon closer inspection, discovered it was made of different-coloured umbrellas. People can add an enormous amount of complexity to a game even if the mechanics themselves seem fairly shallow.
DracoSuave said:
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.
First, I'm not going to argue lexical semantics. If you don't want to use the word "pretentious", fine, substitute a word of your choosing.
I would argue that he is acting as an elitist (though I'm not really sure how one would "pretend" to be an elitist as pretending to be one makes you one). He's making a blanket negative statement about a genre that is generally considered to be "pandering to the base", his authority to speak on the matter derives from his status as an "auteur", he's suggesting that most people don't truly understand what's going on in the games they're playing (while he does understand it), and he's suggesting that the motivation of the involved designers is somehow impure.
DracoSuave said:
If you're going to criticize someone's views, make sure you actually understand what they are saying first. You clearly have not.
Truly no Escapist post is complete without the "you just didn't understand it" rebuttal.