Thanatos2k said:
Falterfire said:
Thanatos2k said:
Regarding the argument on the first page, Yahtzee is falling into the same trap many people use when defending their subjective opinions - not realizing there is a difference between saying "I like this thing" and "This is a quality thing."
Some people are arrogant as to think that they ONLY like quality things, but this is not the case. You can like something that is bad. It's ok. It doesn't mean you're an idiot, and it also doesn't make the thing you like good.
Well, in order to separate things that are good from things which are bad but enjoyable, you first have to nail down what 'quality' means. If we're comparing adhesives we can just figure out which one holds more weight. If we're comparing printers we can look at how fast they print, the precision of printing, and so on.
How do you propose to objectively measure the quality of games?
Again, we have shared metrics of quality in games, even if they are not entirely concrete. We know what good and bad writing is, we know what good and bad pacing is, we know what good and bad graphics are, we know what good or bad voice acting is, we know a good or bad save system (See: Shadowrun Returns), and so on. We even know what makes a good or bad tutorial.
Some stuff is more subjective than others (What makes a good battle system in an RPG?) but many things are not.
Then again, there are things where the 'context' is important; in fact, I'd say 'context' is most important, or rather 'cohesion', i.e. how all the different aspects of the game (or piece of art in general) work together to create an experience (whether it's the one the producers wanted or not).
To use your example of save systems: being able to save whenever I want, as often and in as many slots as I want, and then continuing exactly where I left off might seem, in theory, the best possible way.
But in a shooting game, disallowing that in favor of save points creates far more tension (which is why Half-Life 2 didn't quite 'click' with me; if I took to much damage, I could just reload and try again).
Or in a game with multiple branching paths, only allowing for one, continuous save instead of 50 save spots gives each decision much more weight.
The same goes for pacing, because not only the genre of the game, but also the story demand a certain kind of pacing, so when assessing the pacing of the game one would need to consider both these aspects before passing judgement; just saying 'I know a good pacing when I see one' is not really going to help.
When dealing with art, everything is more or less subjective; there are things that one perceives as 'objective factors', but given the right context / interpretation, those things that break or bend the rules might end up the most interesting.
Showing 'the works', destroying immersion on purpose, for example, is a stylistic device used by Brecht to make the audience aware that they were indeed just watching two actors and a sheep dog; he did this to make the audience reflect on what they saw before them.
The most important thing is to know that there are no 'right' or 'wrong' opinions; there are simply opinions and in between conflicting opinions may lay the truth.
The important thing is not WHAT your opinion is - or indeed how 'subjective' it may seem - but how it is presented.
Saying 'I did (not) like this' is not helpful.
Saying 'I did not like this because it didn't follow the standard formula for save points' allows for discussion.
Saying 'I did like this because the bad voice acting evoked a feeling of loneliness because I was the only sane character in the game, an experience that filled me with existential dread' is highly subjective, but well presented.