Thorn14 said:
EyeReaper said:
The whole "This is/is not" a game argument has been a long and hard battle I've fought for years. It's really gotten to the point where I dislike telling people about VN's because I'm so sick of being told "Katawa/Hatoful/Fate Stay Night/Clannad/Magical Diary/Ace Attorney isn't a real game! It's just sprites and text!"
The worst part is, most Dating Sims do have failure states. There are game overs and Bad endings. I mean, obviously. I don't even know why they keep being brought up here
Walking simulators, on the otherhand, I can't speak for. I've never played one, and I don't plan on it. I won't debate their credibility as games, but they just don't look entertaining.
Thank God for a tv that look like an apple
Whats wrong with Visual Novels not actually being games? (Ace Attorney is a game though because of puzzle solving and such)
That doesn't diminish them in anyway.
Actually, thinking about it, it's not just about the diminishment of the games.
The definition of gamer is defined as people who play games. If we say certain genres of games(experiences, whatever) aren't games, we can say certain people aren't gamers and their makers aren't game developers. If you like visual novels and walking simulators and play them more than other games and play other games only occasionally, why should you be considered a nongamer, and therefore not worthy of attention or consideration when discussing development of games, when you likely dedicate as much time to or more to these sort of experiences? If you take the time to actually make these games(experiences, whatever), why shouldn't you be considered a game developer as much as anyone else who put their time to these issues?
Also, such distinctions between the two potentially leads to adding elements to these non-games that ultimately wouldn't improve them to be considered valid by these people who claim these genres aren't games. The Stanley Parable wouldn't have been improved (and I argue it would have been harmed) by adding failure states, but it would have become a game, making people who play it gamers and the people who made it game developers.
Finally, as much as I hate to bring it up and bring bile upon myself, I'm not going to censor myself on this because I feel this is an important point. This idea has the (intentional or unintentional) consequence of labeling some women-dominated genres among both buyers and developers as not part of the larger gaming scene. Gone Home was primarily developed by women, for example, and while I don't have statistics on me, I'd hazard a guess that the visual novel market has many female buyers and developers as well.
If people are going to ask why women supposedly don't make games and instead just complain about them (a discussion this forum went through pre-gamergate), why when women are actually making experiences that at the very require all the work of games if they aren't games themselves do we seek to define those games as non-games? When people ask "Why aren't women making games instead of complaining about them?" or "Why should we cater to women? they aren't important in the current market" do they
really just mean "Why aren't women making games to match my standards?" or "Why should we cater to women? Women don't play right kinds of games to matter to me"? If so, then both arguments are completely bunk courtesy of the definitional goalpost moving hidden beneath them, and there really is little reason to justify the current state of gaming and the industry for women.