"Snooty" Shooter Critics Anger Rage Dev

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b3nn3tt

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Popularity should have no bearing on whether or not an individual enjoys a game. Enjoyment is a purely subjective factor. To take a recent example, Duke Nukem Forever was fair well-trounced by reviewers, but it still sold well, and I'm sure there are a large number of people out there who thoroughly enjoyed it. Personally, I haven't played it, so I can't opine, but I would never claims someone's opinion to be invalid if it's different to mine. Popularity does not indicate whether something is good or bad, it simmply indicates how popular something is. For example, Call of Duty is an extremely popular franchise. Does this mean it is a good franchise? No. Does it mean it is a bad franchise? No. It simply means that it is popular. I'm willing to bet that most, if not all the people that buy it enjoy it, and that is enough.

In terms of innovation; innovation can be good, it can be bad. Every successful innovation will doubtless lead to imitators, who try to tweak the formula. Whether or not this is good depends on the end product. Copying something else does not necessarily mean that a game/film/book/sandwich will be bad. It may well be, but it might also surpass the thing it was copying. Unsuccessful innovation just acts as a learning curve, there will always be failures mixed with successes. However, I would say that innovation for innovation's sake isn't a good idea.
 

The Droog

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bob1052 said:
General_Knowledge said:
I draw your attention to the following:

"That's still a proven formula that people like, and it's a mistake to [discount that]. As long as people are buying it, it means they're enjoying it," he said. "If they buy the next Call of Duty, it's because they loved the last one and they want more of it."

Replace Call of Duty with Transformers in that quote.
He doesn't use the word good once in that quote. You are trying to define his argument as something it isn't so that you can attack the falsified argument you have attributed to him.
Indeed, in fact that's the very definition of a strawman argument. Well spotted!

Andy of Comix Inc said:
My problem with this is that he seems to be acting under the idea that not only does popular = good, but unpopular, or indie = bad.
Lucky for John Carmack that he didn't actually say that unpopular is bad then, isn't it? As a few people here have already pointed out, what JC said was that popular games are enjoyed by a lot of people. Whether these games are good/bad/innovative are in fact irrelevant to his statement.

I also think that a lot of people fail to realise that when JC says that developers ought to make games they enjoy rather than aim for innovation that this does NOT mean the two are mutually exclusive! A work project that's a labour of love will always be a better product than something you hated but had to finish just in order to pay the bills, right? If that labour of love can show some innovation, then great! But it shouldn't be shoehorned in just for the sake of it.

There seems to be a lot of jumping to conclusions in the comments here and I'm seriously unsure why this is. Carmack's quotes weren't that hard to comprehend were they?
 

Dastardly

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Logan Westbrook said:
The kind of snobbery that Carmack describes isn't limited just to videogames; you'll find the same kind of people in the worlds of music, film, books, and every other medium. While there's definitely a discussion to be had about how much creativity it is reasonable to expect from triple A games, Carmack's point about popularity not being an intrinsically bad thing has a lot of merit. Hopefully, no one is letting videogame hipsters ruin their fun.
And that's where we hit the line between "art" and "product."

"Art" has something of an obligation to be creative. "Products" need only be marketable. When a product happens to be created in an artistic medium (or when an artist begins to market their creations), which is it really--art, or a product? Once the artistic and the commercial worlds meet, it's hard to separate them again.
 

Logan Westbrook

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Dastardly said:
Logan Westbrook said:
The kind of snobbery that Carmack describes isn't limited just to videogames; you'll find the same kind of people in the worlds of music, film, books, and every other medium. While there's definitely a discussion to be had about how much creativity it is reasonable to expect from triple A games, Carmack's point about popularity not being an intrinsically bad thing has a lot of merit. Hopefully, no one is letting videogame hipsters ruin their fun.
And that's where we hit the line between "art" and "product."

"Art" has something of an obligation to be creative. "Products" need only be marketable. When a product happens to be created in an artistic medium (or when an artist begins to market their creations), which is it really--art, or a product? Once the artistic and the commercial worlds meet, it's hard to separate them again.
That essentially encapsulates the discussion I mentioned. It's no bad thing to want to see more creativity from the industry, but that desire can become snobbery, and that's what Carmack is railing against.
 

Dastardly

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Logan Westbrook said:
That essentially encapsulates the discussion I mentioned. It's no bad thing to want to see more creativity from the industry, but that desire can become snobbery, and that's what Carmack is railing against.
Agreed. One of the biggest problems with that snobbery is that it ignores the contribution of these popular games in increasing the reach of the medium. Forgive the comparison, but children's books are hardly ever "art." They do, however, introduce kids to reading, which increases the chances they'll bump into some art later on, doesn't it? Of course, if we only use that reach to dispense more of the same, yes, that's a problem...

...but that's the second biggest problem with that snobbery: It betrays a belief that only one kind of game can exist. If these people aren't making "real art," then they're somehow making it impossible for others to make real art. It would be like organic food stores complaining that as long as Twinkies exist, no one's eating healthy. Instead, they should recognize that, while selling similar products, they're selling them to two separate audiences...

...which leads to the third biggest problem with that snobbery: It puts responsibility for change in the wrong hands. The assumption seems to be that if they can stop the big guys from selling "crap," all the former buyers of that crap will suddenly... what? Buy Limbo and be happy? Removing a competing product doesn't guarantee people will buy yours. If you want to change the landscape, you've got to work on changing what the audience is looking for. Again, forgive the comparison, but a baby isn't going to switch from strained carrots to hamburgers just because you took away the carrots. You have to get them ready for it, step by step, and it takes time.
 

adfgsahjfdgshja

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Dragon_Nexus said:
Willem said:
There is not one shooter that isn't just a juvenile murder fantasy from the mind of psychopathic rape-enthusiast. I don't see what's "snooty" about not wanting someone to sell his gonorrhea to stupid people, and then doing the exact same thing the next year. Maybe isntead of gonorrhea, he could sell soap.
What about Mass Effect? Or Fallout? Or Metro?
There are plenty of shooters that aren't just military gun wank.
Let me elaborate.

In media, violence should be used as a tool and never as the base structure. When done right violence can be extremely powerful, but when you do it constantly it loses all it's effect. It becomes casual, boring and even silly. If one makes violence seem like a casual thing, then it destroys the whole idea of violence. Violence is a shocking, powerful and a very negative force that most people don't normally wish upon anyone, and in a universe where violence is the norm, our norm becomes their violence. In such a universe our rules don't apply, and when characters react to things like we do, it seems silly and strange (case in point; almost every shooter ever made).

Even in all of your examples, the game has you commit multiple genocide even before you've finished breakfast. Games approach murder and death in a very juvenile fashion even in games like Mass Effect.

http://moviebodycounts.com/

This is a site that counts deaths in movies. Of all movies, the most kills by a character on screen is 150, and it goes radically down from there. In most shooters 150 kills would be a considered a small amount.

I think one of the biggest problem that video games have is the genres we've given to games. A film or a books genre is defined by the general emotional atmosphere of the work. With games, it's defined by it's mechanics (with the exception of "horror"). First-person shooter, third-person shooter, sandbox, role-playing game, real-time strategy, puzzle, etc. Having it this way creates certain rules. Consider if someone wanted to make a game about a man dealing with his drug addiction but it wouldn't feature any of the mechanics that have been laid out by the genres. What genre would it belong to? The game wouldn't be made because it would be considered not fit to be made as a game. When developers choose the genre of their game, they at the same time choose how the entire game has to play. A first-person shooter has to be about shooting in the first person, role-playing games have to be about manging and increasing your numbers in a D&D fashion, platformers have to be about platforming, etc. Imagine if there were only a few different settings for a film and the filmmaker can only add the appearance of the characters and their dialogue. No game should have just one mechanic that defines it. In life, we have to face different kinds conflicts each day and we use everything that we can to overcome them. Just one given solution can never solve all the problems.

If you look at the greatest works of art from any medium and compare them to the greatest games ever made, the games really don't hold up at all.

Oh, also Deus Ex isn't a shooter and Half-Life has an interesting world, but you're still controlling a godlike murder machine.

(I'm not gonna use this account again after this, I just wanted to say this)
 

Treblaine

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Willem said:
If one makes violence seem like a casual thing, then it destroys the whole idea of violence.
What if that is the artist's intention?

In the Metal Gear Solid series you can rank up a huge body count, to spite the game being all about stealth you can end up with a lot of blood on your hands to the point that killing becomes almost routine. Then Kojima pounces and uses that against you in a poignant and I'd say artistically significant way.

I'd say is it snobbery to say "You can't do this very general thing and still be artistically significant".


I think one of the biggest problem that video games have is the genres we've given to games. A film or a books genre is defined by the general emotional atmosphere of the work. With games, it's defined by it's mechanics (with the exception of "horror"). First-person shooter, third-person shooter, sandbox, role-playing game, real-time strategy, puzzle, etc.
Well books do the same, it's just that the gaming press give more emphasis to the form.

For example books are described as written from First or Third person perspective. And a game that is described as a "sandbox" how is that different from books being described as a "saga"?

That's the principal but DO NOT MAKE UNFAIR COMPARISONS! There is no escaping the fact that books are EXTREMELY different from games, so that they must be categorised by how they are played.

All books are essentially consumed the same way, if you can read one (barring translations) you can read them all. Games not so much. They are categorised for very practical reasons as not everyone can play RTS games, and not everyone can play FPS games.

Having it this way creates certain rules. Consider if someone wanted to make a game about a man dealing with his drug addiction but it wouldn't feature any of the mechanics that have been laid out by the genres. What genre would it belong to? The game wouldn't be made because it would be considered not fit to be made as a game. When developers choose the genre of their game, they at the same time choose how the entire game has to play. A first-person shooter has to be about shooting in the first person, role-playing games have to be about manging and increasing your numbers in a D&D fashion, platformers have to be about platforming, etc. Imagine if there were only a few different settings for a film and the filmmaker can only add the appearance of the characters and their dialogue. No game should have just one mechanic that defines it. In life, we have to face different kinds conflicts each day and we use everything that we can to overcome them. Just one given solution can never solve all the problems.
What genre? Whatever genre the artist likes. Look games do not HAVE to be in a clear genre to be accepted or successful.

I mean what the hell genre is Portal in? A first-person Puzzler? You don't have any guns to fire.

You describe a situation that could exist but IT DOES NOT!

There are so many good games that defy the "rules" with no detriment, like Condemned, Portal, Mirror's Edge, AAAaa Reckless Disregard for Gravity.

If you look at the greatest works of art from any medium and compare them to the greatest games ever made, the games really don't hold up at all.

Oh, also Deus Ex isn't a shooter and Half-Life has an interesting world, but you're still controlling a godlike murder machine.

(I'm not gonna use this account again after this, I just wanted to say this)
That's just petty, that's like saying "look at the best movies ever made, they can't hold themselves up to the greatest books ever written"

Pointless comparisons. Deus Ex - like many games - defies your arbitrarily strict genre rules though could be described as a First-Person-Shooter though it is much more than that. But neither Half Life or Deus Ex are you a "god-like murder machine" no more so than the typical protagonist of the great literary and motion picture works.

PS: it's against forum rules to have multiple accounts... just saying.
 

MiracleOfSound

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General_Knowledge said:
By this idiots logic, the Transformers movies are really bloody good.

Just seems like an easy way to dismiss negative feedback to me.
Actually what he said was if people are buying it, they are clearly 'enjoying' it.

And they are. I get each new COD game because I enjoy them.

Sure, they have broken features that drive me nuts sometimes but I have yet to find a shooter that feels better in my hands and is as fluid to play.
 

JourneyThroughHell

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General_Knowledge said:
By this idiots logic, the Transformers movies are really bloody good.

Just seems like an easy way to dismiss negative feedback to me.
Eleuthera said:
General_Knowledge said:
By this idiots logic, the Transformers movies are really bloody good.

Just seems like an easy way to dismiss negative feedback to me.
This.

Just because something is popular doesn't make it bad, but it definitely also doesn't make it good.
You guys... Wow.

I mean, really. You, guys, would make awesome Fox News or MSNBC anchors. Not just twisting around someone's words, but outright making shit up. That takes talent.

And calling Carmack, a guy who knows rocket engineering, and "idiot" is really fucking rich coming from a guy who absolutely misread everything that he was trying to say.
 

Willem

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Treblaine said:
What if that is the artist's intention?

In the Metal Gear Solid series you can rank up a huge body count, to spite the game being all about stealth you can end up with a lot of blood on your hands to the point that killing becomes almost routine. Then Kojima pounces and uses that against you in a poignant and I'd say artistically significant way.

I'd say is it snobbery to say "You can't do this very general thing and still be artistically significant".
I think a good example of this would be in the movie Kick-Ass where it's used to create a comical effect. It can be done and it can be done well, but I don't think that in most cases it's a conscious decicion by the developer.

I assume the moment you're talking about is the river dream sequence in MGS3. I admit that I think it was a clever move, but the rest of the game (and in fact, the whole series) is so batshit fucking insane that any point that the game is trying to make is rendered moot under all the bullshit.

Well books do the same, it's just that the gaming press give more emphasis to the form.

For example books are described as written from First or Third person perspective. And a game that is described as a "sandbox" how is that different from books being described as a "saga"?
True, but I've never heard anyone call "Lord of the Flies" a third-person survival. I think that in general, games should have a bigger emphasis on storytelling and narrative. At the moment, the genre of a game is defined by the mechanics you are given to resolve the conflicts in between the story sections (in most cases at least), and I think that this is very crippling to the medium. A lot of people who could potentially do great things with games are turned off by the way games represent themselves.

Also, I don't think you know what saga means.

That's the principal but DO NOT MAKE UNFAIR COMPARISONS! There is no escaping the fact that books are EXTREMELY different from games, so that they must be categorised by how they are played.
I honestly don't think that books and movies are so extremely diffrent from each other. A story is a story, it doesn't matter if you read it, hear it, see it or experience it, it will always be a linear succession of events (well... you know what I'm talking about). Of course there are multiplayer games or toybox games like Call of Duty and Minecraft that canno't be replicated in any other medium, but I don't play those games and therefore am not qualified to talk about them.

All books are essentially consumed the same way, if you can read one (barring translations) you can read them all. Games not so much. They are categorised for very practical reasons as not everyone can play RTS games, and not everyone can play FPS games.
Okay, so this is what I think is the problem. Most games make you resolve conflicts by testing your reflexes. Games relay way too heavily on gunplay, because that's the easiest way of making a sequence interactive in their minds. Developers already have the toolsets to create a functional shooter, so a first-person shooter where you only kill ten people would not be worth the effort because you'd have to create new ways to make scenes interactive and a new engine to make them work. Why do that when it would be much easier to just put a horde of bad guys between you and the next plotpoint.

Look games do not HAVE to be in a clear genre to be accepted or successful.

I mean what the hell genre is Portal in? A first-person Puzzler? You don't have any guns to fire.

You describe a situation that could exist but IT DOES NOT!

There are so many good games that defy the "rules" with no detriment, like Condemned, Portal, Mirror's Edge, AAAaa Reckless Disregard for Gravity.
Portal is a puzzle game because you have to solve all the conflicts the protagonist faces by solving puzzles. Mirror's Edge is a platformer because you have to solve all the conflicts the protagonist faces by platforming (Mirror's Edge was a horrible game, though). Condemned is an action game because you have to solve all the confilcts the protagonist faces by beating up hobos and junkies. Of course there are crime scene investigations, but those are awful, and it's still mostly about beating up poor people. I haven't played Reckless Disregard for Gravity so you might have me there. But nevertheless, there was a pattern forming up.

That's just petty, that's like saying "look at the best movies ever made, they can't hold themselves up to the greatest books ever written"
It's nothing like that, because that your statement is false. My point is that I've seen and read countless of pieces of art that have had an emotional and intellectual impact on me, but there are only two games that have had any sort of impact on me.

Pointless comparisons. Deus Ex - like many games - defies your arbitrarily strict genre rules though could be described as a First-Person-Shooter though it is much more than that.
You have to understand that I don't hate games. I love games, why would I be on the Escapist if I didn't. I'm actively looking for games that had meaning and depth to them. Deus Ex is one of these games. But still Deus Ex is flawed in many ways. My point is that there is nothing worng in demanding more, It's what we humans do. If we would've never had any sort of ambition, we'd still be hairy and bare-assed, picking berries in Africa. Games could very well become a meaningful part of our culture. But for that to happen games must evolve, and they never will if developers keep making the same games over and over again. People say that if there were only art and no entertainment it would be horrible, but I think that no art and only entertainment is much more horrible.

But neither Half Life or Deus Ex are you a "god-like murder machine" no more so than the typical protagonist of the great literary and motion picture works.
I don't think "Commando" and "Rambo" count as great motion picture works.
 

Treblaine

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Willem said:
I don't think "Commando" and "Rambo" count as great motion picture works.
Aragron from the Lord of the rings saga amasses a huge number of kills, same for James Bond in literary form, Macbeth and many other literary characters.

Violence and art are not mutually exclusive, you can have characters who kill often and on a prolific scale and still be artistically significant.

I'm also surprised you mention Rambo as not counting as "great motion picture works", as First Blood was a damn good character driven story of conflict, both external and internal of a broken man. His killing spree is an extension of that. Roger Ebert described it as, I quote: "a very good movie, well-paced, and well-acted not only by Stallone...but also by Crenna and Brian Dennehy".

Again, you are making spurious comparison. All I can see is you implying because Commando and later Rambo movies were both corny/lowbrow and had prolific killing, then all works with prolific killing are corny/lowbrow.

You don't have to make your character a pacifist to make him interesting, or the plot compelling.
 

Willem

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Treblaine said:
Aragron from the Lord of the rings saga amasses a huge number of kills, same for James Bond in literary form, Macbeth and many other literary characters.

Violence and art are not mutually exclusive, you can have characters who kill often and on a prolific scale and still be artistically significant.

I'm also surprised you mention Rambo as not counting as "great motion picture works", as First Blood was a damn good character driven story of conflict, both external and internal of a broken man. His killing spree is an extension of that. Roger Ebert described it as, I quote: "a very good movie, well-paced, and well-acted not only by Stallone...but also by Crenna and Brian Dennehy".

Again, you are making spurious comparison. All I can see is you implying because Commando and later Rambo movies were both corny/lowbrow and had prolific killing, then all works with prolific killing are corny/lowbrow.

You don't have to make your character a pacifist to make him interesting, or the plot compelling.
I never claimed that a character couldn't be interesting if he/she killed anyone. The examples that I chose where movies that had the biggest body counts (John Rambo: 87 kills in "Rambo", John Matrix: 81 kills in "Commando"). In First Blood, Rambo only kills one person.

What I'm trying to say is that the kill count in an average shooter ranges from 200 to over a thousand. Across all three LotR movies aragorn killed only 50 creatures, most of them orcs, and if you think 50 is a "huge number", then you have to agree with me that over a thousand is completley fucking ridiculous.

In modern games it seems that developers feel that the only way to make a sequence interactive is to make you kill people. A game designed for first person shooting that had a realistic number of adversaries, would have you spend most of the game running around in empty areas doing nothing. I very strongly believe that this is why writing in video games is so awful. Because for decades people have built and fine tuned the mechanics to make a functional system to create gunfights. Most developers seem to think that this is the main essence they have to build their game around. When they write a script it has to be compatible with the mechanics, and when the only mechanic you have is shooting people from behind the cover, there's not much drama you can add to that.

Most of games that are released are based around combat. There is not one game out there that I would classify as a drama. I want drama god damnit! Where the fuck is all the drama?!
 

Treblaine

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I really don't know what you're talking about

Willem said:
Most of games that are released are based around combat. There is not one game out there that I would classify as a drama. I want drama god damnit! Where the fuck is all the drama?!
Heavy Rain
Amnesia: Dark Ascent
Penumbra series
The ENTIRE Adventure game genre (point-and-click) on PC
Phoenix Wright series
Professor Layton series

Most RPGs are able to have combat AND drama.

Conflict adds to drama, it gives it weight, incentive and consequence. Drama without consequence is reality TV show tat.

Also games are games, don't expect them to be something less than that.

It's like reading a novel and complaining that there aren't any nice pictures. It's a novel.

It's a game, you're supposed to interact with the world, and as nice as it would be to sit back and enjoy the drama it isn't a game then. Getting involved with the drama is fiendishly complex without ending up with the situation the OP has actually described.

What I'm trying to say is that the kill count in an average shooter ranges from 200 to over a thousand
Moving on from what an exaggeration that is, consider that the average game is about 5 times as long (90min vs 8 hours) while a game never cuts away from the protagonist, it shows every kill and there are as many kills as are necessary.

film-game-book comparisons are not unlimited, they are not equivalent in every way.
 

Kahunaburger

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Dastardly said:
...but that's the second biggest problem with that snobbery: It betrays a belief that only one kind of game can exist. If these people aren't making "real art," then they're somehow making it impossible for others to make real art.
A) All games/movies/books are "art" by definition, so the whole "non-art/real art" distinction is artificial.

B) People don't dislike stuff like CoD, Twilight, and Transformers because they're lowbrow. They dislike them because they're poorly made, written, acted, paced, etc where applicable.
 

Treblaine

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Kahunaburger said:
Dastardly said:
...but that's the second biggest problem with that snobbery: It betrays a belief that only one kind of game can exist. If these people aren't making "real art," then they're somehow making it impossible for others to make real art.
A) All games/movies/books are "art" by definition, so the whole "non-art/real art" distinction is artificial.

B) People don't dislike stuff like CoD, Twilight, and Transformers because they're lowbrow. They dislike them because they're poorly made, written, acted, paced, etc where applicable.
Yeah, I cannot stand Michael Bay's Transformers yet I love films like Commando and Die Hard. Why? because the latter are well made and effective.

I even somewhat like some other of Michael Bay's films - when he does it right - even though they are quite consistently low brow.

basically

Art =/= "arty"
 

Willem

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Treblaine said:
Also games are games, don't expect them to be something less than that.

It's like reading a novel and complaining that there aren't any nice pictures. It's a novel.

It's a game, you're supposed to interact with the world, and as nice as it would be to sit back and enjoy the drama it isn't a game then. Getting involved with the drama is fiendishly complex without ending up with the situation the OP has actually described.
Are you some kind of an idiot?
 

bear912

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General_Knowledge said:
I didn't condemn anyone. I said Carmack was an idiot. Anyone that could make the claim that something is good because a lot of people like it, is a complete twit.
... and I happen to find it very hard to take anyone seriously who can make the claim that "Carmack [is] an idiot". Please explain how an idiot writes Q_rsqrt [http://en.wikipedia.org/wiki/Fast_inverse_square_root], and I might be convinced to take you slightly more seriously.
Treblaine said:
I mean what the hell genre is Portal in? A first-person Puzzler? You don't have any guns to fire.
Unless you use "impulse 101"... ;)
 

Dastardly

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Kahunaburger said:
Dastardly said:
...but that's the second biggest problem with that snobbery: It betrays a belief that only one kind of game can exist. If these people aren't making "real art," then they're somehow making it impossible for others to make real art.
A) All games/movies/books are "art" by definition, so the whole "non-art/real art" distinction is artificial.

B) People don't dislike stuff like CoD, Twilight, and Transformers because they're lowbrow. They dislike them because they're poorly made, written, acted, paced, etc where applicable.
I was using the term "real art" as it relates to the general outlook of many of the folks displaying snobbery toward mainstream games.

Not all dislike is an example of this snobbery, either. Some people dislike the games because they don't find them fun. Other people act as though the existence of these games somehow keeps other people from making games they feel are better.

You may not dislike these games because they are "low-brow," but some people feel they are, and some people dislike them for that reason. That's the specific kind of dislike I think this article (and my response) are dealing with.

I think you could agree there's such a thing as "good art" and "bad art." Some people just choose to claim art that is "bad" enough isn't really art. To me, the distinction is more evident when marketing becomes involved, for the simple reason of purity.

Someone who is making the game they want to make, they're making purely what they want the game to be. Someone who is worried about a financial bottom line is likely making cuts and compromises in order to please shareholders, producers, or just the perceived target audience--there is another interest in the production than simply creating.

So yes, such a product is still technically a piece of art within a particular medium... but we could argue that it's not purely art, because they have to be able to guarantee a reasonable return. If even one thing about the game is changed for these reasons, we've got a hybrid "art-product."

It may be an artifice, but that doesn't mean the distinction has no value. You'll note, hopefully, that I personally have not assigned a value judgment to a product based on this. Nor have I said that I think "pure art" is where it's at. There's a place for both ends of the spectrum, as long as both ends are there.
 

bushwhacker2k

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Well, I'm not going to directly reply to the quote taken because it seems like a lot of articles I read are just there to cause retaliation...

But, I don't think saying 'I am not trying to make something creative, I'm just making something that's been done before' is kind a derp-move, no?

I mean I don't totally disagree, if a game is good I'd want to play more, but if you are actually saying you aren't trying anything new then what are you doing as a developer?
 

xXHaytonLloyd23Xx

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Dr. McD said:
xXHaytonLloyd23Xx said:
Also, why does everyone on this site hate Black Ops so much? I thought it was light years ahead of MW2 especially in the story department. Prop's to Treyarch for at least trying to mix up call of duty in it's fairly mundane story department
Because it's story is still shit, Modern Warfare 2's plot is basically a plot hole so big it the entire world could fall down it.

Black Ops foreshadows it's plot twist so much people predicted it from by the end of the third level (assuming you consider U.S.D.D. a "level" and not a "cutscene"). Also, the Vietnam war has already been done to death in games.
True, but it's still not as overdone as WWII and Modern shooters. And besides, it might have been predictable as shit but it was still fun (least in my eyes) and for the first time your character wasn't just a mute asshole