PAX 2010: Solace

By: Derek Yu

On: September 9th, 2010

[This is a guest review by NMcCoy. If you’d like to contribute an article for TIGSource, go here.]

So, I just got back from my day at PAX. There was all sorts of delightful stuff on display, fun things to do, and some very impressive demos in the expo hall. The one game that I was utterly blown away by, however, was not LittleBigPlanet 2 or Duke Nukem Forever or Final Fantasy XIV, but a student game in the PAX 10 called Solace. Something that’s been on my mind lately is the fact that while games, as a medium, have certainly been explored as a vessel for expressive artistic statement, gameplay has not often been a part of that. If you take Braid and remove the text, you end up with a puzzle game involving time manipulation that is barely about anything other than puzzles involving time manipulation. On the other hand, if you took Solace, removed the text, and replaced all the beautiful graphics and superb sound design with rectangles and beeps, it would still be about the five stages of grief as represented through the gameplay of its levels – the message would not be conveyed nearly so brilliantly, but nor would it be lost.

Certainly, there have been games in the past that conveyed an artistic statement through their gameplay. Passage springs immediately to mind, for example. But the thing about Passage is that while it may or may not be effective as art, it isn’t really effective as a game. It merits exploration, and provokes thoughts, certainly, but doesn’t really engage the player on a visceral level. In contrast, Solace is fun, challenging, and engaging. The visuals, audio, and level design are all deliberately tuned to evoke within the player echoes of the emotion that they represent. Not just through sympathetic sensory associations, the way a painting or poem or piece of music would – though Solace uses these idioms as well – but through the nuances of the gameplay. The structure of the game expects, and at times effectively requires, the player to demonstrate an understanding of the level’s relevant emotion in order to successfully proceed through the game – and indeed enables the player to do so, with nothing more nuanced than a directional control and a fire button.

Solace, in addition to being a marvelous work of art in its own right, is a lesson to all game designers of what games have the potential to be. In my own game designs, I have often run into a tension between making my game artistically meaningful and having good, solid, fun gameplay. Solace, by being excellent in both regards, has taught me that this is a false dichotomy. If Portal is worthy of a place on a course syllabus, I believe Solace can be similarly instructive, to students and designers alike.

  • Chris Whitman

    Yeah, you could pretty much replace all the comments in this thread with that comic.

    I think it's a sign of emotional maturity to be able to experience something you didn't enjoy without acting like the author has failed somehow by not making what you wanted, as if the entirety of the universe is set up just to cater to your very specific requirements.

    I keep being reminded of what Adam Saltsman said in the Infinite Ammo podcast. Like, sometimes a game can just be a cool experiment, and doesn't have to be your opus, or whatever. It's really unfortunate that every time you make something you think is neat, and that you want to make, on the other end there's someone nitpicking and complaining that he clicked on a download link and it wasn't exactly what he wanted.

  • Chris Whitman

    I say put your money where your mouth is.

    Stop complaining that the someone on the internet failed to entertain you and go and make your own game. You seem to know what you want, so it would probably be good, and then you can do something more productive with your time than endless arguments about how reprehensible other people are for liking different stuff.

  • Chris Whitman

    “The someone on the internet.”

    I need less work and more sleep.

  • Chris Whitman

    Being *knowledgeable* is a good thing. Treating your personal preferences like incontrovertible facts just makes you look to everyone else like a crazy person.

  • anarkex

    I don't believe I'm treating my preferences as incontrovertible facts. I am merely BACKING them with facts. This is what makes them good opinions: I've tested them over and over against reality.

    Once again, I invite you to tell me which part of this game I have called a “blight”, and why said mechanics are in fact good. As you haven't done so yet in favor of mocking me, I'm going to assume you can't.

  • anarkex

    I'm not complaining that this game was made. I say this every time I do something like this. Developers can make whatever games they want, they can make them as shitty as they want, the world is their oyster.

    What I am opposing is the blind praise that the above article showers on the game, as well as the multitudes who have been mocking me and yelling at me ever since I decided to play the game and write my thoughts. I did what the author of the post did, but my opinion was negative and therefore horrible and must be stopped at all costs.

  • rAzzB1tCh

    I never understood why people got so mad at “Art Games”. I mean, it's art + game. If you don't like it, what's the big deal?

  • AshfordPride

    Because it's art – game.

  • AshfordPride

    But then that would imply that I consider this game to be art.

    Would a bad painting be considered art? Is a bad book art? Is a bad anything considered art? Then why do we seem to only consider the worst video games to be the best examples of video games as art? Sure, it LOOKS nice, but there's so much more to art than just looking nice. Look at some of these bullet patterns. Look at how they pose absolutely no threat to the player, and even if they did, it's all moot as there's absolutely no penalty for death!

    There's zero subtlety to the metaphor of grief being presented here. (Pssst, here's a great chance to tell me I didn't get it) Stages named after the idea they're trying to express, and they stick to a theme. That's just fantastic. That's more than enough reason for me to want to sacrifice challenge and achievement in a genre where this matters above all else. I don't think anyone would've minded if this was an actual game. I'm not going to give the creator the benefit of the doubt and just call him out on the fact that he could not make a good shmup, and instead made an art. Would the message of this game be obscured by a few tropes of the shmup genre? No! One, because it has absolutely nothing to say beyond a cute, but flimsy metaphor and two because it would make it a GOOD GAME.

  • AshfordPride

    I'm not happy with how I worded the first couple lines of the second paragraph. Incredibly vague, incredibly stupid.

    I'll blame it on being tired like everyone else. Call me on it and I'll explain if anyone gives a shit and just isn't trying to countertroll trolls trolling trolls.

  • Chris Whitman

    You don't seem to understand why people are mad, and I'm not sure how to explain this to you.

    People aren't mad because you don't like the game, people are mad because you were sarcastic, pedantic and laughed at everything written by everyone else like a spoiled child. You need to realize that the things you don't like about the game are basically just not issues for 90% of people here. It's totally fine for you to not like them; it's even fine for you to say you don't like them. It isn't fine for you to act like there's something wrong with everyone else for not sharing your preferences.

    That the game requires installation, or uses a monospace font, these are facts. That these invalidate everyone else's enjoyment, that is an opinion. We understand what you're talking about, but we don't care. It doesn't make us idiots; it means we have other priorities.

  • Magnafiend

    It's not really art-games, but art-games that use some grand artistic vision as an excuse to half ass all the game functionality. Just because a game is an art game doesn't mean it can't be a really horrible game. A lot of 'art games' put so much emphasis on the ART and give absolutely no attention to the GAME aspects. For the games falling into that category (Solace being one of them in my opinion) why not simply make a film, or an abstract animation. It would get the same message across and possibly offer more possibilities than implementing game mechanics that are essentially rendered as completely pointless due to the fact you can't die. On the other end of the spectrum, there are games that are so emphasizing gameplay that there isn't much that is overtly artistic about them. This extreme though, usually leads to an enjoyable gameplay experience, though maybe not the most innovative, it's still fun.
    The point I'm getting at is, art games have to be actual games in order to be successful, rather than not-games. Yes, removing gameplay elements and bringing things down to the bare minimum can be artistic, but it has to be done for a reason relevant to either the artistic side or the gameplay side, and can not render the actual gameplay portion as optional. This is what makes Ceramic Shooter so much better than Solace. In ceramic, the mechanic was unique, but it also didn't reduce the game to simply holding the fire key. You can still die, you can still lose the game, you can fail, you are FORCED to interact in some way that doesn't involve taking a roll of ducktape to your keyboard. Granted, CS:EP does have it's faults in my oppinion, namely the way some of the imagery and words are nonsensical in context to the rest of the game, and the fact that by the end the text is unreadable because it is destroyed before you even have the chance. It feels like some things were thrown in at random, like the computer monitor enemies, and the engineering/electronic circuitry logic diagram portions. But enough of my tangent, back to my point. CS:EP integrated gameplay into the art part of the game to make it an essential part of actually playing the game. I feel the goal of art games in reaching the next level is to make a game that can be equally appreciated for it's artistic message and vision equally as much for it's well formed gameplay mechanics and attention to detail when it comes to balancing and coding (unless the artistic part of the game is to blur the perceptions of such things, but that's going into a whole Duchampian logic that I don't even want to touch right now, since it's completely irrelevant to the conversation.)
    In short, I don't hate all art games, just the ones that use art as an excuse to toss gameplay down a fiery tar pit.

  • anarkex

    Internet arguments always come down to “OH YEAH, WELL YOU TRY DOING BETTER!” but this is not a valid argument. Do I need to be a chef in order to say the steak is overcooked? Do I need to have directed a better film than Con Air to laugh at how bad it is? I can't code video games, but that doesn't force me into a role of stupefied acceptance. I can still express my preferences, as can you.

    Let's say that in order to give criticism, you need to have experienced what you are criticizing. In order to give GOOD criticism, you need to back it up with facts and comparisons. I've done all of this, you've done none of this. I may make a video game someday, but it's hardly necessary for me to explain why this one is trash.

  • anarkex

    Chris, I posted my opinion, with reasons, jokes and chuckles, because most of the thread didn't like the game either.
    You told me I was wrong.
    I clarified.
    Derek insulted me.
    Dodger posted an opus of hilarity also telling me I was wrong as well as a lot of other irrelevant things.
    I shredded said opus, replying to each point and being, mostly, quite civil.
    Dodger said I was PMSing.

    If I'm being sarcastic and pedantic, I'm doing it in between firing off points that, as of yet, no one has countered. I have yet to see anyone explain, in detail, why I am wrong, besides “YOU ARE BEING TOO MEEEEAN TO BE RIGHT!”. All anyone has done was attack my tone, which is here for entertainment purposes to keep me from boring myself to death writing these fucking responses and to keep you from boring to death while reading them. So if that's all you've got, and you're going to harp on my criticisms of the font choice and installer file while ignoring what's actually important in what I've written, you might as well give up because I'm only going to insult you back.

  • Chris Whitman

    After reading this over, I feel I should clarify that the “you” in here is often the general “you” and not you specifically.

    Most art games are small experiments or student games. Who's going to put the effort into a large, time-consuming project to create an immaculate art game if, when they take their first few steps, people just shit all over their work for its flaws?

    The closest thing we have to a large art game now seems to be something like Braid, which, yeah, it has its problems (vagueness, weak-writing), but it got a lot of things right as well, and on blogs and in forums where people can manage to be more civil than a horde of screaming monkeys, it's opened up a lot of really interested dialogue about how you could do it better. This helps the creator and helps the community. Our concepts and sources of inspiration are constantly growing. Personal skillsets, also, are improving.

    Why didn't this game blow your mind? I don't know. As a student project, the author probably only had a semester or less to complete it. He may not have a lot of experience making shmups. He also had to balance making a shmup with something that also fulfilled his artistic goals in a limited time period. Chances are this isn't the sort of thing he's ever done before.

    But it's like the one really cool thing he did doesn't matter because he didn't put out a polished game, or because he made some bad design decisions due to inexperience or whatever. And yet the immediate assumption is that the author is personally flawed because he made something you didn't like, or that had problems.

    Sometimes even experienced developers with good track records create a quick experiment to see how something works. The inevitable response is still “this is shit and I hate it and I hate you,” because they didn't take two years to put out something they almost certainly couldn't afford to spend that kind of time on.

    People on the warpath about art games almost always seem to frame it as, like, everyone is telling them they have to lie about a game to protect the author's precious feelings or something, which is a weird delusion. Keeping quiet about the flaws of a game does no one any good, but neither does just screaming over anything that's wrong. You can be a resource to the developer and the community by engaging in a dialogue about the game. But a dialogue is not one-sided — it isn't just you saying the things you didn't like and shouting down anyone who didn't mind them — it means you and everyone else try to come to a closer understanding so that everything will improve.

    Games don't come out of a vacuum. Even as an enthusiast, you can make them better. Or you can get in the way by just unilaterally stating that you hate art games, or ranting incoherently at anyone who tries anything different. It's really your call on whether you want to act like a grown-up and use your time productively, or act like a child and waste everyone's time.

    (Also, regarding the subtlety issue, I have to ask you (not the general you, this time) whether you think the game would really be improved if the author made the message inscrutable or asked you to play hunt the metaphor. Sometimes I think one of the big problems in indie art games is that people try to hard to make their message ambiguous or hard to figure out just because they think that's what art is supposed to be like. Often it just winds up being kind of irritating.)

  • Chris Whitman

    “Try to hard!”

    I think we're all in the same typing boat this evening.

  • AshfordPride

    I'm a student, Chris. I know what it's like to be a student. I too have to work in a short amount of time and sometimes I produce work that isn't exactly as good as it could've been if I was given more time. Would you like to see something I made?

    http://www.youtube.com/watch?v=-bPZSHDZ5_c

    Audio is too low. Animation errors are plentiful. Awful compression issues that I couldn't be bothered to fix with the final clip. But this was basically Maya 101, the point wasn't to create the best animation in the world, but simply utilize what we learned to show that we have an understanding of the basics of Maya. I never intended to show this to anyone, I'm kind of embarrassed about how bad it is.

    Now imagine a website entirely dedicated to animation decides to feature my work. The bumbling, slipshod efforts of a person that could barely be called a novice. Is it wrong if people ask why we are being subjected to some kids final project for a class when we could be told about much better games out there. In fact, since we all agree there is better animation out there, why are we even bothering with this kid? Why are we all wasting our time judging some kid when there are bigger and better animations out there? In the grand scheme of things, it's shit. If we are willing to concede that he's only an beginner, it's still only able to claim to be half-decent!

    But I fulfilled my goals! I can texture walls, I can animate a walk cycle, I synced the movement! And then the critics tell me that this was a waste of their time, and that it should be so goddamn obvious what I need to do to make my animation at all presentable.

    And that's why I never paraded my work around online. I had no delusions that my work had some sort of fantastic comedic genius, demonstration of technical ability, or any other sort of raw merit to warrant it being shown around the internet like it was anything more than a school project.

    So, why is this any different?

    And what if he made this in a year? What about five years? Ten? Nobody forced him to release this game to the public, when is it acceptable for someone to release something that's complete garbage when they're strapped enough for time?

    What I'm trying to say is that this game shouldn't be treated like a student's project anymore now that it's out of the classroom. We don't do that to anyone when they release a product into the real world, or at the very least we shouldn't. I have absolutely no patience for some greenhorn parading his sophomoric efforts around like they're worth anywhere near as much as a shmup. The amount of fantastic doujin shmups should more than prove that students and novices are more than capable of making games that can compete with shmups made by bigger, more experienced companies.
    —-

    See, here's another problem. He never had to sacrifice making a good shmup to fulfill his artistic vision. This is everything wrong with art games. Tell me why this game couldn't be both? That's the question that was asked in the original post, and it's pretty obvious that he's the sort of guy that thinks that only through torturous segments of C+ prose that mean absolutely nothing to the game can we truly feel something at the end of the game where something the relates to the story actually happens in the context of the game.

    Sacrificing his artistic vision.,, What a load of balogna! Do you mean to tell me that anyone who has made a shmup that's also a decent video game had absolutely no concern for artistic vision? Watch this here.

    http://www.youtube.com/watch?v=pdJ4VYPb5rY&feature=related

    Look at how fucking ugly those character portraits are. Then look at how awesome those bullets are. Those giant bullets you just have to squeeze through are awesome. The music is absolutely incredible. The grazing score system is probably my favorite scoring system in any Touhou game, and I wish I could find a video of someone who is really good at this game and knows how to play the graze.

    But notice how I never said that the character portraits are being sacrificed for artistic vision. Zun doesn't draw like this because it's the best way for him to express the beauty of the denizens of his little world. He draws them like that because he draws them quickly, and he knows that as long as the little hat or bow or button on them looks good, who gives a fuck. You don't have to make excuses for people who know what they're doing and can create something that's truly exceptional.

    And then…

    And then someone like you comes along and says that it's fine for games like Solace to be placed against shmups made by the goddamn LEGENDS of the industry because it does a cool thing that you didn't even elaborate on. What did it do, Whitman? It simply expressed an idea very clumsily through a form of entertainment that is becoming increasingly obvious of lacking the potential to express ideas like that.

    I forget the name of a sculpture, and that pissed me off, so I'll describe it. It's a procession of men of various ages, all in various states of mourning. A keen eye would note that all the sculptures have the same hands. A keener eye would note that all the sculptures are the same person, in various stages of their life. Each sculpture's is a different age, and in a different state. It's believed that this is expressing how man comes to terms with his mortality. The youngest man seems unphased, because he thinks himself invincible. The oldest is equally unphased, old and accepting of the end. And it's a fantastically constructed sculpture to boot.

    Now, how does the flimsy, obvious metaphor presented in Solace stack up against the example I provided? Not terribly well. It failed to blow my mind because there wasn't anything that amazing. It was obvious what the game was about twenty seconds into the trailer, and then the game spent it's time doing nothing along but slowly dragging the metaphor of dealing with grief along without using the theme for anything incredibly clever or amazing. It just did it. It's worth a shrug and an 'oh', not any intense praise. I didn't want cryptic, I didn't want clear cut either. I wanted SOMETHING.

    I want the creator of this game to improve by NEVER trying something like this again. This was a failed venture and he needs to know that. Maybe he is capable of making a really good video game, and all he has to do is sacrafice his artistic herp derp. Nobody here is especially excited about this game, and you lot going on about how my tone was a bit rude is so irrelevant I want to slam my head against the keyboard every time I have to tell you all to stop doing it.

    And you have some fucking nerve to call me incoherent. Stop trying to make what I saw irrelevant by telling me that what I'm saying is pointless, hard to understand, or rude. I spend a lot of time writing this stuff, and at the very least I deserve to have you guys at LEAST disagree with me.

  • Lanatic Funatic

    is there a way to turn the music off in solace?

  • CraigStern

    You're right: “you go and make something better, then” is no response to a valid criticism.

    That said, people here seem to be responding to your tone (angry and entitled) with remarks designed to get you to think about the fact that you just played something for free that someone spent many, many hours to make.

    It's a bit like if your mom slaved away in the kitchen for days baking you a birthday cake, and the cake turned out poorly, then one of the guests at your party effusively praised the quality of the cake. You could turn angry and rant about how bad the cake is, and you'd probably be right. But as the Dude says: “You're not wrong, Walter–you're just an asshole.”

  • AshfordPride

    It's absolutely nothing like that. You're nice to your mother because she's your mother. It'd be more like if a chef whom you had no attachment to made something awful, and the Zagat survey said it was a great restaurant.

    Why do games get a pass because some poor ol' indie dev worked his fingers to the bone coding his game through miles of snow, uphill both ways! Producing something for free should not be a get-out-of-jail-free card. If Big Rigs was a free game, do I suddenly lose the right to judge it? People can work very hard and make something completely terrible, it's sad but true.

    And man, haven't you ever seen any show or cartoon where one the characters can't cook? They're nice to them for the entire episode, and are forced to eat more and more of their awful cooking until they finally snap and tell them they're a bad chef, because it's the right thing to do.

    Or you get to fuck Fukka.

  • Chris Whitman

    All right, all right: I shouldn't have said you were incoherent, but I just can't get behind what you're saying here.

    The game has great visual design, sound and music design and tackles a difficult topic in an interesting and cool way. And sometimes things can be good without being Rodin, you know?

    It's pretty obvious that you don't get why people dig this sort of stuff. It's fine if this doesn't resonate with you, but what isn't fine is to assume it's because of some sort of deep-seated personality flaws or failures on the part of the creators and the people who enjoy it — like somehow the people responsible were like, “We could make exactly the kind of game AshfordPride (from the internet) likes, but we're lazy and that's a lot of work, so let's try to hide it behind some artsy concept. I hope no one figures out our plan!” You're reading a lot of very negative stuff into the personalities of people you don't know. You seem to think it's reasonable, but from where I'm standing it looks like conjecture to validate your anger.

    And, you know, saying the team who made it should just give up now on their careers because their student project, which I, personally, enjoyed playing and found promising, isn't the kind of hardcore shmup that you liked… that does sound a little unwarranted.

    It's obvious you've got your priorities, right? The bad character portraits in the game you linked and the generic anime style would bother me. I'm probably more visually-oriented and less gameplay-precision oriented. I'm also not that into shmups, as a genre. If you get really into something most people don't know much about, you tend to become a bit inscrutable to other people, and vice versa. I've got friends who vehemently insist that I haven't heard the Beatles White Album until I've heard it on vinyl in the original mono.

    No one is suggesting your opinions don't matter because you're rude, but your opinions really aren't that helpful to anyone. I haven't got anything out of this conversation except knowing that if I ever make a shmup, I'm going to have to deal with a lot of very angry people with very specific ideas of what a shmup has to be. I haven't been continuing this conversation because I'm trying to convince you that you should like the game; I'm just trying to explain that people have their rational reasons for liking it.

    Acting as if your likes are the only ones that matter makes you look like you have serious entitlement issues. I'm not saying you do, but it looks that way to outsiders. I think you might have an easier time having a productive conversation about this topic in the future if, at the very least, you learned to live and let live.

  • Chris Whitman

    I'm not saying “IF YOU CAN'T DO IT, SHUT UP,” although I understand how it could read that way.

    People who have strong opinions about games and care about them tend to be good at making games. It would be a much more productive use of your time to put your energy into making something you do like instead of complaining that other people's preferences are wrong somehow.

  • anarkex

    You're not my guidance counselor, Whitman. Since you're clearly incapable of actually defending this game it'd probably be a more productive use of your time to give this up rather than try to reason out why criticism is wrong.

  • AshfordPride

    It was Rodin, thank you, that was bugging the crap out of me. I told myself I would never forget the title of it because it had the word burger in the title and I thought that was funny.

    The game is tackling a problem that it shouldn't have to tackle. A game should never have to address “How can I justify my complete lack of understand of the shmup genre and video games as a whole” by having cool music and nice art. Because when stacked up against games that have both, this looks blatantly inferior. If you want me to forgive your shortcomings, you have to not do something cool, you have to do the COOLEST thing ever to make me forgive you. Go big or go home, man. It's the reason Rodin didn't make The Burghers of Calais six inches tall. This game isn't an exceptional game, and it's not an exceptional art game either. It's a very mediocre entry that will quickly be forgotten.

    Listen, you're saying my personality is flawed too. I'm not saying that they're bad people, and I'm not saying you're a bad person either. I'm saying that we can make excuses either way to defend or attack the work of the dev. We simply don't know, either of us could really be right in the end.

    I don't want this guy to give up. He displayed competence in designing a game, just lacked the knowledge and execution to really make something terrific. I'm trying to scare him straight, y'know?

    What bugs me about this is that the people who do like this game can't seem to rationalize why they like. Is it really because some nice art and sound is enough to make up for bad gameplay? If that's the case, then what do we say about games that manage to have good sound, gameplay, and art? What do you say about a series like Touhou, which with it's hideous generic anime art has probably inspired more fanart than even the most popular commercial games? I think that people should be willing to overlook aesthetics in a game if the game itself is fine. Someone designing a game should concentrate on designing a good game, not good music or art. That's just a bonus. Of course music, art, story, etc is important to have, but I feel that gameplay is the MOST important thing for a game to have because, well, it is a video game.

    Things are supposed to be the things they are. I'm very conservative in my views of what a video game should be, but that doesn't mean I don't find countless games that manage to be fantastic games. The fact that you're willing to pass on a game that has dumb art that only flashes on the screen for fractions of a second seems completely ludicrous to me. For added hilarity, people absolutely OBSESS of the characters in this game, despite them being two-dimensional girls in every sense of the word.

    Point is, I do enjoy seeing games being the best games they can be, not the best arts and sounds they can be. We need to stop acting like the little frills attached to games can completely justify horrible, horrible flaws in the core game design.

    http://johnkstuff.blogspot.com/2009/11/cartoons-and-chainsaws.html

    If you don't care about the genre, can you at least take the word of someone who does? You tell me I'm wrong for assuming that you don't have to sort of knowledge to talk about this, but then you basically admit that you don't! I've played a lot of shmups. Anarkex has played even more. We know what we're talking about when we say that, even in the aspects of art and concept, this game completely fails in comparison to any other shmup.

    …Except maybe Pink Sweets.

  • Vania

    Before you make an art-game ask yourself this question:
    “Is a game the best medium to communicate this message/feeling?

    If the answer is yes its probably going to be a great game.

  • Inane

    Considering you seem rather fixed on making sure people understand the exact things you've said, you should note Chris did not say you're wrong; his posts have all held the impication that you're exerting too much energy in trying to convince people that this art game is bad art. If you're bored to death writing gentlemanly critiques, why do you need to write one at all?

    Beyond that, Dodger is a prick.

  • anarkex

    Yeah I know. I'm sure Shigeru Miyamoto and Cliffy B. ask themselves that question all the time. /sarcasm

    Video games are not a medium, and execution is as important as theory.

  • Ethan

    Let's see, I can
    a) Download Touhou for free, giving me a much more enjoyable indie shmup experience, or
    b) Download another free shmup that not only bores the hell outta me, but offers nothing new, nor even bothers to have much of any exciting gameplay.

    Please, developers, don't use the “Games as art” excuse to make a bad game.

  • rinkuhero

    touhou isn't free. i know people pirate a lot, but it's not a free game

  • rinkuhero

    btw chris, it's nice to see you posting on the frontpage again, you're a great counter to people like ashfordpride, and bring a lot of balance to the comments here

  • rinkuhero

    “What bugs me about this is that the people who do like this game can't seem to rationalize why they like.”

    ashfordpride: why do you like bullet hell games such as touhou? rationalize this please. i enjoy touhou games as well, i imported shoot the bullet from japan, paying 17$ shipping for it, and beat every level, but i'm still unable to rationalize why i like touhou games, and i'd like to see you attempt to do so.

    but seriously i don't really think that people need to rationalize why they like something. it's like: if you can't prove why you like something rationally, you don't deserve to enjoy it or like it? or you don't really like it? that makes no sense to me, games are about enjoyment, we shouldn't have to prove why we like something.

    (anyway, i do like touhou series better than this game, but that doesn't mean i think this game is horrible, it was just going for something different, which others enjoy, and i've no problem with that)

  • http://twitter.com/samuraidan Dan MacDonald

    I just wanted to reply in a really skinny box.

  • http://twitter.com/alecspurse Superfly Johnson

    yes icycalm is the only person in the world that likes good shmups

    also icycalm is a rational and intelligent human being

  • AshfordPride

    And you taking the time to applaud someone disagreeing with me is a welcome change from actually having a decent discussion with someone.

  • AshfordPride

    It's because it's a fantastically constructed game that tests the players skill and mastery of the challenges the game is setting forth. I'm willing to bet you like them because they're just such great games in almost every aspect of their construction. What's so hard to understand? This is how games work Paul, we've been over this again and again and again and again and again. To be honest, I'm getting pretty sick of explaining what I want in a video game to you, and can only hope you're quickly becoming sick of asking.

    I'll try to make this simple with a vague, easily skewed extended metaphor. I like vanilla ice cream. Vanilla is my favorite flavor of ice cream. I can justify my love of vanilla ice cream by explaining that I like it because, when stacked up against other flavors, this one tastes the best.

    And then there are people who like chocolate ice cream because it's brown.

    It's such a simple concept, Paul. People obvious are capable of enjoying things more when they can at least demonstrate enough understanding of what they're dealing with to explain why they like it. And you can't just write if off as fun, you might as well be liking something because it's good.

    The point is, Chris repeatedly talked about 'something' this game did to make it good. I just wanted to know what it was.

  • jeanes

    You're the best, ever.

  • rinkuhero

    that doesn't really explain much to me: all you say is that the games are fantastically constructed that tests skill.

    that is very abstract: how exactly are they fantastically constructed? you are saying little more than the article says about this game: that it's fantastic. but why?

    and how exactly are skills tested, and why is it good to test skills in the first place? does the type of skill matter, or is any skill okay to test? is it important to test the very highest level of skilled players, or are games that test less developed and more casual skills okay? i mean, if bejeweled tests the skills of a grandmother just as much as bullet hell tests the skills of you, it's equally challenging for both, is bullet hell better because it requires higher skill levels, even though both players feel that their game tests their skills appropriately?

  • rinkuhero

    it was a 'btw', which means off-topic, and had nothing to do with the discussion here. i was just welcoming him back because i enjoy reading his posts, and since he's a long-time tigsource member who hadn't been posting here for a while. i don't see what's wrong about welcoming a guy back.

  • rinkuhero

    actually cliffyb is a big fan of experimental and art games, even though those aren't the types of games he makes. but he does play them and enjoy them.

  • Vania

    1) Games are obviously a medium, like film, painting, w/e
    2) I dont consider Miyamoto's games a work of art, although they're very pretty and fun.
    And you'd have to be crazy to think Gears of war has any artistic value.

  • anarkex

    >why do you like bullet hell games such as touhou?

    I can't speak for ashford, but one of the main reasons I like STGs and, by proxy, bullet hells, is because I enjoy the discipline. I like having a game I can go back to over and over again and feel myself getting better and better at. I rarely use continues on games I haven't beaten yet, so when I finally break through part of the game I have trouble with, I really feel like I'm doing something that not everyone is able to do. I like experimenting and going at a problem in different ways, and almost more than anything I enjoy failing over and over again and knowing that I can keep trying as long as I want. In real life you don't get any second chances, but in shooting games every time you start from level 1 is under the same conditions as the first time you played. All the changes that take place are a result of how different you are, and many shooters are complex enough that the differences amount to more than just getting another five waves farther.

    Of course, there are many reasons why I like STGs and bullet hells, and there are different reasons depending on specifically which game you ask me about. But I think the above can give you an idea of how at least some of my preference for a game genre can be described.

    >if you can't prove why you like something rationally, you don't deserve to enjoy it or like it?

    Of course not. Nobody can take your enjoyment of something away. Is that some kind of joke? I can't make you not like Touhou any more than I can make you agree with me. But the difference comes when you try to tell someone else you like or, in my case, dislike the thing. If you can't back up your opinion rationally, you can't expect anyone to take your opinion seriously. Opinion is, basically, the personal analysis of facts, and while the opinions may be different, the facts remain the same. You can still have an opinion without being able to express it rationally, but it's worthless to anyone other than yourself. Other people have no way of knowing if your opinion is applicable to them, because even if you both like the same thing, it could be for completely different reasons!

    It should be noted that you, Paul Eres, CAN find the facts behind your opinions, especially if it's just your opinions about video games. You don't, either because you don't want to put in the effort or because it would force you to question yourself which could lead to cognitive dissonance. But on a subconscious level your opinions are already influenced by facts, even if you haven't really figured out what those facts are.

    >that makes no sense to me, games are about enjoyment,

    That's not what the indie community keeps telling me.

    >anyway, i do like touhou series better than this game, but that doesn't mean i think this game is horrible

    You say it easily enough, yeah, because opinions are like magical butterfly snowflakes that everyone has to respect and you might make someone who liked this game cry if you said you hated it. Maybe you have your reasons not to think the game is “horrible”, because look, “horrible” is a value judgment, and as we've said before the circumstances may show that this game was rushed, or the dev was inexperienced, or any number of things. That's no reason to call the game horrible, because like it or not the guy was doing his best.

    But you are still inevitably judging the game. If on your grand list of games this one is in fact far towards the bottom, I think we are on the same page, even if you'd prefer I shut up to keep from making the guy who wrote the article feel sad.

    >it was just going for something different, which others enjoy, and i've no problem with that

    I have no problem with that either! Some people are super religious! Some people like the Twilight novels! Some people like getting tied up while having sex! And there are reasons behind all of those preferences, even if those people want to think they're self-evident or don't want to consider what they mean. If someone enjoys this game, for instance, it may be because he's not very good at shooting games and really hates the feeling he gets when he loses. Maybe he doesn't like conventional shmups because he thinks pixely graphics and scanlines or anime art is really weaboo and just hates what liking something containing those things would say about him.

    And now, as one last charge, let's examine something even deeper than that. Because there's another level to all this, deeper than examining the reasons why I like one game and dislike another. Because the reasons I give for liking STGs are reasons that I LIKE, and the reasons that hypothetical guy who likes Solace has are reasons that I DON'T LIKE. Farther beneath all this, there is a judging of the REASONS, which is something more personal, something more biological. This has nothing to do with self deception or politeness or cognitive dissonance, this level goes beyond and beneath all of that.

    But to keep it simple, let me just say that getting through Shoot The Bullet does take something that not everyone has. I'm not even entirely sure I have it. If that's true, it says something to me about you that you might never said directly.

  • AshfordPride

    The bullets are arranged well. The scoring system is good. The game provides a fair challenge based on the rules it sets for the player. All this demonstrates a brilliant understanding of the genre from Zun, that the player can experience by participating in a game that they can go back to multiple times to test themselves. What more do I need to say, I listed a merit of the game, and I'm not entirely sure how to be any more specific than that. You've played the games Paul, you have to know where I'm coming from.

    Paul, how deep do you want me to go. How many questions are you going to pose until it drives me up a wall? Stop shifting the focus of the discussion, because now we're not even talking about some mediocre game that nobody here even liked and are now talking about what it means to have skill tested. It means something to do well in a game like Shoot the Bullet, it means that you have shown a high level of aptitude in a what amounts to a virtual crucible designed by another person specifically for the purpose of testing that ability.

    “i mean, if bejeweled tests the skills of a grandmother just as much as bullet hell tests the skills of you, it's equally challenging for both,”

    Absolutely ridiculous Paul. Let's compare tee-ball to MLB. Which one requires more skill? More of an understanding of the game? Has more of the capacity to be played well? Which is more fun to watch? “Yeah, but what if you're the parent of one of the kids playing Tee Ball and…” SHUT UP PAUL SHUT UP ENOUGH QUESTIONS

    Paul, have you ever watched a 1CC run of Bejeweled on Youtube?

  • rinkuhero

    you always write too much to reply to, particularly in this format, so i'll just name a few points.

    why do you believe that i don't explain why i like things because i'm too lazy? you're talking to someone who wrote a 200 page book on xenogears and why i like it: http://studioeres.com/hero/episode/games/gamereview_xenogears_part1.html — are you seriously saying that someone who would take the effort to write that much about a game is too lazy to explain why they like games? not to mention all the books and articles i've written about game development, all the reviews i've written for tigsource and other blogs, and having a blog with 8000 entries…

    but the main point is that most people aren't games journalists or game developers or game theorists, and don't have time to put as much mental effort into why they enjoy games as you or i have time for, and i don't have a problem with people putting their mental efforts towards things besides explaining why they like the games they like, and i don't hold it against them if they do not

  • rinkuhero

    “The bullets are arranged well. The scoring system is good.”

    is this seriously how you rationalize it? just saying that individual parts of it are “good”? why are they good? what does it mean to arrange bullets well? why is the scoring system good? i'm not really satisfied that you know why you enjoy touhou, i think you're just making up reasons why you think you enjoy it. it seems like self-delusion to me.

    anyway, i see; so your position *is* that games which require more skill are better than games that don't, regardless of the player's skill levels. i find that patently ridiculous. let's say someone creates a game so hard that no human could play it, that it requires a robot with advanced ai or a transhumanist of the future to play it well. would that game be better than a game that humans can beat?

    basically i don't see why requiring higher and higher levels of skill is a goal we should aspire towards. that strikes me as boring. testing skills is good, but what matters is testing skills relative to the player's skill level, not testing absolutely the highest skills of absolutely the highest-level players. that's why games have easy modes, for people who aren't as skilled. making a game harder doesn't always make it better, sometimes a game can be too hard, or ask too much skill its players.

  • anarkex

    Paul for one thing, I didn't say you were lazy. I said that's one of the reasons why you wouldn't put the effort into figuring out the reasoning behind your opinions. But, as I can see, you have done so, like, a lot.

    So why was it so inconceivable that we could rationalize our opinions on bullet hell shooters? Why did you have so much trouble doing it? You've done it for tons of other games and even for specific mechanics. I can only conclude that if you found rationalizing your feelings about these particular games so difficult, it was the result of something personal: lack of interest (apathy, laziness, etc) or fear of cognitive dissonance, just to cite some examples.

    >most people aren't games journalists or game developers or game theorists, and don't have time to put as much mental effort into why they enjoy games as you or i have time for,

    That's fine. Those people should stay out of conversations such as these, that require a background in video game design theory. I don't dedicate much thought into movies or riflery. That's why I'm not on a film or riflery forum.

    >and i don't have a problem with people putting their mental efforts towards things besides explaining why they like the games they like, and i don't hold it against them if they do not

    I agree. It's fine, as long as they don't tell me my opinion is as worthless as theirs is.

  • AshfordPride

    Fine Paul, I guess you're right. Truth be told, I guess I really can't rationalize my beliefs as to why I like these games. I guess you're right, I guess I do just sort of like these games because, well… I like them. My reasons are flimsy, my arguments are vague, and looking back on everything I said, I'm starting to really question everything that I said…

    Bwahahaha! Oh, I'm such a tease, aren't I, Paul?

    Anyway…

    Let's talk about grazing in Subterranean Animism. Now, the very basic nature of most shmups is dodging and attacking. But, what if we somehow rewarded people who were willing to compromise their safety and security in a game that they are beginning to master in order for the higher-level player to max out his score. This demonstrates understand of the game from creator, and asks the same sort of understanding from the player.

    Don't you see how amazing it would be if someone managed to do that, though? Have you ever seen someone win a giant stuffed toy at a carnival that was rigged? Did you ever read about a human being a super computer that is programmed to play chess? That's human achievement, Paul. I'm not asking anyone to do the impossible, in fact I try my best to pop the word fair in front of challenge whenever I get the chance. Of course a game that's impossible wouldn't have any merits to human beings, but it might to robots. Maybe Deep Blue would want to watch Skynet's run of GAME MADE BY INFERIOR HUMANS TO TEST THE MIGHT OF THE GLORIOUS MACHINE OVERLORDS 2: THE REVENGE.

    Don't forget we're talking about Solace here. A game that tested absolutely nothing. We're not arguing about that Paul. Solace didn't even demonstrate the tiniest inkling of skill requirement to complete it, and that makes it complete meritless from where I am standing.

  • AshfordPride

    Paul help me I am being crushed by this formatting.

  • AshfordPride

    Oh god.

  • anarkex

    I never said he wasn't. What I am saying is that his games certainly don't begin with a question about whether his “message” requires a game to communicate. Of course his games have messages if you look for them, because fuck, everything does.

    There also are no messages that require a game to communicate, because any communication that occurs in a game does so through the use of media (text, movies, sound) embedded in the game. But rules don't “communicate” anything. Mechanics aren't designed by the creator to teach people what he knows. At most a game “communicates” a response of its mechanics to player-set parameters. It's the observer who ties some sort of direct “meaning” to these results, in the same way that finding my old pair of shoes under my bed could represent renewal.

  • anarkex

    1) No they are not. Saying it doesn't make it so. I've explained this more in detail in my above response to Rinkuhero.

    2)It doesn't matter what you consider them to be, because your definition of art is based on characteristics that you hallucinate into some games and ignore in others.

    And I would not have to be crazy to think Gears has artistic value, but as I really haven't played it much I can't argue for its sake. But I can say that Unreal Tournament 2004 is a work of art, or that Halo is a work of art, which you would be equally baffled by. So, baffle on.