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Re: Cutscenes are rewards
Posted By: Revenant1988 <dga1988@yahoo.com>Date: 6/15/12 5:45 p.m.

In Response To: Re: Cutscenes are rewards (Cody Miller)


: Mirror's Edge did not have a very strong speedrun community, precisely
: because it was built into the game, and to compete all you needed to do
: was do the time trials.

: Metroid, Zelda and other games have very dedicated strong speedrun
: communities, precisely because speedrun mode is NOT in the game. It's a
: goal generated by the players, who then gather around that goal. That's
: why it's always better to have things player driven.

^^This is one of the most videogame-hipster things I've ever heard you say. You are saying that things aren't as fun or cool unless they are underground and not a lot of people know about them. I don't think that the size of the speed run community is as big as you think it is/was in the examples you have above. SURE, they might have gotten bigger now because of the internet, and being able to play these games on an emulator on a PC. I sure as hell don't remember reading Nintendo power or other gaming magazines reading about that stuff, and even when it was mentioned, its not like you could record and verify it then. Speed run is also a terrible example. You can speed run any game. Some developers put time trials in their games on purpose, some don't. You can get bragging rights either way but even then who the hell cares because if your're doing it chances are its simply for your own enjoyment anyway. I guess as soon as someone tells you can *can* do something (not that you *must* dos something) you instantly don't enjoy it because you didn't discover it on your own. That's, what you make it sound like above.

: Everything the developers try to push themselves, ends up being taken away
: from the community.

So, from what I know about you here is what Cody Miller's dream game sounds like:

*You pick up the box, and on the box is just a stick figure and the info for what game system you need.

*You pop the game in and it just starts, (you don't have to press 'start', thus you don't have to feel robbed of the joy of discovering to press start because the game didn't tell you)

*Your stick figure character is just floating on the screen, and the only thing that pops up are the words "The game has started, we've decided that we're not going to tell you what the objective is, or what the buttons do, or the abilities you may or may not have because we're sure you'll have more fun figuring that stuff out on your own anyway and we don't want to spoil it for you or rob you of your imagination some how. Have funnnnnnnnnnnnnn!"

*You 'play' the game. 'Play' is what ever you want it to be at this point.

.
.
.
.
.

I understand what you're saying about discovering things on your own and the enjoyment that can come with that but the other thing that can come with that is frustration for NOT discovering things or having hints to find them when you get stuck.

Some people aren't as gifted as you Cody, some people like having a little direction to get started. Some people like having a little push when they are frustrated.

When I was a kid and a game frustrated me I quit playing that game because it wasn't fun if I couldn't figure it out. Sometimes, you get stuck. If my friends didn't know it or there wasn't a players guide for that game, or an article about in a game mag, that was it.

Now, I can at least go on the internet and find ways to help me discover things if I get stuck.

I don't know when you will learn that the enjoyment you get out of a game is subjective to the individual. Not everyone is going to play like you, and no one is forcing you to play like everyone else. You make me shake my head.....

My MK V Costume



Message Index




Replies:

Bungie speaks... on Behavioral Game DesignAnton P. Nym (aka Steve) 6/15/12 2:58 p.m.
     Re: Bungie speaks... on Behavioral Game DesignCody Miller 6/15/12 4:06 p.m.
           Cutscenes are rewardsRC Master 6/15/12 4:49 p.m.
                 Re: Cutscenes are rewardsCody Miller 6/15/12 4:54 p.m.
                       Re: Cutscenes are rewardsRevenant1988 6/15/12 5:45 p.m.
                             Re: Cutscenes are rewardsCody Miller 6/15/12 10:49 p.m.
                                   Re: Cutscenes are rewardsQuantum 6/15/12 11:22 p.m.
                                         Re: Cutscenes are rewardsBry 6/19/12 12:43 a.m.
                       What?Leisandir 6/15/12 6:09 p.m.
                       Re: Cutscenes are rewardsRC Master 6/15/12 7:41 p.m.
           Re: Bungie speaks... on Behavioral Game Designserpx 6/15/12 10:10 p.m.
                 Re: Bungie speaks... on Behavioral Game DesignCody Miller 6/15/12 10:54 p.m.
                       Re: Bungie speaks... on Behavioral Game Designserpx 6/15/12 11:51 p.m.
                       Re: Bungie speaks... on Behavioral Game DesignMiguel Chavez 6/16/12 1:38 a.m.
                       Re: Bungie speaks... on Behavioral Game DesignLouis Wu 6/16/12 12:43 p.m.
                             Re: Bungie speaks... on Behavioral Game DesignCody Miller 6/17/12 5:45 p.m.
                                   Re: Bungie speaks... on Behavioral Game DesignLouis Wu 6/17/12 6:16 p.m.
                                         Re: Bungie speaks... on Behavioral Game Designhunt3r 6/17/12 11:30 p.m.
                                   Re: Bungie speaks... on Behavioral Game DesignLeviathan 6/17/12 8:04 p.m.
                                         Re: Bungie speaks... on Behavioral Game DesignLouis Wu 6/17/12 8:06 p.m.
                                               Re: Bungie speaks... on Behavioral Game DesignLeviathan 6/17/12 8:32 p.m.
                                               Re: Bungie speaks... on Behavioral Game DesignJohn Hopson 6/20/12 3:43 p.m.
                                                     Re: Bungie speaks... on Behavioral Game DesignLouis Wu 6/20/12 3:47 p.m.
                                                     Re: Bungie speaks... on Behavioral Game DesignCody Miller 6/20/12 5:43 p.m.
                                                           Re: Bungie speaks... on Behavioral Game DesignChewbaccawakka 6/20/12 6:28 p.m.
                                                                 Re: Bungie speaks... on Behavioral Game DesignLouis Wu 6/20/12 6:55 p.m.
                                                                 Re: Bungie speaks... on Behavioral Game DesignCody Miller 6/20/12 10:02 p.m.
                                                           Re: Bungie speaks... on Behavioral Game DesignRC Master 6/20/12 8:12 p.m.
                 Re: Bungie speaks... on Behavioral Game DesignQuantum 6/15/12 11:10 p.m.
                       Re: Bungie speaks... on Behavioral Game Designserpx 6/15/12 11:40 p.m.
                 The problem with external rewards. *long-ish*Gravemind 6/21/12 4:38 a.m.



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