My point mainly refers to the idea that pleasant feelings=fun, while games that force you into uncomfortable territory cannot be classified as fun because it's not pleasurable, even though you may find the experience fulfilling in a different way.fealubryne said:I think the issue lies not so much in that I value the word fun, but that I don't value it as much as other people seem to. Over and over you try to separate the idea of "fun" from the idea of "enjoyment" and I really can't see the difference. Games aside, what do you consider fun? Reading? Watching television? Going to a bar with friends to drink the night away, or spending a quiet evening by yourself? Going by the argument presented by the "fun versus art" discussion, none of this would be fun, it would be enjoyment. Or something to that extent.Astalano said:I think you shouldn't value the word fun so highly. Fun is about enjoyment, but enjoyment covers other things as well. I enjoyed Metro 2033, but I didn't think it was fun. I call such games enjoyable or compelling because they toy with your emotions. Is it really fun to be in a weakened state? No, fun comes from power fantasies, from humour, from light-heartedness and pleasure, from what I can tell. Just because a game isn't fun doesn't mean it's boring, which is an awful stereotype which is used way too often to describe art.
No, art isn't enjoyed by everyone and doesn't have the same definition or quality scale for everyone, although I do think there are some things that can be considered artistic because of their structure (e.g. Citizen Kane). When I say that art comes from the 3 core elements of gaming complementing each other, that's a cry out for better structure and clearer goals. Yeah, you can call Flower good art if you want, but you can't justify it by looking at the structure, as it doesn't play to the strengths of our storytelling medium. I don't disagree that some might find flower to be the best art there is or 2001: A Space Odyssey, because they have themes that can be picked apart through images, but I would suggest that if we're to aim for the improvement of art in games, we should look at structure rather than style and craft our gameplay and presentation around our story and concepts. Games often get presentation right: the visual images of Rapture are a great example of it supporting the story, but games often get the gameplay completely wrong, because they want it to be fun and forget that it doesn't complement the visuals and story and their general idea of the game.
The idea of Rapture was not that some guy went around with guns and plasmids and killed everyone and occassionally rescued creepy girls. It was about a society free of regulation that collapsed due to it embracing extremes that couldn't sustain themselves.
I hope I've explained well enough.
/For The Love Of The Game
You say "No, fun comes from power fantasies, from humour, from light-heartedness and pleasure, from what I can tell." Can one not get humor from a story-driven game? Must it be crude and in passing, while you're blowing peoples' heads up for it to be fun? Can one not get pleasure from a power fantasy that isn't centered around destruction, but instead feeling more intelligent than your opponent?
In the end I guess it comes down to agreeing to disagree. I understand where you're coming from, but at the same time I think this holy grail of "fun" that so many gamers cling to is really an arbitrary argument.
Okay, that I can completely get behind. I guess my issue with the argument is that it's still subjective. There are people who would get a lot of pleasure from exploring a deep, immersive storyline and don't find it uncomfortable at all. They might, in fact, find the idea of being forced into splattering heads across a wall pretty uncomfortable. It really comes down to the person, and their preferences. The game industry is just that, an industry, and therefore must to some extent cater to the masses - and the masses prefer their mindless killing games. I don't think that means that there isn't room for other people, though.Astalano said:My point mainly refers to the idea that pleasant feelings=fun, while games that force you into uncomfortable territory cannot be classified as fun because it's not pleasurable, even though you may find the experience fulfilling in a different way.
Yes, it is essentially a strawman.Halo Fanboy said:I'm guessing you're responding to a strawman because I've never heard someone they disliked games that break away from those two formulas.Zhukov said:And if you answered "yes" to all or most of the above, why is it apparently a problem that games, well... some games, are trying to be a wee bit more then high-defintion retreads of Doom or Super Mario?
I see what you're going at, but I think you're wrong. For example, Silent Hill 4 has really shitty gameplay, but the story, atmosphere (graphic design mostly), and characters (well ... character, singular, since Walter was the only interesting one with any depth at all) all make up for it, and in the end it's a very very fun game to play. So yes, I can have fun without good gameplay. Why? Because it's artistic. It wasn't haphazardly patched together to be thrown out as shelfware, it was designed with intention and thought.MrMoustaffa said:If the game isn't fun to play, then it doesnt matter how good the characters, story, or graphics are, because you won't be able to enjoy it.
If it's in a Red Orchestra sense, they might find it uncomfortable because RO is all about a realistic multiplayer struggle depicting the horrors of WW2 on the Eastern Front. If you get shot in the head, it really is quite realistic and disturbing and it's not over the top.fealubryne said:They might, in fact, find the idea of being forced into splattering heads across a wall pretty uncomfortable.
This is the issue I personally have with most of the "games are for fun" crowd. Not referring to the quoted poster, but to the idea that the gaming market and gaming audience are big enough for all types of games. Just look at how much buzz games like Duke Nukem Forever, Bulletstorm, etc. are getting.. and they're getting it from all sources.lozfoe444 said:Why can't we just have both types of games? Not all games need to be artsy, fun, or artsy-and-fun. The market is big enough for both Amnesias and Super Mario Galaxys. Silent Hills and Wii Sports. Why does Video Games have to be one thing?
It's so delightful when someone's heard about the Tales series, makes me happy since msot of those I talk to (except real life friends) have never heard of it. I love the series, and the spinoff on the Wii, sadly since I'm European we miss even more releases than USA does... which is saying a lot. Tales of Vesperia and Dawn of The New World gave a much betetr multiplayer experience, and the pokemon element in Dawn of the New World (couldn't catch them all though) was a delighftul feature, but Symphonia was what started me off, and the one I will remember with the most joy, partially because it opened the whole series to me.Halo Fanboy said:Symphonia has a direct sequal on the Wi. It's also part of a long running series, "Tales of..." So you should probably play those if you want a similar experience.Yopaz said:It's the kind of game that made me wish for sequel, made me wish it would never end, and at the same time wish it would end soon just to see the conclusion.
This is not true. How did I enjoy "The Path", then?MrMoustaffa said:If the game isn't fun to play, then it doesnt matter how good the characters, story, or graphics are, because you won't be able to enjoy it.