To your last point, yeah, everything is open to criticism. In order to criticize something, you must first understand the intent of the thing being criticized otherwise you have no criteria for which to judge said criticism.chikusho said:Why would you ever need to surmise the intent of the developer? I mean, possibly aside from an academic perspective trying to understand the creative process, or what works and what doesn't.ZombieProof said:1. Why is it equally valid to look at game elements in and out of context when attempting to surmise the intent of the developer? Where do the roles of objectivity and subjectivity stand in your eyes gaming-wise?
Either way, if you do, what does that get you exactly? For example, the developer might intend for something to be perceived a certain way, but fail to create a context in which that message is effectively conveied. They might also _not_ intend for something that is still ultimately communicated in the final product. Whatever it is, they are ultimately responsible for what they create.
Also, even if you argue that a game is the sum of it's part, each and every part is still open for scrutiny. It's just as valid to criticize NPC murder as it is to criticize a shittily designed gun or a bland texture. In the case of Hitman, they have consciously and intentionally made stripper murder a valid way to interact with their game. I'm not saying that's wrong, I'm just saying that if they did NOT want players to utilize those mechanics, it's only them as developers who have the power to prevent it. In this case though, it's seems like the developers are fine with people playing their games that way, since they haven't corrected it, or that they at least consider it a worthwhile trade-off to allow for the experience they wanted to create. But they are still responsible for creating that possibility all the same.
Sure, they can coexist. They can also be looked at separately.2. Game mechanics are the beats through which narrative is conveyed in gaming, especially in games that have more meat on their narratives. The two coexist.
I'm not sure what, if anything, this has to do with my argument. I've never said anything about judging either Hitman or any other games. I've just said that each part of both Hitman, and Team Fortress, and all other games are created by the developers, and thus the developers are responsible for them. And each of those parts are open to criticism.3. In terms of the Team Fortress 2 example, my point was that you don't judge Team Fortress 2 for it's story simply because there are story elements found within it. Sure, you can judge the quality of those elements themselves, but my point was that the onus is on the player to understand that the point of Team Fortress 2 is not a game focused on literary merit, but rather gunplay and competition.
To the second: *eyeroll* obviously the elements could be looked at separately, but to what end? It's clear that the philosophy behind my replies to you come from the perspective that criticism needs to stem from the overall understanding of what the controlling idea is for what's being criticized. How would hyper-focusing on each individual piece help accomplish that? I'm confused as to what the intent behind your reply is.
To the first: This bit seems to be more sophistic than anything. Again, in order to criticize something one must understand the whole of what is being criticized. I wouldn't criticize the the merit of an impressionistic paintings perspective or anatomy because I understand that the painter was being impressionistic and in knowing the rules of impressionism, I'd realize that pointing out and judging irregularities in the anatomy is superfluous.
OF COURSE we need to understand where the developer is coming from. It's through this understanding that people form taste, preference, and yes, a basis for criticism.