Morderkaine said:
TPiddy said:
If I don't have money for the bus... I don't try to get on the bus... I fucking walk.
Imagine a world where you have the money for the bus, but no busses exist. And you and your countrymen hear about busses, and decide to build your own, but the bus company says 'Sorry, we own the right to busses, and decided not to build any in your area at this time.' and its illegal for your city to build its own busses because of the copyright on busses.
And now you have to walk every day, even though you know an alternative exists but is not allowed to you. Is it fair that because the bus company decides not to build busses in your area, that your city can never have them? Even if building them is no cost to the bus company?
This is not a defense of all piracy, only that where the pirate is willing and trying to pay for the item, but literally cannot due to restrictions based on geography or similar. Whether 1 or 100,000 pirate a game when they could not buy it even when trying, it wont make a penny's difference to the makers of the game.
Someone already mentioned that making the analogy your argument is problematic. It can help explain when people don't understand but when it *becomes* the argument, it is inherently flawed. Saying "you can't make a bus" translates to "you can't make a game". Go ahead and design a game! If it's good I might buy it! I could take your bus analogy and say there are "busses", but they cost $50 just to go downtown, only come by twice a year, and smell kinda funny, and my analogy would be just as good as your "no busses allowed" analogy. If you're going to talk about the piracy issue, put it in terms of piracy. There is no need to say "it's kinda like this" because everyone understands what it is in reality. So let's put your analogy back in terms of the games. "So now you have to not play games or play less interesting games even though you know an alternative exists." Basically, yeah that's it. I've already stated, game devs are not required to make products, reduce their income, or cater to any regional market. If they don't want to sell you their *intellectual property* (another big reason your bus analogy just doesn't hold up) they don't have to.
ZippyDSMlee said:
JonnWood said:
ZippyDSMlee said:
Ah for the lulz, no wonder you are incorrect so much.
I also said I was still making actual points. I'm just doing so in a sardonic manner. At least I'm not saying everyone who disagrees with me is mentally retarded [http://en.wikipedia.org/wiki/Mental_retardation#IQ_below_70].
ZippyDSMlee said:
People can't grow up and realize piracy is more gray than black and white. 7 times out of ten its due from lack of service and or qaulity from the copy right owner, the other 3 times its due to people making an illicit profit.
Once again, ad hominem. Once again, shifting blame. Once again, presenting claims without evidence.
Well you can't get past the 1:1 ratio myth so you IQ has to be called into question.
What is a fallacy about loosing
potential sales to the real world problem of not gaining the public's interest not because of of magical one legged bandit but because the seller of the product can not gain and maintain the public's interest.
Law is about marginalizing what we can functionally control, there is no way one can functionally control distribution and copies in this age of information and no amount of draconian or antiquated law will keep the public from it. Now if you marginalize it and control the profit aspects of it you allow enough balance and control to enforce it across a diverse planet.
There is no evidence, No one has hard evidence either way as its a blame game to steal rights and freedoms from the public and ensure the rent a license scheme is unquestioned......
The public
is interested because the game is getting pirated. If nobody were interested in the product
it wouldn't be pirated. Also, take a civics class or two and stop with the anarcho-communist arguments. Law is not just about keeping you rascals quiet after quiet hours have started. Law is society's way of functioning in a way that minimizes the abuse of its people. Disagree if you will. Game companies actually are composed of
people, with lives, and expenses trying to make a paycheck from their hard work. Go ahead and say "nobody is harmed if I take what I haven't earned." Jack's government is saying that about his tax dollars, so I guess what goes around comes around.
ZippyDSMlee said:
DaOysterboy said:
ZippyDSMlee said:
DaOysterboy said:
numaiomul said:
alternatives are no good for a future games tester and programmer.
-snip-
and not gaming will severely hurt my knowledge of games [that and the lack of yahtzee, the game overthinker and the news from the escapist which i think sums up the gaming community as a whole]
If you listened to Yahtzee at all you might hold a different opinion. From what I can tell Yahtzee is *against* every game seeming the same, so if you are playing games to get your ideas, you missed the boat. CREATIVITY is needed in game development more than the ability to "do what this other game did." If this is really the path you want to take, you'd be much better off learning to *actually program* or learning graphic design programs than "playing games."
i need alternatives for games.
You really are beginning to sound like you have an addiction. The rationalizing, justifying, self-pitying, and need for approval of your actions and affirmation of yourself has gone way beyond just the normal arguments of your typical "hey I'm a pirate, do you guys think it's bad?" thread.
What modern games can show the un average tester or game designer is what not to do and what with more polish can become golden.
--snip--
World of goo you can see bits of lemmings and other puzzle games(one on the PSP I forget the name of and a SNES one I forget the name of). Braid is a mix of classic 2D adventure platfomers like Cadash,Popfulmail and Mario wolrd but with a more puzzle theme.
Psychonauts is a adventure/action platformer at heart whats unique about it or beyond good and evil is the story and the style in which you go about playing the game.
Somewhere in that snip I'm sure I said that each game has elements that have been used before and since, but this is missing the point. My point is if you boil down game development to regurgitating older games, a good chunk your base will get bored and leave. Sure you can use old elements (that's why there are game genres) but it has to be presented attractively or nobody will care (unless it's the next big title in a series and people buy it out of habit.)
Planescape: Torment? a bit of D&D and dark or otherwise fantasy novels and comics for inspiration of the setting I assume and the gamepaly is derived from RPGs before it.
Don't underestimate the importance of the storyline. Sure the setting is borrowed from an existing fiction, but the story is unique to anything I've seen before or since. It changed the way I view games as a medium and the very concepts of life and death. But now I'm just gushing... so moving on.
The creation process goes beyond copy catting X or Y as you play and absorb games you see bits and pieces of mechanics that at times you so badly want to tweak because they are just off a bit or just horribly implemented(at least I do and I so rag about it at times).
Off topic, but if all you do is tweak mechanics you haven't created anything. Watch Yahtzee's recent videos that get the "Like God of War but..." tag. You need to make a contribution to the genre, even if it is just being a better story teller, or the game is forgotten and sent to the bottom of the bargain bin. Whatever you do by "tweaking" is going to just be marred by the everpresent notion of "so what? X did it first."
One can not develop a new experience just by going over your single minded mechanic or game ideal(look at damnation or even dantes inferno its a perfect example of a game developed in a vacuum ) one has to experience what has been done then add their own to it. And that is difficult these days as creativity is something companies put aside to do a 9 to 5 gig.
I never claimed adherence to a single game ideal could create a new experience. Quite the opposite. The games I listed were vastly different in scope, mechanics, and even purpose. I consider these games standouts in the field though because what they offered at the time they came out I had not found in other games. Any game now though that starts out "an immortal amnesiac wakes up in the morgue" seems like a tired joke. And I agree, creativity is largely ignored in favor of a tried and true formula: usually "ruggedly handsome space marine shoots aliens for fun and profit." My words have been taken out of context and my point was that you won't create something good by knowing "what not to do." You must have an idea of what TO do.
Now with that said absorbing games is only one part of of becoming a developer so you can see mechanics and weave them together and make a refined game ideal, thats easy I do it all the time. The hard part is stream lining the ideal so the fat is cut from it, making it coherent and then bringing it to life. All I can do is imagine and think I am working on my coding skills but they suck, same for my artistic/drawing skills I have no money for collage all I got is a dream and a break brain(learning disabilities) that makes it very hard to communicate and read physical books. But I am trying, call it a vain pitiful try all you want but nothing will get done if all I do is dream..
I'm not ragging on anyone's dreams or the difficulties they may have in reaching them. All I said is that if
making games is your goal, having games to play needs to be secondary to learning how to
make games. I spend an inordinate time playing games (mostly older games) and have absolutely no idea how to make one. My time playing games has not in the least prepped me for a life of programming, debugging, and making shipping deadlines.
ZippyDSMlee said:
Oh and I believe DaOysterboy was talking bout creating a game based on a new idea
Well done! We're almost getting somewhere!
(which is more likely a conglomerated one since there is nothing really new anymore) that has not been seen i gaming before.
*sigh* ...nevermind I guess. I really don't understand why anyone would want to work in an industry where you NEVER DO ANYTHING NEW! Of course there are ideas that haven't been explored! There's a game out soon (if not already) called The Misadventures of P.B Winterbottom... it's apparently about a silent movie villain who can manipulate time in order to steal pies. After watching the trailer I thought "That is fucking genius right there. PIES FOR CRYING OUT LOUD!!!" Sure, time manipulation to obtain an object=Braid, but I defy you to find a setting or character to approximate what the game is offering. Now I haven't played it and the game may or may not completely suck, but I'm grateful somebody is at least
trying. To say "everything creative has been done" is extremely cynical (and I'd be careful with that viewpoint if you ever are hired onto a creative development team) and I simply don't buy it. Someday, someone will make a game where you play a dragon chef with his own cooking show detailing how to make tasty concoctions from virgin-princesses-chained-to-rocks and you have to secure your lair against the knightly vermin who keep trying to steal your ingredients and the contents of your horde pile, and it will be funny, and sarcastic, with awesome graphics and sound, and the story will somehow seamlessly incorporate a race of talking cats bent on taking over the world, without any irony or disconnect from other plotlines, and so help me God
I will buy it!!!