this post was submitted on 11 Mar 2024
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chapotraphouse
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that's true, it does describe the liberal approach to governance.
but in terms of dynamic art, "you are only meant to win" is itself an arbitrary limitation for how you can interact with a game. it's the difference between TF2 and Overwatch, or LoL when it released and LoL today.
Even in fighting games, if you win every round, is it still a game? Loosing to a skilled opponent can be just as satisfying as winning. Challenging yourself with personal limitations is just fun. Maybe you loose more, so what? Maybe you loose every time - maybe you do it just to see how long you survive. There's no wrong way to play a video game.
...maybe you do it just to watch a pompous dork fill up column space about how you're playing the game wrong.
I was thinking about that. I think, in some senses, winning is what separates play from a game. Though to the authors credit, they do discuss the joys of losing, but losing in a context where you understand why you lost and can use that understanding to improve. Thesis... antithesis... victory?
I've been thinking about this a lot, too, specifically in regards to PvE games. I've encountered a number of
gamers using the "Play how you like" and "there's not wrong way to play" to justify bringing a set of equipment that is not effective at higher difficulties.
I believe it breaks down quickly in challenging cooperative PvE games. One rarely need to chase the meta to win, at least in games I've played, but to be successful One does need to have game knowledge and bring the tools to perform their role effectively. Not optimally, but effectively. If one is screwing around too much, or using a build that mechanically can't keep up, or one is not skilled enough with the build or tools they chose to pull their weight they're harming the team. they're creating a situation where other players have to do their job as well as their own job. That's fine if it's previously agreed to. In games where it's not discussed one is being unfair and unsporting to the other players; They expect to have their third or fourth or sixth using a kit they are competent with and that can fulfill their role effectively. Again, not optimally, but effectively.
And I've seen people arguing against this. Arguing that they should be able to bring whatever kit they like, ignore their coop partners, and essentially play a single player game that happens to have other people in it. Obviously this doesn't work in challenging games that demand close teamwork. In this case, what got me on this thread is Helldivers 2. And it got me thinking about, specifically, the Medic and Heavy in Team Fortress 2, and the Ubercharge mechanic. The Medic charges up their medgun, then follows
Okay actually my brain just ran out of steam sorry. : p
I think people just need to be realistic about their goals. Are you trying to beat the game eventually on Normal? Are you trying to beat it eventually on Trial of Iron? Are you trying to get a server first? region first? world first? Soul level 1? No hit?
For cooperative pve games it's frankly disrespectful if you are screwing around in a top raiding guild, for example. And you'll get booted and deserve it. For single player games who cares if your SL1 run never works out because you can't be arsed to use an effective build?
Agreed. You can do whatever you want on single player games, with the caveat of a lot of people don't actually know what they want and get frustrated trying to beat the game in to a shape it can't be, like with Dark Souls.