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Are we ready for Heavy Rain(s)?

gantz85 said:
Gaming now is still by large judged by how "fun" and "addictive" a product is -- the question is are we ready to move on ahead to other experiences that are psychologically engaging but not necessarily "fun"?

It's like 10 years since i'm constantly repeating this: we need more and more experiences that are more and more psychologically engaging, so i'm 100% for this, but on one condition: it should be something possible to experience only in this form (and well, that's not the case with Fahrenheit), otherwise fails.
 
"but these products are certainly notable candidates to the discussion about whether games can be art -- this isn't just "hur-hur-dumb-gamers" folk opinion but has also been expressed by Guillermo del Toro, who directed Pan's Labyrinth and HellBoy 2."

what the fuck.


anyway, screw heavy rain. bring on omikron2
 
charlequin said:
Did you mean games?

"Fun" is used as a technical term by Raph Koster in discussing how games produce engagement from the player, in his book A Theory of Fun. Under that definition, an engaging game is by definition fun; the fun is what produces the engagement. I think you could name basically any game that's ever been meaningfully praised and held up as a good game and it would be fun by this definition.

And again, if you mean "fun" in the superficial sense, your question is already answered because there are already many games that offer a subtle experience that isn't "summer popcorn movie fun" but which is engaging, entertaining, and possibly even a little bit enlightening. Either way, the answer is obvious: we'll never be "ready" for games that aren't fun in the first sense, and we already have games that aren't "fun" in the second.

That's why "fun" is a terrible choice, and why you need to figure out a better word if you want to still have this conversation. But then, your OP expresses itself terribly, which is why so few people in this thread are respecting your position: you've failed to use precise language to explicate your position, and as a result you don't look like you have anything useful to say.

Interesting post, it's quite useful to understand all the meanings given to the word fun in the english language, that is not my mother language, but i would really like to learn it.

The best translation of fun for me, as an italian, could be "divertente".
Koster gives us an important insight on the complexity of the concept of fun, a complexity we should all be able to comprehend, but i would like to throw some meat into the discussion.Thanks for sharing your thoughts.

1) Thinking that a popular, common way of using a the term, doesn't exist or is superficial while compared to a more complex definition and so should be rejected, is a common clichè.

It is quite common in social sciences (Anthropology, Oral History, etc) to understand that a word has its meaning in the way it's used by everyone too, and one should not diss it as superficial but rather try understand it, always.
For example, Fun nowadays is clearly commonly used with just a meaning of what one could describe as a light entertaining enjoyement, and rejecting this notion leaves outside of its meaning an historical, cultural dimension that can't be left out.
To imply that a popular usage is superficial is naive, because the point is that one should understand the meaning rather then criticize the way it was used - expecially when we're in a videogames discussion forum, not an aula magna.
More about this later in the post.

2)A way to develope this discussion could be making this crosscultural reference: Our word, divertire, comes from the latin divertere, diversus - means "to take another direction", " to drive something in another direction". As a subsequent figure, it implies a distraction, and it was commonly used since to describe something providing distraction from something painful, stressful and\or from molesting thoughts.

There is, historically, a path that sees this term describing a way of being, a way of feeling, that to an extent could be called as a meaningful engagement between two relating parts and how your state is getting changed by this relationship, but actually divertente still earns it's own specific territory by creating a meaning opposed to other state of being that could be described the same way (or like you said, "engaging, entertaining, and possibly even a little bit enlightening").For example, it's when used in contrast to something painful.

And when i suffered from something painful, i was still engagend in a meaningful way, but again, it was not entertaining or distracting from something painful, quite the opposite, i was dragged in by something painful.

Saying that fun is what produces the engagement is restrictive on the complexity of the experience. It's the complex amount of feelings that let you kwow that the experience is worth, not all enjoyable, is what produces engagement - that the changes that happen in you are still a priority that you constantly accept and prolong instead of separating yourself from the cause of them. Are we still sure that fun, even with Koster definition, is appropriate?
We're talking about kids crying out loud for days cause their Tamagotchi died.
But then again, probably Koster define Fun in that way because videogames, for him, are, first and last, games.

IT IS acceptable then to use the word fun just with a meaning only of being an extremely light enjoyement and that's why, in Koster's book, Will Wright uses it this way:

Theory and Fun in such close proximity instinctively makes me a bit uncomfortable. Theories are dry and academic things, found in thick books at the back of the library, whereas fun is light, energetic, playful and well fun.

Actually Will Wright is one of the great designers that even clearly demonstrated how the range of feelings that a videogame can let you experience goest beyond enjoyement: they can provide unique feelings like, for example, the sense of guilt.
 
Timekiller said:
Interesting post, it's quite useful to understand all the meanings given to the word fun in the english language, that is not my mother language, but i would really like to learn it.

The best translation of fun for me, as an italian, could be "divertente".
Koster gives us an important insight on the complexity of the concept of fun, a complexity we should all be able to comprehend, but i would like to throw some meat into the discussion.Thanks for sharing your thoughts.

1) Thinking that a popular, common way of using a the term, doesn't exist or is superficial while compared to a more complex definition and so should be rejected, is a common clichè.

It is quite common in social sciences (Anthropology, Oral History, etc) to understand that a word has its meaning in the way it's used by everyone too, and one should not diss it as superficial but rather try understand it, always.
For example, Fun nowadays is clearly commonly used with just a meaning of what one could describe as a light entertaining enjoyement, and rejecting this notion leaves outside of its meaning an historical, cultural dimension that can't be left out.
To imply that a popular usage is superficial is naive, because the point is that one should understand the meaning rather then criticize the way it was used - expecially when we're in a videogames discussion forum, not an aula magna.
More about this later in the post.

2)A way to develope this discussion could be making this crosscultural reference: Our word, divertire, comes from the latin divertere, diversus - means "to take another direction", " to drive something in another direction". As a subsequent figure, it implies a distraction, and it was commonly used since to describe something providing distraction from something painful, stressful and\or from molesting thoughts.

There is, historically, a path that sees this term describing a way of being, a way of feeling, that to an extent could be called as a meaningful engagement between two relating parts and how your state is getting changed by this relationship, but actually divertente still earns it's own specific territory by creating a meaning opposed to other state of being that could be described the same way (or like you said, "engaging, entertaining, and possibly even a little bit enlightening").For example, it's when used in contrast to something painful.

And when i suffered from something painful, i was still engagend in a meaningful way, but again, it was not entertaining or distracting from something painful, quite the opposite, i was dragged in by something painful.

Saying that fun is what produces the engagement is restrictive on the complexity of the experience. It's the complex amount of feelings that let you kwow that the experience is worth, not all enjoyable, is what produces engagement - that the changes that happen in you are still a priority that you constantly accept and prolong instead of separating yourself from the cause of them. Are we still sure that fun, even with Koster definition, is appropriate?
We're talking about kids crying out loud for days cause their Tamagotchi died.
But then again, probably Koster define Fun in that way because videogames, for him, are, first and last, games.

IT IS acceptable then to use the word fun just with a meaning only of being an extremely light enjoyement and that's why, in Koster's book, Will Wright uses it this way:

Theory and Fun in such close proximity instinctively makes me a bit uncomfortable. Theories are dry and academic things, found in thick books at the back of the library, whereas fun is light, energetic, playful and well fun.

Actually Will Wright is one of the great designers that even clearly demonstrated how the range of feelings that a videogame can let you experience goest beyond enjoyement: they can provide unique feelings like, for example, the sense of guilt.
wow, what is happening in this thread
 
Calcaneus said:
Ugh, this thread is a downward spiral.....


Just to spite this thread, I hope Heavy Rain under delivers, and we have to put up with dumb games for the rest of eternity.

There are no dumb games, only dumb people.
 
Timekiller said:
Interesting post, it's quite useful to understand all the meanings given to the word fun in the english language, that is not my mother language, but i would really like to learn it.

The best translation of fun for me, as an italian, could be "divertente".
Koster gives us an important insight on the complexity of the concept of fun, a complexity we should all be able to comprehend, but i would like to throw some meat into the discussion.Thanks for sharing your thoughts.

1) Thinking that a popular, common way of using a the term, doesn't exist or is superficial while compared to a more complex definition and so should be rejected, is a common clichè.

It is quite common in social sciences (Anthropology, Oral History, etc) to understand that a word has its meaning in the way it's used by everyone too, and one should not diss it as superficial but rather try understand it, always.
For example, Fun nowadays is clearly commonly used with just a meaning of what one could describe as a light entertaining enjoyement, and rejecting this notion leaves outside of its meaning an historical, cultural dimension that can't be left out.
To imply that a popular usage is superficial is naive, because the point is that one should understand the meaning rather then criticize the way it was used - expecially when we're in a videogames discussion forum, not an aula magna.
More about this later in the post.

2)A way to develope this discussion could be making this crosscultural reference: Our word, divertire, comes from the latin divertere, diversus - means "to take another direction", " to drive something in another direction". As a subsequent figure, it implies a distraction, and it was commonly used since to describe something providing distraction from something painful, stressful and\or from molesting thoughts.

There is, historically, a path that sees this term describing a way of being, a way of feeling, that to an extent could be called as a meaningful engagement between two relating parts and how your state is getting changed by this relationship, but actually divertente still earns it's own specific territory by creating a meaning opposed to other state of being that could be described the same way (or like you said, "engaging, entertaining, and possibly even a little bit enlightening").For example, it's when used in contrast to something painful.

And when i suffered from something painful, i was still engagend in a meaningful way, but again, it was not entertaining or distracting from something painful, quite the opposite, i was dragged in by something painful.

Saying that fun is what produces the engagement is restrictive on the complexity of the experience. It's the complex amount of feelings that let you kwow that the experience is worth, not all enjoyable, is what produces engagement - that the changes that happen in you are still a priority that you constantly accept and prolong instead of separating yourself from the cause of them. Are we still sure that fun, even with Koster definition, is appropriate?
We're talking about kids crying out loud for days cause their Tamagotchi died.
But then again, probably Koster define Fun in that way because videogames, for him, are, first and last, games.

IT IS acceptable then to use the word fun just with a meaning only of being an extremely light enjoyement and that's why, in Koster's book, Will Wright uses it this way:

Theory and Fun in such close proximity instinctively makes me a bit uncomfortable. Theories are dry and academic things, found in thick books at the back of the library, whereas fun is light, energetic, playful and well fun.

Actually Will Wright is one of the great designers that even clearly demonstrated how the range of feelings that a videogame can let you experience goest beyond enjoyement: they can provide unique feelings like, for example, the sense of guilt.
avatar_walken-1.jpg
 
OP is ignoring the obvious, more pressing question on the mind of each and every GAFfer right now: Are we ready for Vampire Rain?

Metalmurphy said:
Apart for LBP, and that one isn't exactly filled with "baseless" claims, what PS3 game has been taunted to revolutionize the industry? Exactly, None.
How...quickly we forget.

The auteur theory: a notion in film criticism that certain directors can truly be considered the authors of their work,
collaborators be damned. I believe in it, and feel that Hideo Kojima is gaming’s first and only auteur. If I ever had any doubts,
MGS4 has dispelled them. His stamp is palpable in every pixel.

Even if for that reason alone, there is no missing Metal Gear Solid 4: Guns of the Patriots. It is one of the most significant
milestones in video game history.

Sho_Nuff82 said:
Here's a thought, why can't the game be an amazing interactive storytelling experience and have non-shitty gameplay?
Any current non-indie house that seriously attempted to do this would have to begin by firing all of its executives, producers, and lead designers.

Other than that, no reason.
 
As far as Facade (pretend that I actually found out how to type that fancy "c" on a US English keyboard) goes, it's a pretty good experience. The only problem is that text parsers have been around since the Infocom days, and have always been pretty clumsy, due to developers limiting the environments' reactions to a small vocabulary. And it's not because they're lazy; there's just no practical way for a small team to program that kind of project. I'd argue that a large team with a blockbuster-size budget couldn't do a text parser that recognized every phrase of input from the player, and reacted appropriately. So is it still a cool experience? Yeah, but when it comes down to it, Facade is just Dr. SBAITSO 2.0, and has little application to the future of gaming.
 
I cried like a baby on the last colosuss in SOtC....emotion already in games confirmed. thread over.
 
Segata Sanshiro said:
One of the most significant milestones in gaming history isn't a little bit revolutionary? You don't think?
No. That's touting it as an great unforgettable game, which in many peoples opinion it really ended up being one, and has nothing to do with it being revolutionary.

Like I said a great game doesn't need to be revolutionary.



*edit* But even that one is besides the point because he was talking about GAF, not some random quote on a random website, touting all PS3 games as ones to revolutionize the industry, something that GAF has never done.
 
I'm not agreeing with his point, just disagreeing with your objection.

Also: you're using 'taunt' completely incorrectly. I think you're looking for 'tout'.
 
Segata Sanshiro said:
I'm not agreeing with his point, just disagreeing with your objection.

Also: you're using 'taunt' completely incorrectly. I think you're looking for 'tout'.

:p

That's what I get for learning English on the TV with no English subtitles. They all sound the same. Thanks.
 
Segata Sanshiro said:
Your laughing objection would mean so much more if he hadn't included a sample post citing it as such.

That post said it was revolutionary because it had a single creative vision behind a game with a huge budget. Normally teams as big as the one making MGS4 have multiple designers, each of which is trying to make the game as appealing as possible to their target audience. In MGS4, the design seems to be mostly the work of Kojima, which gives the game a personal touch that we don't often see in games.

I also think this is more of what we need in games: designers should be the equivalent of directors in movies.
 
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