Quote:Original post by Risujin Mumpo, you're right. I really shouldn'tve been so focused on "story" as what I meant was more experience and in a very general way. |
I'm glad you admit it [grin].
Quote:But I don't think you dig deep enough here. When you say "I play counter-strike because it is fun," what makes it fun? If you stripped the game of all relevant graphics and reduced it to green blocks shooting red blocks (leave enough detail to be playable and it is still 3D of course) the game just isnt as fun anymore is it? [wink] |
Actually, it would still be fun. Oh, of course I prefer it with the nice 3d animations and stuff, but it is the gameplay mechanics that are at the heart of why I enjoy the game, not the role playing. Or, if you prefer, my imagination requires much less to work on than you believe. To put it bluntly, I have played the game you described many times, and I enjoyed it. Unfortunately, I cannot name it for dramatic effect, since it has gone under many names, but, then, that just shows that other people agree with me, doesn't it? [wink] The game I refer to is that game where you control a twenty polygon "tank" and drive around shooting red pyramids that are supposed to be bullets at other "tanks" who try to hide from you behind colored cubes.
Quote:When people say Counter-Strike takes "skill" to play, what they're really saying is that it has a steep learning curve, which is part of the challenge (see my reply before this). That too is part of the "message" of Counter-Strike. A steep learning curve takes a longer time to master (ie more game-time, more fun). |
That is a misuse of the phrase "learning curve". The phrase means how long it takes a person to learn how to play the game, meaning the controls, the rules, and the goals (a couple hours, maybe), not how long it takes him or her to become good at it. Counter-Strike and games like it take a long to master because you have to think on your feet and adapt to enemies who adapt to you, and because (as dorky as it sounds) you have to physically train your body to exert fine control over the mouse and keyboard. You talk like people go to a shooting range to learn how to fire a gun, but they learn how to release the safety and pull the trigger very early on; what they go for is to learn and maintain fine control of the weapon. The difference is that the skill needed to play a game like Counter-Strike well has as much to do with mind-set and intuition as with rules. I know what you are getting at, but in that case, why did you ever think that changing the 3D models used in the game would make it boring? The challenge has little to do with the graphics of the game, beyond how easy it is to locate objects and locations of interest.
Quote:If you removed the ranks/frags/stats it wouldnt be as fun because you wouldnt have feedback on your performance (just imagine Tetris without scoring!). |
I whole-heartedly agree that the stats are very important. (Although I disagree that people wouldn't have feedback; they could still see the boxes disappear, so they would try to keep track of it in their heads. People - or at least the sorts of people who play Counter-Strike - are like that.)
Quote:Now back to our stripped-down Counter-Strike, why isnt that fun anymore? Because the big idea (a big message) of Counter-Strike, is to surround the player in a hostile and violent world in which the gun is the only rule (and teamwork to some degree). The terrorism theme and realistic weaponry/gameplay all serve this end. |
Again, you defeat your own arguement. The player is surrounded by a hostile and violent world, whether you can count the nose hairs on your victim, or his mesh lacks a nose completely. Of course the terrorism theme and realistic weaponry help, but gameplay is king.
Quote:This turned out to be a very popular message, who hasnt at some point wanted to "just shoot someone"? Counter-Strike lets you act out your aggression and graphically depicts the results. This is actually why so many kids play Counter-Strike. They're full of frustration/anger and they want to act it out. |
That is a pretty sweeping generalization there. There are many possible reasons for people to play such a game. For myself, it is the challenge and the competition (or sometimes sheer boredom) that makes me play, not frustration or anger. I'm sure that many other people, if not most, play for similar reasons, or for other reasons that neither of us mentioned.
Although I am very good at finding flaws in other people's arguements (whether they are significant or not), I think ultimately our differences stem mostly from different definitions of "message". I use a narrower definition than you because words often become less useful the more general they come, but I would be the first to admit that messages and themes are found in everything, whether or not anyone intended to put them there, and that whether they are intentional or not has little bearing on how they effect people. I would say that Counter-Strike has no message, not because one cannot find generalized lessons in it, or find messages in it, but because I do not believe it was intended as a form of self-expression by its creators, and thus I try to ignore any messages I do find in it. However, I realize that it is impossible to make anything without a message in the broader sense, because that is the way human minds work: they find patterns, whether they are there or not. As long as people are going to read a message from your game, I suppose one should probably at least consider trying to shape what that message is. I disagree with you on a lot of specifics, but you certainly gave me a lot to think about, so thanks.