mf0 logs -> 2012 -> Mon, 17 Sep 2012< mf0.20120916.log - mf0.20120918.log >
--- Log opened Mon Sep 17 00:00:08 2012
00:00
<+FerrelFerret_phone>
Yeah, I'm loving this kit.
00:00
<+FerrelFerret_phone>
And, I'm just hoping they do the series justice in the movie.
00:07
< afny>
wait what
00:07
< afny>
there's an mgs movie
00:10
< afny>
switching os
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00:29 locas [locas@Nightstar-42c41d95.res.rr.com] has joined #mf0
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00:32
<+FerrelFerret_phone>
Yo, yes there is a MGS movie in the works.
00:33
<+FerrelFerret_phone>
Kojima is the one who put onto production. Working with Marvel to get it made.
00:34
<+FerrelFerret_phone>
<into>
00:35
<+FerrelFerret_phone>
He wants to kill the stereotype that video game movies are awful.
00:47
<~McMartin>
Kojima is not the man I would put to this task
00:58
<+FerrelFerret_phone>
I don't think he's directing the film. I think he'll just be a producer.
00:59
<~McMartin>
Well, I guess that's where he's clearly wanted to be for some time
00:59
<~McMartin>
(Kojima is on my irrational-permanent-hatred list for various reasons, none of which are even MGS2)
01:01
< afny>
what
01:01
< afny>
why
01:01
< afny>
also is david whatshisface playing snake
01:01
< afny>
I know he wanted to
01:01
< afny>
but I kind of feel like he's a horrible actor
01:01
<~McMartin>
afny: Which "what" or "why" there, I made several assertions
01:02
<~McMartin>
I think the hatred went to permanent in some interview he gave Nintendo Power where he was openly wishing for a way to give the player electric shocks for failure.
01:02
<+FerrelFerret_phone>
Wow.
01:02
< afny>
what (things made you hate kojima)
01:02
< afny>
and why
01:02
<~McMartin>
This reinforced my general sense that as a game designer he actually hates and resents players.
01:02
< afny>
yeah but that's AWESOME
01:02
< afny>
I'd play that game
01:02
< afny>
no, he doesn't resent players
01:03
< afny>
he just takes games seriously
01:03
< afny>
he doesn't want to be restricted by his medium
01:03
<~McMartin>
No, he thinks that players should thank him for the right to be abused by him.
01:03
< afny>
I guess
01:03
< afny>
I DO thank him for that, though :|
01:03
< afny>
I mean, psycho mantis?
01:03
<~McMartin>
Yeah, I belong to what we may casually call the Super Meat Boy school of game design
01:04
< afny>
I haven't played it so I don't know how to interpret that term
01:04
< afny>
kojima's games aren't EXTREMELY punishing in their difficulty
01:04
<~McMartin>
There are two ways to make a game "difficult" - one by being really hard, and one by being an incredible dick
01:04
< afny>
but they're punishing in a way that is thematically appropriate
01:04
< afny>
have you played mgs?
01:04
<~McMartin>
Yes
01:04
<~McMartin>
MGS1 was the last game of his I played
01:04
< afny>
I don't think it's unfairly hard
01:04
<~McMartin>
No, it's just goddamn tedious and full of itself
01:05
< afny>
hm
01:05
<~McMartin>
Also, they spelled "Livermore" wrong~
01:05
< afny>
waht's tedious about the gameplay?
01:05
< afny>
what*
01:05
< afny>
it IS full of itself, that's for sure
01:05
<+FerrelFerret_phone>
Miyamoto is the same way. He doesn't like fans
01:05
< afny>
but that's part of its charm for me
01:05
< afny>
I don't get the impression that kojima doesn't like his fans, I just think he wants to engage with people in a different way
01:06
< afny>
he doesn't care what people think of him
01:06
<~McMartin>
Yes, like, electric shocks~
01:06
<+FerrelFerret_phone>
I'll be back later, guys. Dinner time
01:07
< afny>
I'd subject myself to that
01:07
<~McMartin>
My understanding of the ending of MGS2 is that it is berating you for the sin of enjoying MGS1 and thus making Konami force him to make a sequel.
01:07
< afny>
in the right context
01:07
< afny>
brb need to chop carrots
01:10
< afny>
I dunno, it's
01:10
< afny>
sort of tongue and cheek
01:10
<~McMartin>
In these modern times, the answer to "why don't you even consider playing any Kojima game" is because his cutscene to actual gameplay ratio has gotten well beyond my tolerance level
01:10
< afny>
it's also metafiction
01:10
< afny>
I mean there are all these Paul Auster references
01:10
<~McMartin>
I'm the sort of person who gets mad at Super Mario Galaxy for taking ten whole seconds to do a respawn.
01:10
< afny>
I haven't played mgs4
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01:10
< afny>
but my favorite kojima game is ZoE2
01:11
< afny>
which is a lot of cutscene
01:11
< afny>
the thing is the gameplay is so good, I don't care if it's short
01:11
< afny>
and the animation is good
01:11
< afny>
in the cutscenes
01:11
< afny>
it's like a playable feature length anime
01:11
< afny>
with very very good gameplay
01:11
< afny>
what's not to like?
01:11
<~McMartin>
Gameplay density, clearly.
01:11
< afny>
the gameplay IS dense
01:11
< afny>
it's SO dense
01:11
<~McMartin>
... no, you just said the game was short and mostly cutscene.
01:12
< afny>
the gameplay that exists is DENSE, though
01:12
< afny>
it's high DENSITY
01:12
<~McMartin>
That's not what I meant
01:12
< afny>
then use a word that means what you meant :P
01:12
< afny>
it's not MASSIVE, sure
01:12
<~McMartin>
I meant "I am going to sit down to play a game. What percentage of my time doing this is spent actually playing the game?"
01:12
< afny>
it is not high in VOLUME
01:12
< afny>
it's like rich chocolate vs hershey's syrup
01:12
<~McMartin>
Except it's not, because more than half your time is spent watching the game play itself, not actually playing.
01:12
< afny>
well, that's not true for zoe2
01:13
< afny>
it's probably 3/5
01:13
<~McMartin>
Right
01:13
<~McMartin>
See, 90% is too low
01:13
< afny>
I disagree
01:13
< afny>
I mean, I don't have a set standard
01:13
<~McMartin>
Really, neither do I, but cases where I've been noticably impatient have gotten to that point.
01:13
< afny>
I won't rule a game out of it's got a ratio of gameplay 5 to cutscene 3
01:14
< afny>
yeah, but you've only played MGS1 :\
01:14
< afny>
you're not really speaking from experience here
01:14
<~McMartin>
No, I also played MG
01:14
<~McMartin>
And Was Warned about the rest of the MG games.
01:14
< afny>
okay, you play played UP to MGS1
01:14
< afny>
:|
01:14
< afny>
Kojima games are like
01:14
< afny>
mixed media
01:14
<~McMartin>
Yeah, you say "mixed media" I say "he's trying so hard to be a movie director he forgot to put a game in"
01:14
< afny>
I just think ruling out a game because of something like that is kind of funny
01:15
< afny>
but he's not
01:15
< afny>
because the gameplay elements are so salient
01:15
< afny>
I'm a huge Kojima fan, because LIKE Miyamoto he knows how to empart theme just through gameplay
01:15
< afny>
that sounds a little ridiculous because some of his games have a lot of cutscenes, so it might SEEM like he's just conveying his themes with cutscenes
01:15
< afny>
and skimping on the conveyance through gameplay
01:15
< afny>
but that isn't true at all
01:16
< afny>
it's like a one two narrative punch
01:16
<~McMartin>
Yeah, I'm not really playing for the theme
01:16
<~McMartin>
I tend towards challenge-based games
01:16
<~McMartin>
He is the opposite of this
01:16
< afny>
no
01:16
< afny>
the two aren't mutually exclusive
01:16
<~McMartin>
And yet
01:16
< afny>
the theme of a gameplay and it's challenge level are often intimately related
01:16
< afny>
consider metroid or zelda
01:16
< afny>
metroid 1; the themes are isolation, personal agency
01:16
< afny>
that is conveyed through the GAMEPLAY
01:17
<~McMartin>
We're talking past one another here.
01:17
< afny>
not really, I just think you're too focused on one aspect of game design
01:17
< afny>
I'd like to use mgs3 as an example but you haven't played it
01:18
< afny>
it's very challenge based
01:18
<~McMartin>
MGS3 I have in fact heard would be the one one that I would like
01:18
<~McMartin>
Though that one is also full of self-piss-taking
01:18
<~McMartin>
I'm going to guess that in addition to not having played VVVVVV or Super Meat Boy you have also not played LIMBO
01:18
<~McMartin>
Because that's the most direct split I'm aware of
01:19
<~McMartin>
If you're playing with the fourth wall in interaction, you are generally kicking the player *out* of the interactive mode into a meta level.
01:19
<~McMartin>
That's fatal to the kind of performance tuning I enjoy in challenge games, which is why as a rule he does not attempt this
01:19
< afny>
well, yeah
01:19
< afny>
that's the point of metafiction :P
01:19
<~McMartin>
Yeah
01:19
< afny>
I mean if you don't like metafiction you won't like kojima
01:19
<~McMartin>
Metafiction is tolerable in text adventures, but that's it
01:20
<~McMartin>
The Gostak is awesome.
01:20
< afny>
again, that's a blanket ruling that I think limits your enjoyment of stuff that would otherwise be enjoyable
01:20
<~McMartin>
(Also, MGS's attempts at metafiction fell flat, and what I've read of MGS2 implies it falls flat there too.)
01:20
< afny>
but I'm also a big paul auster fan, so
01:20
<~McMartin>
(Psycho Mantis was *almost* good.)
01:20
< afny>
mgs isn't too metafictional
01:20
<~McMartin>
(However, it gives the game away too quickly)
01:20
< afny>
there are just hints at it
01:20
< afny>
it's like seinfeld
01:20
< afny>
you can't really judge it by today's standards
01:21
< afny>
but at the time it was very original
01:21
<~McMartin>
I'm one of those wet blankets who never thought it was *good*~
01:21
<~McMartin>
But yes
01:21
< afny>
you don't have to think it was good to recognize the originality
01:21
< afny>
of that sequence at least
01:21
<~McMartin>
Sure, but that's a demoscene hack.
01:22
<~McMartin>
My problem with that sequence is trivially fixed
01:22
< afny>
well, I still think you should check out ZOE/ZOE2
01:22
< afny>
no metafiction in those
01:22
<~McMartin>
(To wit, the hint sequences needed to be (a) not all forced by the player and (b) needed more intermediary steps before they tell you the answer)
01:22
<~McMartin>
My game stack is already 80 tall
01:23
< afny>
worth playing before you die :P
01:23
< afny>
they're very very high on my list
01:23
< afny>
regarding games though
01:23
< afny>
I just bought FTL
01:23
< afny>
pretty excited to play it
01:23
< afny>
gonna eat dinner first
01:23
<~McMartin>
Be warned that most runs of FTL are intrinsically unwinnable
01:23
<~McMartin>
It needs to be approached like Dwarf Fortress
01:24
< afny>
yeah, I know
01:25
< afny>
the word's roguelike-like prepared me :P
01:25
< afny>
-'
01:25
<~McMartin>
Ah, OK
01:25
<~McMartin>
See, the more highly-tuned roguelikes set things up so that in theory sufficiently skilled play means that every game is theoretically winnable
01:25
<~McMartin>
My understanding is that FTL doesn't even come close to that yet
01:25
< afny>
yeah, thus the second like I think
01:25
< afny>
it's pretty randomized
01:25
<~McMartin>
Heh
01:25
<~McMartin>
Yeah
01:26
<~McMartin>
What it really is is Space Alert >_>
01:26
< afny>
never played it
01:26
<~McMartin>
Board game with CDs and flashing lights
01:26
<~McMartin>
It's, uh, FTL the board game >_>
01:26
< afny>
lol
01:26
<~McMartin>
Most of the games I play tend towards "do things that are hard to execute" with a side of "you are expected to fail many hundreds of times"
01:26
<~McMartin>
This is one reason why "fast reset" is one of my most crucial game metrics.
01:27
<~McMartin>
And most of the rest tend towards exploration-focus
01:27
<~McMartin>
There are, as a result, a lot of designers that I don't particularly care about
01:28
<~McMartin>
Kojima's interviews to the press and the vibe I've gotten from the games themselves has consistently raised my hackles more than the others, though
01:28
<~McMartin>
This also means that I wind up missing fairly major things like, oh, Planescape Torment, until 2011.
01:28
< afny>
well
01:29
< afny>
on kojima I'd say most of his game design has very heavy helpings of that style
01:29
< afny>
and I have to say it seems like you've got a personal vendetta against him for reasons outside his actual games
01:30
<~McMartin>
Yes, that was literally the first thing I said.
01:30
< afny>
yeah, I didn't get that it was just a media impression thing until just now :P
01:30
< afny>
I mean if someone said
01:30
< afny>
name a game designer in the last fifteen years that makes games that require you to perfect your execution and teach based on failure
01:31
< afny>
kojima would be on the tip of my tongue
01:31
< afny>
maybe his resets aren't SUPER fast
01:31
< afny>
but SNAAAAAAAAAAAAAAAaaaaaaaake
01:33
<~McMartin>
Yeah, I'm not finding good gameplay videos here
01:33
< afny>
of what?
01:33
<~McMartin>
And it's really hard to show in a video the difference between a difficult game that's playing fair and a not-all-that-difficult game that is difficult through pulling tricks on the player
01:34
<~McMartin>
Any of the games I've been mentioning
01:34
<~McMartin>
I'm mostly finding walkthroughs, and one successful play is much like another
01:34
< afny>
kojima games or VVVVV and SMB?
01:34
<~McMartin>
The latter
01:34
< afny>
I've seen vvvvvvvvvvvvvvv and smb
01:35
<~McMartin>
Oh, I got a wire crossed, I thought you hadn't seen it
01:35
<~McMartin>
LIMBO tends towards pulling tricks on the player, but isn't really difficult
01:35
<~McMartin>
And then you've got shit like IWBTG which just kind of fails on every level but is also hard to execute once you know what to do
01:36
< afny>
I think kojima's mechanics almost always tend toward difficult
01:36
< afny>
but they encourage mastery
01:36
< afny>
what's IWBTG?
01:36
<~McMartin>
I Wanna Be The Guy.
01:36
< afny>
oh
01:36
< afny>
THAT.
01:36
<~McMartin>
A masocore challenge platformer often mistaken for something good.
01:36
< afny>
yea
01:36
<~McMartin>
Note that "masocore" and "challenge platformer" are *two different things*
01:36
<~McMartin>
LIMBO is masocore but not a challenge platformer
01:37
<~McMartin>
VVVVVV and SMB are challenge platformers that aren't masocore
01:37
<~McMartin>
Kojima's metafictional stuff tends to scrape the same raw nerve that is why I dislike masocore games
01:38
<~McMartin>
(Though you also, to be fair, are not the first person to recommend ZoE and its sequel to me)
01:38
<~McMartin>
(Particularly since I am also fairly pro-Gradius)
01:38
< afny>
there's no metafiction stuff in it
01:39
< afny>
and there is a surplus of vic viper
01:39
<~McMartin>
YEah
01:39
<~McMartin>
Though there is still the "impatience" part~
01:39
< afny>
yeah, I mean
01:39
< afny>
you have to be in like
01:39
< afny>
"watch anime mode"
01:39
< afny>
AND "play videogame mode"
01:39
< afny>
simultaneously
01:39
< afny>
it's a little weird
01:39
<~McMartin>
Yeah
01:39
<~McMartin>
A lot of my game tastes hinge on the fact that this is hard for me to reach
01:39
<~McMartin>
And when I am in that mode, or similar ones, I start catching up on things like PS:T
01:40
<~McMartin>
(Or, right now, Fallout 3)
01:43
<~McMartin>
(And then afny started up FTL and wasn't seen again for about 12 hours)
01:44
< afny>
nah trying to fix my audio
01:44
< afny>
and my sister is screaming at me because I asked to borrow her headphones
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20:21
< Draxinusom>
Quite in here
20:21
< Draxinusom>
Quiet
20:23
<~McMartin>
All has achieved Singularity
20:26
< Draxinusom>
That happens
20:30
< huhwhozat>
yeah it is
21:31
< Draxinusom>
I'll be back, probably
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23:47
< Draxinusom>
Hrm, still dead
23:47
< afny>
neber.
--- Log closed Tue Sep 18 00:00:24 2012
mf0 logs -> 2012 -> Mon, 17 Sep 2012< mf0.20120916.log - mf0.20120918.log >

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