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| Originally Posted by Wyborn They don't make anyone pay money for anything. People buy it of their own volition. |
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| Originally Posted by Wyborn Actually, I think I brought up something of an important point - if you find yourself insulted by the games, simply don't buy them. No point getting upset over what you perceive as a lack of taste in the majority of gamers who partake in these small but sweet delights, especially when their activities in no way obligate you to play the games yourself. |
Something I wrote for an upcoming article on my site:
[On Sigma Star Saga]
The Forgotten World was a pleasant throwback to the first wave of GBA games, in that it's so dark it's impossible to even see what the hell is going on. Maybe even worse, because Circle of the Moon wasn't so dark it forced me to finish the game on my Game Boy Player/DS.
After I wrote that, I imagined you saying "But nobody's FORCING you to finish the game!"
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| Originally Posted by Prince Toad I've never heard of Vagrant Story, but whatever. |
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| Really, I'd say that the majority of games are fun time-wasters-- that's their nature. |
Feel free to correct me if I'm wrong on this, but didn't you say earlier that you viewed them as art?
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How much brain power and creativity? More than you'd think. Maybe the premises themselves aren't complicated, but they aren't not something that you'd just sit down and think of right away. Once they'd gotten the idea for WarioWare, then churning out microgames probably wasn't that hard. But first they had to say, "What if we make a game whose gameplay is based entirely around 200 5-second 'microgames?' " That takes a lot of creativity. And then after they got the idea, they had to execute the idea in such a way that people have a good time playing it. The idea behind Katamari Damacy isn't complicated, but it is in fact very creative, and it makes a good game. It probably took much less creativity, in fact, to come up with Super Smash Bros., for instance, than it did to come up with either WarioWare or Katamari. "Let's throw all the famous Nintendo mascots into an arena and have them fight" isn't very creative at all, if you think about it-- although, of course, the actual fighting system and style were. |
Except I didn't say "come up with", I said "make".
How much brainpower and creativity does it take to come up with a game about a ninja? None. How much intelligence and creativity does it take to create the Tate system, a sword that will kill you if you don't move your ass and/or effectively destroy your enemies, design awesome bosses not only in apperance but in the actual fight, and place enemies so the player can think of how to take out the weaker enemies to power up the sword to take down stronger enemies easier, or hack them all down in the time limit to perform a flashy Tate which is rewarded with very much needed time before your cursed sword makes a snack of your soul? A lot.
How much brainpower and creativity does it take to come up with a game about fighting monsters? None. How much intelligence and creativity does it take to implement an extremely complex battle system consisting of monster type, weapon element, and weapon type, plus a limb system where you have to decide if you want to inflict extra damage by hitting the arm which is weak against the weapon your using or disable their magic by crippling the head which is resistant to the weapon you're using, plus stackable timed combos with a wide variety of effects, plus a meter that fills as you fight which gives you more problems the higher it gets whether lowering your accuracy or causing you to take more damage or reducing room for error on your combo timing, that oozes with strategies, and depending on your chosen strategy the final boss could take five minutes or two hours, plus a very intriguing and well written story, plus cube puzzles better than anything I've seen in Zelda? A lot.
How much brainpower does it take to come up a game where you roll a ball around, and as it collects things it gets bigger and you can collect bigger things? Okay, maybe some. How much creativity does it take to make level design that was probably copied from some real location in Japan and throw some crap around? None.
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| Originally Posted by The Missing Link Codie, let's put it this way. Never, since the dawn of the Atari (and likely before that), has every game been for everyone. (Except Pong; everyone likes Pong.) I was never a fan of Pitfall for my old 2600, even though many of my friends loved the game. So it is true with the WarioWare series. Is it the greatest game in the world? Heavens no; such things are reserved for Tales of Symphonia, Chrono Trigger, and A Link to the Past. But is it still enjoyable to play? In my humble opinion, that and more. Granted, though I haven't pulled out WarioWare Touched in a while, I went through a very heavy period of playing that game non-stop. (It was actually what interrupted my winter-long obsession with Mario Kart DS.) You may not like it, and you have every reason to your opinion. Be that as it may, if people didn't like it, it would've stopped with its debut title on the GBA. (Economics is a harsh mistress indeed.) So if you feel like a spurned lover or something and caught WarioWare in bed cheating on you with its harem of Katamari, Elebits, and Wii Sports, go ahead, be a playah hater. (You'll have no complaints from me.) But let me enjoy the games I like to play, dammit. Because I'm sure that there's some game that you obsessively fangirl over that I would not only not give the time of day to but would also throw into the middle of I-675, run over it several times, hire a tank to give it that extra special justice, and then bury whatever hadn't been reduced to subatomic particles. (Wyborn, if I've missed a step in the above game destruction process, feel free to chime in.) |
Congratulations to you all for completely missing everything I've said.

Where are these lemmings going? The
Super Nintendo Super Shire! Hop in line and follow them there!