Comments like these lead me into heavy thoughts about the eternal. I would like to fall into the state of a philosopher right now and spend your time thinking about why people love to criticize so much, but don’t like being criticized so much. I’d like to, but I’d rather spend my time apologizing.
If you thought this was just another blog from someone offended by StopGame blogging and have already stocked up on popcorn and cons, then I apologize for the clickbait. This blog is not about criticism StopGame, and about what appeared thanks to him and the local blogers.
Long story short (as someone said Andrey Artamokhin): I didn’t like the last part of my favorite series, so I decided to make it myself and show it to you, because I need your opinion (not criticism). Why opinion and not criticism?? I’ll try to explain below.
BACKGROUND AND PSYCHOLOGICAL TRAUMA
Criticism can either help or quite the opposite. I gave an example of the latter in a blog about a collapsed community of artists, when, criticizing with good intentions, we all unnoticed turned into toxic cretins.
Yes, too much criticism allowed us to become perhaps the best representatives of the program in which we worked, but at what cost?? We don’t communicate with each other, and some talented guys have stopped doing it altogether. Could we be better without this very criticism?? "Absolutely"™, it would just take longer.
For me, this became a kind of psychological block (and maybe even a trauma), which cemented an obsessive thought in my head: “Destroying someone’s creation is much easier (even with the help of words) than doing something yourself, so it’s better not to resort to such a difficult matter from a moral point of view”.
This idea applies to almost any creative activity, including blogs on StopGame. It seems to me that the approach to writing blogs directly depends on which magazine a person began his journey into the world with "video game journalism".
For some, they became a guide to the world of video games Game.exe, Gambling addiction, Maybe Great Dragon, and someone was lucky to stumble upon Spire! — a text version of SG before SG himself delved into the gameplay.
Only in Spiele!, while reading a review of some Devil May Cry 4, you could simultaneously learn about “how the author neutralized an anime fan’s friend with a stack of blanks with the latest releases and how he tried to beat the game in a tent by the sea, but so annoyed his neighbors with loud complaints about the controls that they eventually slipped a gamepad under his mattress (and at the same time a bear from Danganronpa)”.
IN Spiele! there was no term "bad game", but there was a regular column "Atstoy" which games these games were in. They also showed how to get rid of "Atsoe-bearers" (discs with bad games), sending them flying in a balloon, for example. The authors there were simple players, but they managed to produce such gems that they are remembered ten years later.
It’s a paradox, but in such a booth the guys managed to talk about games much better than their colleagues – serious gamers from the magazine Gameplay in which, by the way, the chief editor was Sergey Galyonkin.
However, everything has changed "when I came https://31bets.co.uk/games/ people fireanother different editor-in-chief" and tried to play serious games. This approach sucked out all the fun and creativity, and the magazine itself gradually went into the sunset, changing its slogan along the way "You and I are of the same blood" on "What if we no longer have blood?».
The magazine was left without blood, but its soul managed to move into StopGame, and judging by the comments on the blog by Beowulf (where there were references to the magazine), I wasn’t the only one who rushed after her and ended up here. Both the site’s authors and blogging members have shown that materials on video games can still entertain, amuse and be educational, and most importantly, you don’t have to pretend to be a critic with the objectivity mode turned on.
But times, like morals, change..
WHAT WE FIGHTED FOR, IS WHAT WE FOUND FOR
I understand why Spire! And StopGame once upon a time they chose such an entertaining format – because previously the games themselves were considered nothing more than entertainment and the lot of nerds and children (in the CIS countries, of course).
The eSports tournaments that we now have are not lagging behind the world ones (not the one where they wasted a lot of money), used to fit in a small computer club, and the eSports players themselves looked like those guys from the back desk who laughed at jokes about Pythagorean pants. And the prizes were appropriate: gaming peripherals, a certificate and vague prospects of going somewhere to Europe to lose there (of course, exceptions in the form of the same A-Gaming were).
And it was infuriating. It was infuriating that games were not perceived on an equal basis with books, films, music, cartoons in the end. But time passed, the ice broke, and now we are on par with the rest of the world in terms of perception of video games. Almost everyone plays now. Games have become not only a part of our lives, but also an important part of the entertainment industry, which means they have begun to bring in serious money.
And where there is serious money there will always be scandals, intrigues and investigations. It’s already 2019 outside the window and the igrozhur has noticeably turned yellow. War on YouTubers, "fight for the rights of the oppressed" (link to every second article Kotaku), standing up for the offended and searching for developers’ dirty laundry have pushed aside a key element of the entertainment industry – entertainment itself. And it will reach us, albeit belatedly. Perhaps there is something wrong with the gamers? But the players themselves are no better.
It’s enough just to wander through blogs, news and comments to understand that we deserve everything that happens to us. Is it good when a person, after sharing his positive feelings about the game, receives accusations of being a shit eater or lack of critical thinking?? Is it good when developers who released a bad patch receive thousands of threats and insults from disgruntled players (obviously this patch ruined their lives, so now they are threatening the lives of the developers themselves)?
For example, you publish a blog about visual novels and help Pauli with a choice of novels to stream and even Celebro comes under your blog. Bloggers actively upvote and everything is fine, and then your text is copied to Pikabu and now it turns out that StopGame – "strange guys", and the author himself "some kind of stupid" because I didn’t mention a particular user’s favorite novel.
But the author simply would not have been able to adequately criticize this novel (without descending into throwing poop) and thereby prove that it has no place on the blog, so he chose not to mention it. Is this really worse than if the author "insulted" fans of some novel with their inept criticism?
The situation is also aggravated by the unequal position of the author and the commentator. The first one spent a lot of time and effort creating a blog, and the second one only spent a small part of his time reading and commenting. BUT, if the second one had not spent his time, then the works of the first one would have no meaning at all. This is an ironic symbiosis without which both cannot exist.
Sooner or later, reinforced concrete arguments in the form of two folk wisdom begin to come into play: “You don’t have to be a chef to appreciate a dish” And "Peaseranting is not moving bags". Regardless of the attitude towards them, it is foolish to deny that both phrases appeared for a reason and have sufficient reasons for their existence.
I am more inclined towards the second one and before you hit me with a minus on the head, I ask you to wait until the next section. After all, not only the phrase itself is important, but also the context, yes?
AND CRITICIZE THE DISH AND ROTATE THE BAGS
There are people who can fit in two chairs without any problems: they can both criticize well and be able to do what they criticize themselves. These are cool people. I don’t know about you, but, unfortunately, I’m not one of them. The reason is simple – I have a sad experience of criticism and, moreover, I have a sad experience of developing games.
Having taken part in the development of the game, a person radically changes his attitude towards this sometimes hellish work. It seems to me that 90% of amateur games do not survive to release precisely because of illusions about game development. “Quacked, spat and taped together” according to the behests of the Madagascar penguins, you can’t achieve a good result here, at least Greenlight/Direct sometimes we were not proven otherwise.
Let’s take for example one of the futuristic Call of Duty (let’s escalate the situation) Infinite Warfare or Black Ops III. For the average player, the changes are practically invisible, for a true fan of the series they are already tangible (regardless of the attitude towards them), but only for the developer they will be what they essentially are – many days of work by dozens of different specialists.
Even such minor (according to the average player) changes as jetpacks and running along walls radically change the approach to working on the game, and ultimately the game itself. Level designers need to adjust levels to these mechanics, animators need to rework and synchronize a bunch of animations, and programmers also need to make it all work organically. Any mistake in such a connection will lead to a chain reaction.
Let’s say someone has already done this (Titanfall, for example), but is it so easy to copy other people’s work?? If so, then the poor guys from today Bioware it would have been a worthy answer to Destiny, not Anthem, which is just another confirmation of the phrase “F**k – don’t move bags” (you can read about their relationship to Destiny here)
This shows how thoughts about games begin to change as soon as you get at least some experience working on them. Especially if he’s sad.
Like many, for me it all started with map editors in strategies and smoothly flowed into more specific things – RPG Maker‘s on Playstation 2. But over time, the delight from the new opportunities gave way to sadness from numerous artificial restrictions. I had to look for new tools.
I am infinitely far from the exact sciences, so serious tools were immediately dismissed, but I came to the rescue Java. And so, about 9 years ago, we managed to create the first semblance of our game in the language Action Script. By some miracle I managed to save the swf file, so we have the opportunity now, according to the behests Tonstantin Prokrastenyuk, catch together "a couple of cakes".
IN Time waits for no ONE (matches with Queen random) the main character woke up in a world without people. Because of this, even places well known from childhood are now perceived differently. The player does not have any global task. He simply moves around places familiar to the hero, studies them and puts together a picture of what happened.