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Which brings us to my inevitable showdown with the whole scoring debacle, whicku given all the cans of worms I opened up above,
can no longer be delayed.
So first thing that needs to be done here is to dispel the widespread notion that I actually like and support the idea of scoring
systems in videogames; indeed I've even somehow managed to become regarded as its most fervent advocate! And why, may I ask?
Because I once wrote an essay praising the arcade culture, an essay
which barely mentions scoring even once, and even then merely
in passing. But that's subhumans for you: studies even show that,
strictly speaking, subhumans do notread, but merely skim, registering at most two or three words out of several dozen, and making
the rest up (which is a far more energy-efficient tactic than ProPer
reading, since making shit up is practically effortless compared to
trying to understand what the other fuckin'Person's saying to you,
something which, as mentioned, requires not only brainpower but
also an excess of energy, energy which the subhumans do not have,
and therefore cannot give).
So, for the benefit of the subhumans in the audience: I neaer said
that I liked the idea of scoring in games; if I have praised, in reviewt
the scoring system s of some gameq it is only comPared to the scoring
systems of other, similar games, and not to how those games would
play if we removed those systems and replaced them with properly
integrated mechanics (which scoring mechanics by definition neaer
are), a substitution whichu as I'11 be showing shortly, would have
a profoundly positive effect on the quality of these games. This,
then, to continue with the explanation of how it's possible for me
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to praise one game's scoring system over another's, while simultaneously being in principle againsf the very idea of scoring, is the
same thing that happens when I review for example a JRPG. The
fact that I am reviewing a particular application of a concept does
not mean that I believe it is the most appropriate solution in that
specific case, let alone that I utterly and wholeheartedly endorse
the concept in a universal context. (Nor is the review of a game that
includes scoring the appropriate place in which to denounce the
very idea of scoring; the appropriate place is a general theoretical
essay, much like the one you are currently readi^g.)
This, then, is how my position ais-d-r.rls scoring was misunderstood: the subhumans have basically (and fallaciously, as we'll be
seeing) equated arcade games with scoring, and when they saw me
praise the former, they "naturally" assumed that I had also meant
to do so for the latter.
But as I hope I've finally made clear, I never did, nor "meant"
to do any such thing, on top of the fact that IT IS STUPID TO
EQUATE ARCADE GAMES WITH SCORING, since many of them
EITHER DO NOT HAVE SCORING, or have scoring systems that
are obviously gratuitous and superfluous. Take, for example, THE
ENTIRE FIGHTING GENRE: is someone going to seriously come
forward and contend that anyone who plays these games pays attention to the score? The only reason fighting games have scoring
is BECAUSE STREET FIGHIER /1 HAD SCORING, and the only
reason Street Fighter II had scoring (and the original Street Fighter), is
becausg much like with continuing, arcade games of that era TDere
simply expected to. (Or why do fighting games, for example, feature
continues? You can challenge the winning player the very next moment after a defeat, even if you dont continue!) And the same goes
for more or less most racing, gun shooting, platform games and the
like, and indeed the vast majority of games released between the
so-called "Golden" era (it was nothing of the kind) of Pac-Man and
Galaga and the current modern era of Cave and co., which is to say
the vast majority of arcade games ever made. But I am sure most
of the audience will be up in arms by now, so calm the fuck down,
you goddamn ignorant pricks, get back to your seats, and pay attention to what the real expert is about to say to you now - at any
rate as much attention as your Homer Simpson-like attention spans
will allow you.
It is at this point, thery that we must introduce a genealogy of scoring systems in aideogames - if not an extremely detailed and com-
pose of scoring was something else entirely. The purpose of scorirrg in those games was to give the player the sense that he was actudly accomplishing something. Because you have to understand that
proper stage progression had not yet been invented, and the very
lirst moments of a single-player game looked, and to a great extent
cven felt (aside from the effects of increasing difficulty), practically
iclentical to the last
- if the game had an ending point at all, which
rnany of them didn't, rendering the score even more necessary. The
rationale for second generation scoring systems then, was to provide the player with some tangible metric of his progress in the
gameworld, and to enable him to easily compare his performance
lretween sessions. It was, once more thery a necessary function, and
therefore one that still made perfect sense.
Comes thre third generation of games, where proper stage progression has finally arrived and quickly become firmly established,
,rnd where players have become so enamored with it that any game
that doesn't feature it is more or less guaranteed to fail, with stuff
like Pnc-Man playing the role of transitional titles between the two
generations, since, though they did feature distinct stages, these
were hardly that distinct, thereby still necessitating some kind of
progress-indicating score. But by the time we get to Contra and Ro/littg Thunder, r:te.ver mind stuff l\ke Strider Hiryuu, Daimakqimura and
l'inal Fight, no one is quite sure what purpose the score is supposed
to be playing anymore, or paying much attention to it at all. And
I ask: what is the point of scoring systems in such games? These
games are lengthy, single-player experiences, so that the "brief versus match" rationale is no longer relevant for them. At the same
this is so.
Firstly, you have to understand that we're still talking mainly
about arcade (or arcade-inspired) games here, and that arcade
games, in general, have always been, and thank God they still are,
extremely difficult, the most common consequence of which is that
players often get stuck at various points in them, being obliged to
replay them dozens if not hundreds of times in order to overcome
them. This can have an adverse effect on the "sense of progress"
issue we've discussed, an effect which the scoring system can help
somewhat mitigate by rewarding the player with little score increases at regular intervals, thus giving him at least some sense
of advancemen! and thereby contributing to keeping his interest
alive throughout all the time necessary to achieve more tangible
progress. (E.g" "Damn third boss stomped me agairy but hey, at
least I got a few more points this time!")
Secondly, and more importantly, scoring systems provide the
player with an extra reason to keep playing the gamg even after he
has finished it (or "cleared" it, as the more technical parlance would
have it). "Now why would a player wish to do that?') would be a
very good question here, especially by crap players who've never cleared anything (or who "clear" erserything with their absurd
game- and immersion-demolishing credit-feeding habits) and players with bad taste. Well, you see, the reason a player might want
to do that is because, surprise surprise, games, much like everything else in existence, ARE NOT CREATED EQUAL, and some of
them are so amazingly, astonishingly, awe-inspiringly superior to
all the rest, that setting them aside eaen after one has played them
for the weeks and months required to clear them, and going back
to the utter dreck, or even humdrum decent games, that most other
games are in comparison, can be a huge, and in some cases even
unbearable letdown. Of course, one could replay a game even if it
had no scoring system, but the scoring makes the experience far
more meaningful, with the term "meaningful" here being employed
in the exact same way I have defined it in my Genealogy, as "having
an appreciable mechanical impact on the gameworld') this impact
346
here bein9, of course, the little numbers that change usually at the
top-center or top-right corner of the screen.
-'A pitiful little impact
that is!') a smart reader would now chip in, and I would heartily
agree (and also add, moreover, that bonus lives aside it is usually a
mostly aesthetic impact not a mechanical one, as we'll be seeing in
detail shortly, so it's really not that meaningful), but it's still better
than nothing, dude! It's still better than the gameworld responding
to your actions the exact same goddamn way it did before, creating
therefore the impression in you of participating in apreprogrammed,
clockwork-mechanical world, in other words a barren, a dead world,
and therefore a boring and ultimately depressing one.
Notice that we are still talking about largely linear action games
here, not about games that feature a great deal of exploration, or
tactical/strategy games and the like, all of which have much usider
master craftsmen have created, can find no other game in its genrc
that quite matches it, and is therefore doing everything he can to
prolong his stay in it as much as possible. It is a really touching
sentiment, ar:rd, though my love for Metal Slug pales in comparison
to his (it's undeniably a great game, but Id take one of the better
Contras any day over a Metal Slug), I can still fully relate to what
he's feeling, having felt similarly myself for a number of other titles.
I can still remember the first time this happened to me, the day I
finally beat Defender of the Crown, an achievement which brought
absolutely no joy to me but an inexplicable emptiness and sadness.
a strategy
title, didn't even have scoring!
But this is ultimately a retarded way to Proceed, and the experience of playing the game like this is a much degraded one, which
is why after one or two sessions like the above I gave up on Defender of the Crown, and moved on. You even destroy the world you
love, by treating it in such a manner, the wonder it contains, or
at least once contained for you, your very memories of it, etc., by
replaying it and exploring every nook and cranny of it so obsessively (which by the way is why the ultimate game would be one
that, among other things, could never be replayed, wink-wink), ultimately eliminating every last trace of mystery from it, and finally
arriving at roughly the same result as the aspies do with their tiny,
barren mediocre shit-games and their neat little piles of stats and
numbers. And all of this is reflected in the fact that, whereas my
first memories of Defender of the Crown, pre-cleaL are all wonderful and absolutely unforgettablg the few hours I spent with it after clearing it are a rather distasteful, even somewhat depressing
memory. Only the fact that I can finally now benefit from them by
using them to relate with people like ]osh and understand them
better, am I able to salvage them and call them good. Otherwise I
am thankful that I've had enough intelligence and money to keep
finding, throughout my life, more and more great games, and an
348
FOR AS LONG AS
THEY CAN, ACAINST THE CONTINUAL ATTACKS ON THEIR
POSITION BY THE REST OF THE ASPIES (- a scoreboard which,
moreover, and we'll return to this point shortly, IS LOCATED OUTSIDE OF THE VIDEOGAME). That ts the game the aspies are playing, and whether the mini-game being employed to facilitate this
grand game is Dodonpachi or Baftle Garegga, Ikaruga or Death Smiles,
or any other videogame, ultimately makes little difference, since
the main features of the grand game (i.e. the scoreboard-climbing
antics and all the techniques and methods that pertain to it, in the
form of credit-feeding to improve quicker, watching superplays,
exchanging strategies, stealing secrets, etc., even decompiling and
analyzing the videogame's aery code - not to mention pure and
simple cheating in a variety of forms, from hacking the game to
score falsification, etc.) remain unaltered.
And the burning question now, before we move on to and concern ourselves with the details or anything else, is: "Is the grand
game the aspies are playing better or worse than the mini-game they
have reduced the videogame to?" Now if one considers that the first
effect of the credit-feeding/superplay-watching/strategy-exchanging/code-analyzing or plain simply cheating fagotries that form fhe
core of the aspies' game is to strip all the aesthetics away from the
poor hapless little videogame they are so happily and blissfully engaged in butchering; all the wonder, the mystery, the tensiory the
discovery of the unknown, i.e. all the ILLUSION, all the ART away
from it finally reducing it to a mere exercise in thumb-twiddling
and button-pushing, one realizes that the aspies might as well be
playing darts or ping-pong and they wouldn't know the difference,
and we can safely say that, at least from an art criticism and art
theory perspective, the game they are playing is not simply worse
but AN ABOMINATION. The very fact that all these activities,
from the very scoreboard all the way down to the little brouhaha
that follows the discovery of every single new trick or high-scoring
technique, not to mention the code-analyzingand the cheating, occur OUTSIDE OF THE VIDEOGAME, means that the dimension
of immersion (immersion inside the gameworld, not inside the aspie
nsylum) has been demolished
- and immersiory as I have shown in
my Genealogy, is the very essence of art, the very ynrdstick by which
to measure and evaluate it. One has only to consider that the first
351
it makes a difference whether one is competing in thumb wrestling or kickboxing. And if real athletes refuse
to categorize as a sport fucking darts, which involve the use not
only of one's entire arm, but a great part of the torso as well, how
much more so some goddamn little videogame, some asinine little
"cyber"sport, which barely involves a couple of goddamn fingers!
The very idea of "cybersports" is pathetic, utterly retarded, and it is
no accident that women are so strongly attracted to real athletes
while finding "cyber"athletes downright comica4 it is simply their
way of contributing to the preservation, and ideally the increase, of
the health and strength of our species. For God save mankind if the
aspies, these so-called "cyber"athletes, ever started reproducing in
ently engrossing, but
great numbers!
What the aspies are basically doing, thery is throwing themselves headfirst into ruthless airtual competition, while in the
process copying over all their tactics (training regimes, coaching,
videos, strategy guides; even cheathrg) from the athletics world. But
let's try to grasp the cosmic extent of the stupidity in what they are
doing: in sports, in stark contrast to videogames, the reason people
go to such lengths to improve in them is because the goal of the
training sessions is actunlly worth nchieabry, for it is valuable in itself, which is why it is pursued so relentlessly, and via all available
means; because pleasure in sports comes from physical exertiott which is precisely where health and strength come from! - which
is why the finaI, desired state in a sport is a supreme pleasure. But
the final state of a videogame is nothing of the kind. To be the fastest swimmer in the world is a supremely desirable state, but to
be the best Counter-Strike player means nothing. In the first case
it means you can swim like a fucking fish, and I cannot possibly
communicate with mere words to you this godly feeling, which,
like all supremely valuable feelings, NEEDS TO BE EXPERIENCED
IN ORDER TO BE UNDERSTOOD (which is why the aspies know
nothing of them), whereas in the second case all it means is that
you can just click and move a mouse around faster than a bunch
of other aspies, a feat which, in itself, gives no pleasure at all (and
therefore no health and no strength). The pleasure in the latter case
comes from the ILLUSION (i.e. from THE ART) that you are a top
terrorist or counter-terrorist (whereas in fact you are nothing of the
kind, which is why we call it illusory), running around industrial
But none of this registers in the aspies' tiny brains, who thanks
to them basically live entire tracts of their lives in an utterly upsidedown world, revering as extremely manly and "gods" theii wretch-
3s6
tl
we
i
I
In games too, unlike the real, there is nothing left over. Because they
have neither history, memory nor internal accumulation (the stakes are
358
drillard,
Seduction)
that made sense in the context of the gameworld. There was, of course,
also the chaining, which served as the inevitable scoring system,
but this was on the one hand of secondary importance compared to
the color-switching, and would anyway have been far more effective if it had done away with the score completely and functioned
as a power-up system of some kind, like for instance Psyoariar's; i.e.
with your reward for chaining being, not some random number on
the screen, but an actual in-gamebenefit. And there you would have it:
a game exactly as complex and demanding as lkaruga, but without
any "scoring" nonsense. And moreover, an eoen harder game than
Ikaruga, if you ramped up the difficulty to compensate for the extra
firepower the chaining player would gain, since it would demand
chaining from you to make progress comparable to what youd
make in the original game, instead of leaving it optional for those
who wanted to play "for score", siphoning off the extra difficulty
outside the gameworld, to help build some utterly retarded, immersion-demolishing scoreboard with it. But in any case the increase
in quality of even the stand ard lkaruga over all its brethren with
the absurdly convoluted scoring systems was so huge, so amazing,
so obvious, that even the casuals managed to see it, which is why
lkaruga is hailed as the best shooting game ever even by many who
can't even play it. It is the naturalness in lkaruga's mechanics, the
elegance, the beauty, to which the crowd is responding, and which
far outstrips such convoluted and aesthetically absurd piece-of-shit
scoring systems as those found in stuff llke Baftle Garegga or Mushihime-sama. That these last two games are still considered, and justly
considered, as masterpieces is not because of their scoring systems
but despite them, because the stages, enemy and bullet patterns,
art and musig pacing, difficulty, etc. are so insanely amazing and
finely-tuned. (But lkaruga still outstrips them, as a game anyway, if
not as a shooting game, which it is not quite because if you are any
good at it you hardly eaer shoot, but that's a subtle classification issue
of no importance to the present discussion, and one which I shall
anyway explore at length in the game's upcoming Videogame Art
review.) And the same applies to Psyrsariar and Shikigami no Shiro,
among a handful of other titles, where the genius application of the
grazing concept, first and foremost via the proper, main mechanics, elevates these games, at least mechanically, far above the majority of their contemporaryt and even modern competition, with their
360
mechanical excellence owing absolutely nothing to their secondary, and ultimately superfluous scoring systems. And then we see
the grazing concept being borrowed by tne Burnout team, and how
much more exciting that game ended up as a result than something
like Metropolis Street Racer and the pGR games, which achieve a
comparable complexification of mechanics through an attempt to
quantify style, with some success it must be noted, but with nowhere near the level of viscerality of a Burnout. Because the difference with Burnout is that the latter feeds the result of the complexifying mechanic right back into the game, into the very actionleven
though, as with Gun valkyrie and the grazing STGs,- the rationale
for this is perhaps not quite adequatelyixplained in terms of these
games' plots/settings, or not explained at all, which makes them
slightly less effective, from a holistic viewpoint, than they could
have been if it had been), whereas the Bizarre racers completely
abstract it, removing it from the immediate action and converting
it to a_currency with which the player can later "bry" new.u.s u.,d
unlock tracks - an approach which, though inferior to Burnout's,
is of course still superior to UTTERLY rem-oving it from the game
and handing it to the player to post it on some scoreboard f6r no
practical reason at all, but merely in the interests of exhibitionism.
"But we dont use the score for exhibitionism!') the reply will
readers, is the fuIl truth of what happened, and the history of how
we got to where we are today. Complexification is, of course, the
only way forward for the shooting genre (indeed, as we have seen,
for any genre), but the moment a mechanic is introduced that the
designers cannot figure out how to somehow tie to the aesthetics,
it's fed into the scoring system, because otherwise nobody would
be retarded enough to pay attention to it - or even notice its existence! - not even the aspies.
It was not you see, just a matter of thinking up different systems
(which by itself would have already been hard enough past a certain point, when all the easy ideas had been exhausted, copied, and
slightly altered and modified in countless variations), but also of
complexifying them. For Gradius had the options, but R-Type had
the options AND the Force, and so on and so forth with all of their
descendants (or at least the ambitious ones, that craved to catch
the experts' attention - and back then everyone was an expert).
Otherwise, if simply tinkering with a single, autonomous system
would have sufficed, we'd still be playing variations of Space lnoaders today, and shooters wouldn't even feature scrolling,let alone
the numerous intricately interwoven (unfortunately mostly scoring)
systems of a Daifukkatsu. Moreover, it wasn't just the conceptual difficulty of dreaming up properly integrated mechanics that caused
Ikeda and co. to opt instead for purely arbitrary scoring ones, but
also the necessity of not utterly scaring away from the genre new
players, which the scoring debacle unfortunately facilitates, by providing two levels on which to play the game: the casual scrub level
(which is already, by the wd!, at least as far as the majority of arcade
shooters are concerned, tough enough), in which purely scoring
mechanics are ignored and the player just plows through the game
by concerning himself only with the NATURAL mechanics; and
the aspie scorer level, in which people with bad taste who reduce
videogames to numbers can challenge themselves for an extra few
weeks or months (or, for the more autistic among them, a few years).
A few hundred games further down that path, then, to continue with this sad and increasingly absurd little story, and there
appeared (to those at least, llke me, who were paying attention) to
be a natural tendency for increasingly elaborate scoring systems to
result in increasingly anti-natural player (or, more precisely aaatar)
behavior. For if a behavior is natural, the player will do it regard364
won, there are TWO scores, one of which appears totally fucking
random and arbitrary, which you in fact have to fucking study to
see what it means, and it ultimately means nothing since you just
now had the higher score but nevertheless got your ass handed to
you by Daigo who walked away with the trophy. And similarly in
single-player games, where you just died on the third stage with all
the scrubs, instead of reaching the fourth one, but where instead of
being dejected about it you have a huge smile on your face because
you beat "the score" of some other random aspie
- which brings us
back to exhibitionism again, i.e. to you having a smile on your face
not because of what happened INSIDE the gameworld, but OUTSIDE of it.
''BLIT IT'S ABOUT DIFFICULTY NOT EXHIBITIONISM AND
YADDA YADDA YADDA' - BULLSHIT. Are you seriously trying
to tell me that scoring mechanics are the only way to increase a
game's difficulty? - never mind the bestl That Fatallty doesn't play
single-player FPSes because he finds them too easy? I've got news
for you sonny, ramp up the difficulty and A.I. of Max Payne or Far
Cry to superhuman levels and don't use the save feature and you'll
have a ruthless, nerve-racking game Fatallty will need to be playing for a decade to clear. Same with RTSes or anything fucking else,
and if this doesn't work keep stacking the opposition against you
until it does. The difficulty argument in favor of scoring systems
and scoreboards is UNTENABLE, and once it's been demolished
the only conceivable purpose left for them is exhibitionism pure and
simple, i.e. resctiae pleasure, pleasure derived from someone else's reaction - i.e. from SOMEONE ELSE LOSING, instead of active pleasure/ which is to say FROM YOU WINNING (i.e. from you having
a good time inside the gameworld, regardless of what anyone else
is doing).
But you don't understand what I am saying here? It's the exact
same thing we saw earlier with the illusory pleasure derived from
Counter-Strike domination, i.e. from moving around and clicking
a mouse faster than anyone else, instead of from competence in a
real sport, which doesn't even require any "official" competition to
be enjoyable (since the enjoyment in this case is anyway ultimately always derived from participation in the supreme competition:
that of the uniaerse's, whose "scoring system" is of course power, and
which the players become conscious of in the form of pleasure).
368
Same exact thing in this case, once one realizes that the mere act
OF PLACING YOUR NAME ON A BOARD GIVES NO PLEASURE
AT ALL, hence the pleasure can only come from HOW YOU FEEL
ABOUT THIS FACT, i.e. from the reaction of everyone else who sees
it (since the very point of scoreboards is for them to be seen by peo-
their high scores. The entire series' atmosphere would have been
instantly wrecked this way - which is the exact opposite to what
would happen if pure scoring mechanics in scoring games were
replaced with mechanics-altering and progress-enabling mechanics, i.e. with natural mechanics.
And even stuff like extra lives, to finally touch on a subiect I
had earlier promised that I would, are quite unnatural, if you sit
and think about it for a moment, and should ideally be eliminated
(never mind that we are going the exact opposite way, wlth stuff like
Goku Maknimura and Hard Corps: Uprising handing out extra lives
like candy in an orphanage). For what is the justificatiory after all,
in terms of their respective gameworlds, of Joe Musashi and Sir
Arthur miraculously resurrecting in The Super Shinobi and Dqi'
makaimura after every death? You are supposed to be one-lifing
these games anyway, and the only reason you don't is because
they've not been designed with that idea in mind. "They'd be too
hard that way') you say; but if you removed the extra lives, and
LOWERED the level of difficulty accordingly to account for this
change, so that pre- and post-change the difficulty would be the
srme, you'd have increased the naturalness and immersiveness of
these worlds without affecting at all their challenge. "But I enioy
the additional challenge of searching the environment for stuff like
extra lives." Very welMn which case integrate them into the game in
other, more aesthetically appropriate forms. Turn those "lives" into
a useful item, for instance, which, by employing if you would get
benefits comparable to those of an extra life, like a suit of armor for
example (which the Makaimura series actually implemented, but
WITHOUT getting rid of the unnatural "lives" convention - for
reasons of traditio,n of course). And the same can, at least in theory,
be done with every unnatural mechanig and above all the purely.
scoring ones, which aS we've Seen are by far the most unnatural of
the lot.
But of course doing all this is not easy and demands not only
deep insight into these games and how they work, as well as talent and cipacity for much experimentation, but also a considerable appetite for going against the grain, tradition-smashing and
risk-tak{ne, given the fict-that you would, after all, be pissing off
all the aJpie gamers in the world, for whom extra lives and scoring systems are by now Holy Conventions that may as well have
370
been passed down by Moses himself when he came back from the
mountain. Moreover, all of this is especially difficult to accomplish
- and to CONTINUE accomplishing, as the complexity increases
- with primitive, inherently low-complexity genres (such all the
ones we've been discussing so far), since there's only so much natu-
from the 2D genres and all of the above becomes immediately obvious, even to bona fide retards, as you realize how absurd the idea of
a scoring system would seem in something like a Deus Ex or Grand
Theft Auto, or being miraculously resurrected in something like a
Far Cry or Shenmue without explanation. I've even seen developers of modern 3D games being interviewed on the subject of scoring systems, and flat out rejecting the idea as "inimical to immersion" (or something along these lines). Can t remember now where I
heard it and who said it, but someone said it plain as day - though
without, of course, being able to explain why. Designers of modern
3D games, in other words, mostly unconsciously realize that scoring is an archaism that won't work in modern stuff (quite simply
because LIFE HAS NO SCORE EITHER
- at least not a oisible one,
stuck on the top-right corner of everyone's field of vision), and it
has been precisely my goal with this essay to make this realization
conscious, by unraveling the genealogy of the scoring concept and
explaining, for every step of the process, exactly why it won't work.
Getting back to 2D games for a moment (and with good reason,
since it's only by fully grasping the implications of the theory on
these relatively simple examples that we can begin to get a grip ory
and extrapolate our conclusions to, the more advanced and complicated three-dimensional ones), does all this mean that Cave's
shooters are bad games? -No, as evidenced by the fact that all of
them reviewed onlnsomnia so far got five-star ratings. -That Prince
of Persia and Another World are better games than Goku Makaimura
and Hard Corps: Uprishrg? -No, as evidenced by the fact that I've
377
played, and I am still playing, the latter ones far more than the
former. There are way too many variables that go into determining the quality of a videogame to reduce the whole enterprise to
a couple of simplistic factors such as "naturalness of mechanics"
or "absence of scoring system". For the majority of Cave's shooters
are so awesome, that even if you ignore all the extra purely scoring
mechanics (which is in fact precisely what I do most of the time)
you still have better games than what everyone else has achieved
with simpler, more natural designs. Not to mention stuff like Goku
Mskaimura andHqrd Corps: Uprising, which, since they are not STGs,
feature far simpler, and thus more natural scoring mechanics than
Cave's shooters, while at the same time being far more fast-paced,
action-packed, intricate and demanding than the admittedly even
more natural Prince of Persia and Attother World templates, which
no one however has yet tried to bring up to date and modernizeby
investing them with Goku- and Uprising-levels of mechanical and
aesthetic mayhem.
Nevertheless, and that is the main point of this essay (in regards
to scoring in videogames, at least), the way forward for even the developers of Goku- andUprising-level stuff is the one I am indicating.
The way forward is for Tsuneki Ikeda to release a shooter in the arcades THAT DOES NOT FEATURE A SCORING SYSTEM. A shooter which, however, does not thereby sacrifice any of the mechanical
intricacy of its unfortunate predecessors but integrafes it in the form
of natural mechanics, the complete and total mastery of which is
REQUIRED to progress; with unbelievable aesthetics, so that the
about an artform, and about particular genres, that have been evolving for close to fioe decades now OF COURSE it's going to be hard
topping their greatest achievements; but if you want a masterpiece,
that's what you have to do. And of course with every success the task
simply gets harder and harder - but that's what progress/ REAL
progress, is all about. Otherwise if it were easy, everyone would be
Conclusions
lescence, by:
1. The stupidity, incompetence and commercial considerations of
designers (who lack the intelligence necessary to understand why
scoring mechanics are inimical to progress, the talent necessary to
keep complexifying their games with properly integrated mechanics, and who moreover need the dual-mechanics model so as not to
scare away new players),
2. The stupidity, exhibitionism and lack of proper
life experiences
of the aspies (who are too stupid to realize that scoring mechanics
are bad mechanics, too exhibitionist to stop caring whether anyone
knows how they did in this or that game, and too lacking in proper
life experiences to realize how much stronger, healthier and more
fulfilling their lives would be if they poured their competitive urges into real sports and achievements, instead of in illusory ones),
and finally
3. The weakness and stupidity of new players and casual players (who are too weak to properly tackle complex, modern gaming, and too stupid too realize that if they find modern games too
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ilt
terpiece status via the "parody" excuse, and the "value for money"
beggars inducing designers to bloat our games with shit, and RPGs
being debased to tactics games, and the simplification, casualization, challenge elimination and above all artfagotization that have
become endemic in most of modern gaming, and the "indie" label
being used to forestall, confuse and ultimately stifle the critical enterprise, and and and and...
be seeing at length
in an upcoming
anti-artistic.
ii