Hmm, ok, obsession isn't really romantic even if the obsessed person thinks it is, but hey idk.
Rephrase "romantic obsession" to "obsession based in romantic desire," then, because that's more along the lines of what I intended anyway.
Well to me it is necessary to enjoy the end of the game. I get what you're saying but I don't agree with it obviously and if the game repeatedly tells me over and over that he's a human then that's good enough for me. Anyway, I'm gonna see the ending of the game again soon probably and maybe I'll see it more your way or like it more after the initial shock of "What, that's it!?" wore off... but I doubt it =P. Also hopefully Ifrit won't be such a pain now that I'm a higher level.
I guess it's just a case where we're just going to need to agree to disagree, then. =/
...especially since I apparently had a very different experience with the Ifrit fight than you did. XD I fought him at level 42 (with team members in the high 30s), and while he was definitely a challenge and made me use a bunch of items, I really enjoyed the fight for the ridiculous spectacle it provided (both with regards to the awesome unique summon animations and being able to warp through the air to chase him around the rather massive arena).
Absolutely not true. A huge part of that game has to do with how the "bad guys" win at the end and it's all your fault.
Plot-wise, maybe, but that's not what gets discussed when talking about the ways in which MGS2 intentionally messes with its players. Unhappy endings generally exist outside of the realm of negative emotions being evoked through gameplay. It's certainly possible to use gameplay mechanics to make the player experience an unhappy ending vicariously -- say, shooting The Boss in MGS3 or fighting to keep Zack alive as the DMW breaks down in Crisis Core -- but there are major design considerations when doing so beyond "the player's reward for beating the game is an unhappy ending."
You take that back, Raiden is sexy af.
Hmmmmmm, but Snake is good too.........
If you think Raiden's sexy, you're clearly not part of the (straight/male/anxious about masculinity) audience who Kojima wanted to mess with. XD;
Ok, how does this invalidate my point in any way?
Well, you said that, "You're not exactly a good guy in [SotC] either, but that doesn't mean the game mechanics are any less fun to play." My point was that while simply playing as an avatar who isn't a good person doesn't meaningfully affect the game mechanics, SotC's method of evoking negative emotions is more complicated than that.
Besides, why get frustrated at the puzzles? I didn't get frustrated. If you can't figure it out then just think about it more.
Because it's annoying to lose progress/have to backtrack and have to redo tricky maneuvers I've already done, even if overcoming such challenges provides a sense of accomplishment? I kind of assumed that was a natural part of puzzles/platformers/puzzle-platformers. XD;
So they already knew there was some twist coming? That's pretty lame. And if it's designed not to be fun then it's a bad game. Doesn't matter whether or not it "means" anything.
It's not that the players knew there was a twist coming -- the idea was that the games being played were designed to say something meaningful about the world, so the players would know that the game was trying to say something without necessarily being able to guess that it would impart its meaning through a twist.
And I fail to see how a game that, by all accounts, accomplishes what it sets out to do is a bad game just because it fails to meet some nebulous requirement of "fun." As far as I'm concerned, that makes as little sense as calling a painting that's intentionally unpleasant to look at a bad painting just because it isn't beautiful. =/
Seems like you're operating under the assumption that the game isn't fun because it isn't fair, but some unfair games can be fun. Just look at Marco Polo. The person with their eyes closed is at a major disadvantage, but it's still a fun game. Obviously I don't know whether or not I think the landlord's game is fun cause I never played it. But if it isn't a fun game then the "well that was the point!" argument doesn't excuse it.
There's a difference between basing a game around asymmetric player roles and making a game inherently unfair. Having to close one's eyes in Marco Polo makes things a lot more difficult, but it's balanced by the other players having to respond "Polo" whenever the person with their eyes closed says "Marco" and the lack of a meaningful time limit for the person with their eyes closed to tag someone else. It's entirely possible (and even expected) for the person with their eyes closed to succeed under the rules of the game. An unfair game is one in which the rules of the game are actively stacked against a player and make it significantly harder (or even outright impossible) for them to succeed through no real fault of their own.
The Landlord's Game seems to be based around negative and positive feedback loops (the poor get poorer while the rich get richer) that make it harder for players who aren't winning to keep up. As such, I'm inclined to think that the fun derived from it is intentionally zero-sum -- the winner has fun at everyone else's expense. That's, uh, not an uncommon way of handling the "fun" requirement of games, but the sheer length of the game and the choice to sabotage the potential for comebacks still distinguishes it from something like Mario Kart (which is unfair to the leaders in order to make comebacks more likely) or a game of old-school FPS deathmatch (which is mostly just skill-based).
Mother for sure has thematically-linked gameplay elements. Almost every element of FF9's design (game design, visual design, sound, etc) is arguably related to one of its major themes, which, even if not intentional on every level, is probably not accidental. But that's another long discussion for probably another time. FF7 I have no idea, but I do take back what I said about FF7 being 100% fun cause I forgot about the snowboarding.
You're going to have to provide details with regards to Mother, because I'm not familiar with that game at all. =/
As for FFIX, I've played that game to completion, and in mechanical terms, it's a pretty standard (if unusually slow) ATB RPG through and through. The only instance I can think of where it used its gameplay mechanics to reflect anything in particular was "Dagger can't concentrate." And, amusingly enough, that's just another instance of a game conveying meaning by evoking negative emotions in the player. A lot of people hated that bit. XD
Point out where I said this. Cause it seems like you're trying to put words in my mouth (again
).
Well, you didn't necessarily say that games couldn't explore emotions that are unpleasant and uncomfortable, but you did heavily imply that, unlike fine art, literature, and film, games can't be good without balancing out those unpleasant/uncomfortable emotions with "fun." My point is that there shouldn't be a double-standard in that regard.
Who says they're not? All I want is for the game also to be fun. If a game forgoes fun to
explore emotions that are unpleasant and uncomfortable
then forget that. There's plenty of other stuff out there that can and does and is fun, whether linking gameplay with theme or not.
What you personally want shouldn't be a universal standard, though. There are obviously people out there who appreciate games that forego fun in favor of exploring negative emotions, so it doesn't really make a lot of sense to judge games that do that as inherently bad. =/
So you want to impose a strict requirement that games have to be fun to be good, but you can't even define "fun?" How is that fair?
You want to overwrite the Chocobo music? That's the most messed up thing I've heard all week!
Hey, I have no beef with the Chocobo music as part of the soundtrack. It's catchy, it's fun, it does exactly what it's supposed to do.
But it's just one song on a loop, and there isn't a single song in existence that would retain its entertainment factor when played ad infinitum. Not to mention,
most of my time off-road is spent on Chocobo-back, so I hardly get a chance to use the MP3 player the way things stand. >_>;