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Servbot#36

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About Servbot#36

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    Octorok (+25)

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    Citrus Heights, California

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    Piano

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  • Real Name
    Graham Touray
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    Student

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  1. I'm not familiar with the remix itself but, in case it helps you search, I also definitely heard the first level theme from MM8 in there. And you were right on Frost Man's theme too.
  2. I wouldn't judge the series too harshly based on that particular one. The first few Gameboy games were pretty janky, that one especially. If you ever find yourself with a heart full of forgiveness and a day full of free time, I recommend you give the series another chance with one of the Legacy Collections. Anyway, I pretty strongly believe that there's no such thing as objective quality in art, and by extension, that people who try to say that a game is provably good or bad are full of it, so my opinion on those kinds of arguments is already that they're pointless from the outset
  3. I only recently noticed that in the second Sigma stage of Megaman X, each subsequent window shows the sky as a slightly different color, going from really early morning to dawn. Then when you go outside to fight Storm Eagle near the end of the stage, it's daytime. I thought that was really cool. Also the X-ray visor in Metroid Prime showing that Samus switches beams by changing the orientation of her fingers. It's extra cool because it makes those hand shaped symbols that represented them up until that point suddenly make sense.
  4. I think it's your priorities that really determine whether you'll fall out of gaming or not (for this reason anyway). The ones who just play them as a fun way to kill time or unwind are pretty unaffected by that I'd think. Nothing was ever meant to come of it in the first place. I can see how the ones who do things for the accomplishment of it would lose a lot of motivation as more practical ventures start showing up though. Anyway, I'm the type who just plays for fun rather than achievement, but I've felt my interest dwindling too as I got older. Not because I think it's a bad use of my
  5. I've been playing Birthright and Conquest simultaneously and I gotta say I'm having a blast. I feel like this is the best the gameplay has ever been. Conquest is pulling no punches but I like how the difficulty really makes you develop strategies for each individual map instead of just making a few units overpowered enough to sweep everything. I'm only at chapter 18 right now and I've been barely scraping by just about every chapter so far. Birthright is a lot more relaxing, but I still feel challenged enough to be engaged. I'd say it's still pretty good if you just ignore the grinding
  6. True enough, I don't at all agree that having rules makes any difference. The only reason I've been arguing for their existence is that I think they're an element that, among all art forms I know at least, are unique to video games. You can't really discuss video games as art (or how "art games" fit into that) without discussing the rules as a creative aspect. I'm not saying Bardic's overall point was wrong, the worst I could say is that he used a less than perfect analogy. The rules in musical piece aren't an element of the piece itself, but the rules of video games are. A little pedantic may
  7. You know I had actually written them like that initially. But either way the distinction doesn't seem very important. Getting a point for a goal in any sport would be considered part of the rules I'd say, but it could be similarly worded as "make goals to win". The reason I changed it is because I felt like those are more pure forms of the rules. The actual Megaman cartridge isn't necessarily telling you not to touch the spikes, it just gives you some consequences and then leaves you to figure out that touching the spikes isn't productive. Well that's more of what BardicKnowledge was a
  8. I still think that's a little different. The rules you're talking about breaking here in the case of the Waltz aren't an element of the piece itself; they guided the production (the notes will all follow those rules) but they still only apply to the piece and the writer, not the audience. The audience only hears their output, even if following different rules ended up yielding a different piece. On the other hand with games, you're literally paying for rules that will apply to you. And those rules you can't break. You can make a mod, but once you do that you're not an audience anymore; you're
  9. Not that I at all share his position that they somehow nullify a game's status as art, but I think there's a difference between those rules and the ones Outlaw was talking about. The rules in a game (touching the spikes kills you, cherries give you 600 points, jumping on the flagpole takes you to the next level) aren't the same as the understood rules of playing a game (hold the controller, look at the screen, don't fall asleep). The latter generally applies to all games in the same way keeping your peanut butter away from the piano applies to most all performances, but the former is a creativ
  10. I'm glad that that's actually the case here, I guess I've dealt with a few too many people who think otherwise that I've become a little pessimistic about these things. But alright then, good to know.
  11. Oh. The bolded "primitive" and "good" are a bit confusing to that end, but I get it. My point was that Pacman does have artistic value, not that you should personally should start appreciating it. But I'm as blind to it as you are, so in that case I guess I have nothing to argue.
  12. I personally don't find it very insightful either, but I don't know that "primitive" in the sense you're using it is even a bad thing. Maybe I'm wasting both our time by arguing this since I'm pretty far into the school of thought that art is entirely subjective and words like good or bad don't apply beyond one's personal experience, but even to someone who disagrees with that could still agree that there's more to art than complexity. Not that I'm thrilled about comparing them, but I believe you mentioned Undertale before, and I think it's at its core pretty simple. I found it incredibly poig
  13. ...Well Neblix kind of beat me to it here but this really doesn't prove anything. For one thing, making the claim that games are art does not mean that I am an artist. And the fact that I can't doesn't mean that it isn't an art. I mean I'm pretty sure I couldn't move you with a song I wrote or a picture I drew either, but that doesn't mean those aren't art. Worse, I'm sure you realize just how subjective that is? Personally, I know it may earn me the label of plebeian, but to be perfectly honest I've never felt anything artistic about architecture. I may have felt a building looked interesting
  14. Okay then, I'll phrase it as a statement instead of trying to get anything better out of you with questions: your definition is garbage. I've been trying to get you to expand on it since, right now, it's only saying that anything that has any quality current art doesn't have can't be art. And that assumes that everything that is or can be called art has been fully explored. It has no explanatory power either. Clearly there must be room for variety in art. Otherwise, what was to stop someone thousands of years ago from saying "music's not art, everything we have that's called art is visual
  15. You listed two things they don't have. That's also not what the question asked. So is not having this one specific trait is the quintessential element of art? It's not as abstract but the point of a definition is to make it less so. Yours is clear cut and objective, I'll give it that, but a definition that can't explain why what it already considers to be arts are such is entirely useless for a discussion like this. If art is defined as art by virtue of not having the things that art doesn't have, of course nothing new can be added to the label. What I'm asking for is a definiti
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