In the speed run community, they usually quantify the type of run, whether it's using known glitches or outside tools. So you'll have one time for people purposefully avoiding those glitches, one time for people who are using anything in the games engine as fair play, glitch or not, and a separate time for both if using tool assists.Had a discussion with a guy about speed runs in games. For example, the new DOOM. According to HowLongToBeat, the average speed run is about 4 hours. The guy said someone beat it in just over an hour.
His evidence? A speed run video with the time he said...except the player used several exploits like wall and floor clipping. And I'm sorry, but no. Why do people count those? You're not even playing the game at that point. You're taking advantage of little errors in the game code that the developer didn't intend. It's not the way the game is meant to be played. And yet people count it.
I think it's the latter. A lot of AAA games offer mechanics that are somehow clunkier than their predecessors for reasons that aren't apparent, or just fail to execute on ideas that other games deliver very well. Mass Effect Andromeda is a great example of this - somehow the facial animations are worse than Dragon Age Inquisition, the gear customization system is awkward to use, etc. Like you can see there's a great game somewhere in there, but the way it's presented and the tools at hand somehow hinder the experience rather than benefit it.I feel like we say "not up to today's standards" for so many games lately, that it's a pretty good sign that our standards are either too high, or most game companies have lowered theirs a lot in the last few years.
They're doing the computer game equivalent of Core Wars, where you are programming one computer to beat another computer.The real bullshit is the "tool-assisted" speedrun guys. That's not even playing the game anymore.
I thought that was because they bought Netflix stock at the perfect time. >.>They're doing the computer game equivalent of Core Wars, where you are programming one computer to beat another computer.
Personally I'm somewhere between Nick and Poe on this. I agree that there's a definite line between "skill" and "abusing game mechanics," even when some game mechanics require skill to effectively abuse. It's the difference between playing a game v. treating the game (code) itself as a challenge to be conquered.
And if you want a good example of the difference, you have only to look back in history to how certain people managed to do so INCREDIBLY well on the Halforums stock market game...
--Patrick
I just meant today's mechanics. Like, if Shovel Knight had a lives system.I feel like we say "not up to today's standards" for so many games lately, that it's a pretty good sign that our standards are either too high, or most game companies have lowered theirs a lot in the last few years.
No, it's not playing the game, but it can be quite an art of programming in itself, and it can result in some pretty crazy looking stuff. It's like the difference between speed-cubing and building a robot that can solve a puzzle cube. For all apparent similarity, the reasons each are impressive are completely different.I can deal with the speedrun glitch users, as long as they don't use tools.
The real bullshit is the "tool-assisted" speedrun guys. That's not even playing the game anymore.
No we bought stocks that were going to be reverse split. The software didn't account for that, so it looked like those stocks doubled in value but it didn't know to cut the amount you owned in half. And since they publish reverse splits in advance...I thought that was because they bought Netflix stock at the perfect time. >.>
This right here is the kicker. There are too many people who keep glitches in their back pocket and use them to unbalance a competition, turning what would otherwise be a fair fight into a glorified bar bet.As long as it's single player, or everyone agrees to the rules in multiplayer, it's all good.
I was about to say "Ghost Dad, Quantum Leap, or any other movie or TV show where a character is a ghost or hologram." but then I realized you were talking about the video above. Which made me think of the opening credits for "A Different World" but that's not quite the same as panning through an object, even though the camera pans from room to room past walls. Though there have been a lot of cartoons who have done the whole "pan to an underground location, past dinosaur bones and other buried objects" gag.I don't know if I've ever before seen clipping used as an actual cinematic device.
Now I really want to play that again.
I checked if you were online that night, but you weren't. It was really a spur-of-the-moment thing.Now I really want to play that again.
Yeah I was out Friday night and last night I wound up dozing from about 7:30 to 11.I checked if you were online that night, but you weren't. It was really a spur-of-the-moment thing.
Oh no, this was weeks ago. The "bullshittery" video format takes AGES to produce.Yeah I was out Friday night and last night I wound up dozing from about 7:30 to 11.
Are you using animation paths/trackers? Or are you manually moving the stuff around the screen? It seems like creating a block of text and attaching it to a tracker would speed things up. A lot.Oh no, this was weeks ago. The "bullshittery" video format takes AGES to produce.
Manually. I don't think my version of premiere does that level of motion tracking, and because premiere supports tweening and keyframes, it's not ALWAYS frame-by-frame. But that's only, like, 25% of the time sink. Most of what takes so long is rewatching 4+ hours of game footage to trim it down to 10 (or in this case, 15) minutes of entertaining clips. That can be excruciatingly tedious, and I find I can't stick to it for more than an hour at a time and have to go do something else to recharge after thatAre you using animation paths/trackers? Or are you manually moving the stuff around the screen? It seems like creating a block of text and attaching it to a tracker would speed things up. A lot.
--Patrick
It's been a while since I checked in to KSP but got damn, wut?
edit: now with sound