I agree that "art" and "awesome" don't have to be linked at all, but his statement is fairly nonsensical (and possibly identifies Ebert's primary problem with his view). First of all, Fischer, Jordan, Butkus, and Chen didn't create chess, basketball, football, or Mah Jong, or even particularly contribute to the form and parameters of those games. Naturally their opinion (which is complete hearsay on the part of Ebert, by the way) on whether those specific games are art or not is germaine, but is not even remotely conclusive as to whether those games are art. Even assuming that they are not (which I would agree with), how do those four games not being art in any way determine the artistic nature of other games? It's an inane point.Anyhoo, I agree with Ebert's statement here:
"Why are gamers so intensely concerned, anyway, that games be defined as art? Bobby Fischer, Michael Jordan and Dick Butkus never said they thought their games were an art form. Nor did Shi Hua Chen, winner of the $500,000 World Series of Mah Jong in 2009. Why aren't gamers content to play their games and simply enjoy themselves? They have my blessing, not that they care."
Just because something might not be considered art, it doesn't take away from how frickin' awesome it might be. I wouldn't consider the Grand Canyon art, but seeing it fills me with more awe than just about anything man-made has ever done to me.
This of course means that movies are no longer a viable art form because of the defense of "It's only a movie"?As a gamer, I don't think I can take games that seriously as an art form as long as there are people pointing to the integrated story/gameplay in Braid and saying "This is an example that games are art" at the same time they always try to defend violence in, say, GTA4 by saying "Don't worry about it, it's only a game."
You can't have it both ways.
If you finish the game you do actually learn why the protagonist is doing what he's doing, though even then I found the game to be more about the setting and ambiance than the personal story.I'm not sure if he's "truly" trolling, but yes, in practice he might as well be. As I said, I am interested in this more as a hypothetical puzzle solving exercise than an actual attempt to win him over. If he WAS interested in giving games a try, which one should you present him with?
I have mixed feelings about Bioshock, which I never actually played all the way through (because I don't care much for shooters). It has what is hands down the best introduction to a game I have ever played, up until the moment when you stick yourself with the Lightning plasmid. Up until then, I had been playing as myself. After that point, I was playing as this other random guy who apparently sticks himself with strange needles (without even being told to by Atlas), and then goes around shooting Grandmothers.
Yes, the Grandmothers were shooting back. If I had went to Rapture, I would have said "Hey, you want Adam? Um, okay, I guess," since I had no idea what it was or why it was important. And I probably would have gotten torn apart by crazy people shortly thereafter. Which would have made a bad game. If the game had established somehow that I WAS a violent killer who would respond to the slightest threat with guns and lightning, I would have been more okay with it. Instead I felt an abrupt disconnect with the game experience.
Is this different from people who point to Citizen Kane and say "Art!" and then point to... I dunno, "Doom," (the movie) and say "don't worry about it, it's just entertainment." Doom actually isn't the best example, but I can't think offhand of a violent movie that was truly violent with no redeeming value whatsoever. I actually kinda liked Doom. "The Matrix" gets referenced the most, but that had plenty of good stuff to offer.As a gamer, I don't think I can take games that seriously as an art form as long as there are people pointing to the integrated story/gameplay in Braid and saying "This is an example that games are art" at the same time they always try to defend violence in, say, GTA4 by saying "Don't worry about it, it's only a game."
This of course means that movies are no longer a viable art form because of the defense of "It's only a movie"?As a gamer, I don't think I can take games that seriously as an art form as long as there are people pointing to the integrated story/gameplay in Braid and saying "This is an example that games are art" at the same time they always try to defend violence in, say, GTA4 by saying "Don't worry about it, it's only a game."
You can't have it both ways.
I did hear this recently. It does make me want to go back and play through it, but I don't really have the time and still probably wouldn't enjoy the gameplay as much as other artistic games I could be playing. I still say that if your design is perfect, there should never be a moment where the player feels pulled out of the immersion. If the player's avatar is supposed to be a person with a particular personality, you need to somehow imply that in game. Otherwise, you need to set up the game so that people can at least attempt different playstyles before being gradually sucked into the one necessary to beat the game.If you finish the game you do actually learn why the protagonist is doing what he's doing, though even then I found the game to be more about the setting and ambiance than the personal story
I agree with this, but you were the one who said, specifically, that you can't take games seriously as an artform so long as some gamers are using bad, hypocritical arguments. It shouldn't matter what some gamers say, it should matter how you personally define art and whether games qualify.Who's wrong depends on your perspective.
Then in my opinion, they currently don't. Neither do movies. With a handful of exceptions.I agree with this, but you were the one who said, specifically, that you can't take games seriously as an artform so long as some gamers are using bad, hypocritical arguments. It shouldn't matter what some gamers say, it should matter how you personally define art and whether games qualify.Who's wrong depends on your perspective.
Then in my opinion, they currently don't. Neither do movies. With a handful of exceptions.[/QUOTE]I agree with this, but you were the one who said, specifically, that you can't take games seriously as an artform so long as some gamers are using bad, hypocritical arguments. It shouldn't matter what some gamers say, it should matter how you personally define art and whether games qualify.Who's wrong depends on your perspective.
Okay, but then can you clarify how you DO define art and why games and movies do not qualify?Then in my opinion, they currently don't. Neither do movies. With a handful of exceptions.
"Physically?" I'm curious what you mean by that. Can you give an example?I always believe art (or Art) is design/made to inspire people emotionally, intellectually, or physically.
Then in my opinion, they currently don't. Neither do movies. With a handful of exceptions.[/QUOTE]I agree with this, but you were the one who said, specifically, that you can't take games seriously as an artform so long as some gamers are using bad, hypocritical arguments. It shouldn't matter what some gamers say, it should matter how you personally define art and whether games qualify.Who's wrong depends on your perspective.
I think it's fair to discuss both. But for purposes of keeping some semblance of order here (as Gusto says, you can debate the definition of art forever and still not know for certain what it is and whether it matters), are people okay with my two different "art" words? (art and Art™?") that I defined above?Are we discussing whether games, taken as a homogenous whole, are art, or whether individual games can be art?
This this this this and this.I'd be more inclined to say that done properly, video game design can be an art, much along the same lines as engineering, for instance, can be considered an art, or there can be visionary architects, etc.
Architectural buildings inspires other architect to build similar building cause it is artistic."Physically?" I'm curious what you mean by that. Can you give an example?I always believe art (or Art) is design/made to inspire people emotionally, intellectually, or physically.
I'm sure that Walt Disney would disagree with him on at least one of those points, and I'd much rather go with a creator's view of art than with a critic's.I would say he'd argue that Murder mystery dinner parties, historical reenactments, amusement park rides are not art.
Film and literature are not the only forms of art. Just because these two classic mediums are limited in their nature, not easily allowing for audience choices, does not mean that such a state should be the ideal for all art. Music can be like what Ebert considers "serious" film and literature, where it is presented to the audience in a fixed form, or it can be improvised, suited to the moment, made with the audience and yet remain art. Ebert's narrow definition of art cuts out much more than just video games. By arbitrarily ruling out anything with a goal or score, and anything that is not in a fixed form free of audience input, it rules out jazz and other forms of improvisational music, many forms of dancing (including most native/tribal rituals), figure skating, some styles of improv and stand-up comedy and a lot more. I don't care if he actually thinks of any of these as art, he's wrong. His prejudice is fairly clear later in the response where that quote came from:Well, in a way, Ebert has a point.
And in many other cases, the gameplay is just an excuse to showcase the pretty art.I can't recall if it's been said on this thread, but the thing with games is that the gameplay, in many cases, IS the art.
Which is why is so much harder to make it work (and i was referring mostly to making it player friendly, which can lead to sacrificing immersion etc.).I can't recall if it's been said on this thread, but the thing with games is that the gameplay, in many cases, IS the art.
YOU GO TO HELL, YOU GO TO HELL AND YOU DIE!!!!!WarCraft is one of the premier examples of this. While they've updated it somewhat, in general Ironforge is just as impressive to a person entering it for the first time now as someone who entered it for the first time 5 years ago.
I have to disagree. WarCraft 2 was nothing but narrations and a few little paragraphs in the manual. WarCraft 3 was what really defined the game and allowed it to grow into a world worthy of becoming an MMO. I love WC2, but it was not that great when it came to the story, because it didn't really have a story, only backstory."seriously? was the writing that bad in WarCraft II and I didn't notice because I was like 10? And then I reread WarCraft II and nope, it really was that awesome and WarCraft III really was that bad).
nah that was fucking hilarious. I generally read the forums when at work, and flash is disabled. I wish I had seen that quote from him at the beginning, because it invalidates his entire argument:I still think my video was funny :humph:.
I still don't agree. While I do agree that WC3 was not the penultimate in storytelling, the characters themselves were larger, more meaningful, then pretty much all the characters in WC2 minus the few that actually carried over and got the spotlight (Grom, for instance). Thrall, while you believe he never carried the weight he was suppoed to, has become a stable of the fanbase, so much more then most other characters. Most of us are actually disappointed that WoW made his character morally weak, even though his loss of influence may make a better character trait for the storyline as a whole (he was often called a Gary Stu). Arthas, as much as he was a rehash of the "hero falls to evil" story, still has a rather large fanbase, much more then can be said for people like Teron Gorefiend, or even Anduin Lothar.There definitely was potential for something awesome there, and some moments in the game touched upon it. The one Arthas line I thought was really spectacular was when he says to Illidan "Are you certain of that, Demon Hunter? Are you certain your will is your own?" They could have went down that route to showcase a truly conflicted character, self-aware that he is on the path towards evil but unable to stop it. It's that potential that allows things like Grom's death scene and Arthas' burdened trudge towards the Frozen Throne to feel meaningful, but the game didn't really earn them at all.
Then why the heck did they retcon half of WC3's backstory when WoW came out?!WarCraft 3 was what really defined the game and allowed it to grow into a world worthy of becoming an MMO.
Both of those came out before WC3... Lord of teh Clans was even supposed to be an adventure game originally...The books "The Last Guardian" and "Lord of the Clans" gave a lot of the characters and storyline a lot of depth retroactively, but I wish it had been conveyed better in the actual game.
IMO i tihnk they wanted him to be one of those guys that must have things their way or not at all... which are just as annoying as him IRL.Whereas Arthas... is what exactly? Just angry because he's young and brash and brash young people are angry and stupid?
Oh, huh. Forgot about that. I guess they were probably among the things that got me excited for WarCraft III. But it's largely irrelevant, because there still was no depth present in the actual game.Both of those came out before WC3... Lord of teh Clans was even supposed to be an adventure game originally...
Yeah that was pretty much it. There's nothing wrong with that as a CHARACTER, but there is a lot wrong with it as a protagonist we are supposed to be identifying with for half the game.IMO i tihnk they wanted him to be one of those guys that must have things their way or not at all... which are just as annoying as him IRL.
Sure, but you where overstating the problem by saying they felt like they should fix it... instead i tihnk they just assumed you already read the books.Oh, huh. Forgot about that. I guess they were probably among the things that got me excited for WarCraft III. But it's largely irrelevant, because there still was no depth present in the actual game.
The problem is that such characters get boring fast... if i can't take that shit from a guy i know since kindergarten i certainly don't want it from a POV character in a game.Yeah that was pretty much it. There's nothing wrong with that as a CHARACTER, but there is a lot wrong with it as a protagonist we are supposed to be identifying with for half the game.
Well, a) they shouldn't make that assumption, b) I HAD read the books (apparently beforehand... I know I read them as they came out), and they still didn't make the game any better.instead i tihnk they just assumed you already read the books.
What made WarCraft really great, originally, for me, was that that they took basic, archetypical ideas and fleshed them out really well. Gul'Dan is technically your generic evil mastermind, but his memoir made him a really interesting, believable character to me. The parts of WarCraft that ARE done well are still successful at this, but I agree that large chunks of WoW consist of "let's grab some random cultural idea (Cthulhu, Norse Mythology, etc) slap some tweaked names on it, add a mediocre backstory and call it a day. That's partly because WoW is a huge world that they need to continuously fill up with stuff to keep people playing. WarCraft III had a fairly concise plot that I think had the potential to be truly great art if they had just worked harder at the script.Ugh, Warcraft's hackneyed, cobbled together story is hardly an argument of video games as art.
I am trying to understand what you are saying. I may have to read it again and actually try to keep out my knowledge of Gul'dan, try to act like that is the first time I read him, but he was not someone just curious for the cosmos. He was the one that more then anyone used his people for his own goals. He was the one that corrupted them, he was the one that brought the warlocks, and the one that stopped the only chance to reverse the change. It was never about curiosity, it was about power.As a fellow person who cares deeply about learning how things work and how to manipulate them (i.e. a nerd) I can see exactly why he would have such disdain for his simple, bloodthirsty people, to the point where he'd sacrifice entire nations for a chance to explore the infinite reaches of the cosmos.
I think the issue is you are trying to look at the PoV of the characters in the first place. The game itself was trying to simply tell a story as it happened, you were not supposed to empathize with Arthas as a hero, you were simply supposed to watch him go down his path to ruin, and then help me realize that path to push the story forward. Not every game is about empathizing, even WC2 you never really empathized with the orcs, and in StarCraft you never really empethized with the Zerg, at least I never did. It was just a silly fantasy story, and you watch it unfold.That's the biggest issue with WarCraft III, that lack of good POV characters. Thrall and Jaina are the only solid characters you have to root for, and they are so rarely present that they barely count.
You may have to point out that "half" that was retconned, as I don't really see it. Yes, some of the events as they happened, changed a bit, but not to the extent you are claiming. Really, the only game that has been totally discarded was WC1, with WC2 being retconned slightly in certain areas, like the assassination of Lothar. Otherwise the game gave us our heroes, the majority of our villains, the creeps we fight, etc... Without it, WoW would not have worked as well as it did.Then why the heck did they retcon half of WC3's backstory when WoW came out?!
This wasn't actually a claim that I made. I said WarCraft 3 was disappointing, and I said WarCraft 2 had a better backstory. I realize it may have been a bit confusing and I apologize for that. The point I tried to make in my second post was that I was expecting something at least as good as what had come before (which included StarCraft) and that WarCraft III was disappointing because of it.I was arguing the claim that WarCraft 2 had a better story then WarCraft 3
It was definitely about both, and what I think made it particularly interesting was that he sort of saw knowledge and power as the same thing. He does talk more about power than he does knowledge, but when does in the context of the power to explore the universe. "I cared nothing for the Horde or its petty politics. I cared nothing for this world over which we had complete dominion. I cared only for the chance to fathom the mysteries of Great Dark Beyond." While he is fascinated by power in general, the majority of the power he attains is only a means to an end, and that end is for a kind of power that is synonymous with knowledge.It was never about curiosity, it was about power.
This may be a point we simply disagree on, but the reason WarCraft 2 appealed to me so much we because I empathized with Gul'Dan. No, he doesn't matter that much in the game itself. But the reason I bought the game in the first place was because I was reading the manual at a friend's house, and I loved his memoir. As for the zerg, what I particularly liked was how they made an effort to make these giant slug things into actual characters that made sense in the context of their alien biology. And then Kerrigan enters the picture, and while I actually do think she becomes a little boring after her zerg-ifi-cation, she still had been the victim of a lot of stuff and I was willing to root for her as she strives to reclaim power that she feels should have been hers all along, except that the Confederacy and Mengsk took it from her.Not every game is about empathizing, even WC2 you never really empathized with the orcs, and in StarCraft you never really empethized with the Zerg, at least I never did. It was just a silly fantasy story, and you watch it unfold.
In wc3 the Eredar corrupted Sargeras, not the other way around... and there was other stuff. But i guess some of it was in the expansions...You may have to point out that "half" that was retconned, as I don't really see it. Yes, some of the events as they happened, changed a bit, but not to the extent you are claiming. Really, the only game that has been totally discarded was WC1, with WC2 being retconned slightly in certain areas, like the assassination of Lothar. Otherwise the game gave us our heroes, the majority of our villains, the creeps we fight, etc... Without it, WoW would not have worked as well as it did.Then why the heck did they retcon half of WC3's backstory when WoW came out?!
Fair enough. I personally thought WarCraft 3 was the much better game then WarCraft 2, both in storyline and gameplay, even though the storyline itself was not as good as StarCraft. I am a person that judges such things based on the series rather then the company, so I never really was dissapointed that WC3 was not as good as SC, because I was not thinking of it as SC2, I was thinking of it as WC3, and improvement, and a good one, over WC2.This wasn't actually a claim that I made. I said WarCraft 3 was disappointing, and I said WarCraft 2 had a better backstory. I realize it may have been a bit confusing and I apologize for that. The point I tried to make in my second post was that I was expecting something at least as good as what had come before (which included StarCraft) and that WarCraft III was disappointing because of it.
There are other ways one can learn about the cosmos, the Draenei themselves having been one of the best to teach him, and at the time before the corruption they were friendly with the orcs. If he really hated his people, he could have probably lived with the Draenei directly, but that would not have given him the power he craved. Fact is you got it backwards. The knowledge he gained was a means to an end, that end being the kind that is synonymous with power and control. This is why he fought his way to become the apprentice to Ner'zhul, because Ner'zhul was respected and held great power over the orcs, a power that Gul'dan wanted to take from Ner'zhul the minute he saw the chance.While he is fascinated by power in general, the majority of the power he attains is only a means to an end, and that end is for a kind of power that is synonymous with knowledge.
I could empathize with either of them if in the end they were doing something that can be considered "Good" for everyone, but Gul'Dan, as I explained above, was all about power and did whatever he could to take it. Kerrigan, on the other hand, could have been a great conflicted character if they actually showed her conflicting between her rebirth and her former humanity, but that didn't go past her reveal mission in which she lets Raynor go. After that, it's "Queen Bitch of the Universe" and you really can no longer empathize with her while people are being murdered and betrayed. Even the Overmind was easier to empathize with, since it was only doing what it's creators engineered it to do, Kerrigan just did it because she wanted control.This may be a point we simply disagree on, but the reason WarCraft 2 appealed to me so much we because I empathized with Gul'Dan. No, he doesn't matter that much in the game itself. But the reason I bought the game in the first place was because I was reading the manual at a friend's house, and I loved his memoir. As for the zerg, what I particularly liked was how they made an effort to make these giant slug things into actual characters that made sense in the context of their alien biology. And then Kerrigan enters the picture, and while I actually do think she becomes a little boring after her zerg-ifi-cation, she still had been the victim of a lot of stuff and I was willing to root for her as she strives to reclaim power that she feels should have been hers all along, except that the Confederacy and Mengsk took it from her.
That is fair, even though I disagree with the graphic claims. Not every game is going to appeal to us. I personally think WC3 was a much better game then WC2, and was on par with SC even though it was a different style of gameplay. That is just my opinion on it though.However, this was combined with the game taking some steps backward in terms of graphics - the unit portraits were nowhere near as good as they were in StarCraft and the mouth animations sucked, which further ruined the appeal of the characters. The end result was that I had to wade through hours of gameplay I didn't care much about, hoping it would pay off in a storyline that I ultimately would appreciate in some way, but it never did.
So one line in the backstory, that was never played off in WC3 anyways, is "half" the game? Seems a bit much of a claim, don't you agree? Metzen already apologized for that blunder, even though he didn't have to since such information absolutely zero to do with the relevant gameplay. I even suggested a way he could fix the blunder with a single sentence if he really wanted, but it's such irrelevant information that why even worry about it?In wc3 the Eredar corrupted Sargeras, not the other way around... and there was other stuff. But i guess some of it was in the expansions...
I'm pretty sure i said "half the backstory"...So one line in the backstory, that was never played off in WC3 anyways, is "half" the game? Seems a bit much of a claim, don't you agree? Metzen already apologized for that blunder, even though he didn't have to since such information absolutely zero to do with the relevant gameplay. I even suggested a way he could fix the blunder with a single sentence if he really wanted, but it's such irrelevant information that why even worry about it?In wc3 the Eredar corrupted Sargeras, not the other way around... and there was other stuff. But i guess some of it was in the expansions...
I'm pretty sure they didn't create him to kill them...Even the Overmind was easier to empathize with, since it was only doing what it's creators engineered it to do, Kerrigan just did it because she wanted control.
2D graphics at the time of SC1 where further along then 3D was at the time of WC3... they did a pretty good job with what they had, but it's so stylized that it doesn't feel as well made.That is fair, even though I disagree with the graphic claims.
Oh I'm not remotely trying to justify Gul'Dan's behavior. He's a douchebag. But you're still judging this in terms of more recent (and very retconned) content. Everything we knew about the Draenei at the time was what Gul'Dan told us about them, and they're treated as some weak race barely worth a mention. There is no mention that Gul'Dan actively corrupted the orcs, but rather that he just took advantage of their natural bloodlust. He states that the final destruction of the Draenei came after "centuries of violence," and the Shadow Council's original job was to prevent the orcs from destroying themselves.There are other ways one can learn about the cosmos.
Really, I think you're still being influenced too much by more recent retcons. The original memoir makes it pretty clear that the power he ultimately wants had less to do with control over people and more to do with control over the universe itself. It definitely IS power he's after (he talks about it a lot) and he is fascinated enough by it in all its forms to enjoy manipulating the horde, but ultimately everything he does to the Horde, he does to reach the Tomb of Sargeras, with the intent to become a god. While I am pretty sure he would also have used his godlike power to openly subjugate the orcs (as a sort of petty payback for forcing him to work in secrecy), his original motivations were, as mentioned earlier, to "fathom the mysteries of the Great Dark" and to "stand unscathed within the dying hearts of burning suns."The knowledge he gained was a means to an end, that end being the kind that is synonymous with power and control
I actually do agree with this. I was a little disappointed when she immediately said "I'm a zerg now, and I like what I am. Deal with it" within minutes of getting reborn. I cut her some slack because she HAD just been betrayed for the second time by humans, and Jim was pretty much the only human she had reason to care about (and she lets him go). But she gets progressively more boring and one-note-megalomaniacal as the game progresses. By contrast, I did appreciate that the Overmind felt it had a sacred mission to become perfect, and assimilating the Protoss was the way to do it. I'm hoping (but not optimistic) that in Heart of the Swarm we get some more good Zerg characters.Kerrigan, on the other hand, could have been a great conflicted character if they actually showed her conflicting between her rebirth and her former humanity, but that didn't go past her reveal mission in which she lets Raynor go. After that, it's "Queen Bitch of the Universe" and you really can no longer empathize with her while people are being murdered and betrayed. Even the Overmind was easier to empathize with, since it was only doing what it's creators engineered it to do, Kerrigan just did it because she wanted control.
This, although it's really not an issue of being "stylized." Just bad. A cartoon can be stylized and still be smooth and beautiful. The WarCraft III portraits were just clunky and ugly. Even worse, the graphics settings for the portraits were the same as for the rest of the game, so if your computer couldn't handle higher res graphics for massive armies, you had to deal with REALLY crappy portraits.2D graphics at the time of SC1 where further along then 3D was at the time of WC3... they did a pretty good job with what they had, but it's so stylized that it doesn't feel as well made.
Is there a particular source you have for this? I'm interested if we had any info on that.At the least this seems like it will change with Kerrigan in SC2.
yeah, referring to warcraft's story as art only goes to reinforce arguments that gamers have no idea what art is. Not that the story isn't good, but its kind of like Disney, they take every archetype they can get their hands on and slap them together with as much duct tape and bubble gum as they can. It ends up being the crack cocaine version of the Fantasy Genre, but that's not what art is. Story simply is not where you are going to find art in a game, with rare exceptions like Portal or Super Columbine Massacre RPG!. For the most part video game stories are on the same level as expanded universe novels. Not to say I don't like them, the Horus Heresy series is awesome, but comparing it to Confederacy of Dunces, The Good Earth or....well any literature, is just putting on a giant "I read at a 4th grade level" sign, which sadly I think more gamers wear than they are willing to appreciate.Ugh, Warcraft's hackneyed, cobbled together story is hardly an argument of video games as art.
I could staple H.P. Lovecraft to Warhammer (both 40K and original) codex's together and come out with similar stories.
I haven't read the whole Horus Heresy, but the first one (by Dan Abnett) I thought was very good. In particular the way it simultaneously accomplishes and subverts the Jesus story. At first I was expecting it to humanize Horus, and it ends up doing the opposite, which in the end I found rather refreshing. It showcases him as an epic, largely than life figure, that other humans could only barely relate to. When he cries out "My Emperor, why have you abandoned me!?" towards the end I was particularly moved and blurted "woah" out loud (I was frustratingly on a plane next to a pair of orthodox Jews and I wasn't sure if they were the greatest people to start discussing Christ Figure allegories with). I found it all the more poignant because on one hand it's showcasing a very Jesus moment , yet you also know Horus ends up being the anti-christ of his universe.Not to say I don't like them, the Horus Heresy series is awesome, but comparing it to Confederacy of Dunces, The Good Earth or....well any literature, is just putting on a giant "I read at a 4th grade level" sign, which sadly I think more gamers wear than they are willing to appreciate.
And that would still be incorrect.I'm pretty sure i said "half the backstory"...
What I mean is the only story points that matter are those we play. Backstory is just that, backstory, you never experience it, so it can be altered and changed as Blizzard sees fit to better mesh with the real meat of the story, the playable space.And what does WC3 gameplay even have to do with WoW gameplay?! And either of those with the story?!
The Dreadlords are a bad example, since we have known for a long time that demons are not easy to kill and keep dead. The Dreadlords are even more difficult, they are the ones that created "Necromancy" in the first place. Illidan was never a retcon, and I guess you never actually paid attention to the mission to realize that. Arthas says during the mission, and you can check out the sound files under the World Editor if you don't believe me, "You are a pitiful creature Illidan, you don't even deserve death. I banish you from this world, and know this, that if you return, I will be waiting." He never killed Illidan, only wounded him, and left him to be dragged off back to Outland.Let's go back: you said the world they made in WC3 was a great starting point for WoW, to which i asked why then they changed stuff willy nilly (like how many Dreadlords are now no longer dead?! Or even Illidan for that matter).
Information we learn in SC2 actually hints that they did. I won't spoil it though.I'm pretty sure they didn't create him to kill them...
I can understand not liking the portraits, but do you really think they would work with SC style portraits? I would rather have what we had then the clash of styles caused by that. I may disagree about the graphics being "bad" but I do agree they were not exactly technically superior to most games out at the time. I never really cared for that as long as I felt the style and art were cohesive. I think WC3 did a fine job with that.This, although it's really not an issue of being "stylized." Just bad. A cartoon can be stylized and still be smooth and beautiful. The WarCraft III portraits were just clunky and ugly. Even worse, the graphics settings for the portraits were the same as for the rest of the game, so if your computer couldn't handle higher res graphics for massive armies, you had to deal with REALLY crappy portraits.
You sure you want to be spoiled? Let's just say an old Dark Templar friend of ours has learned that the Queen of Blades will be integral to the salvation of the galaxy. Whether that means she will be have a turn of face, or simply will unknowingly cause the downfall of the Xel'Naga and herself, will remain to be seen.Is there a particular source you have for this? I'm interested if we had any info on that.
I'd have much preferred something with the quality of StarCraft portraits, but not the style. I can't find any good examples right now, but Blizzard has a lot of artwork out there that looks very smooth and polished while still fitting the WarCraft style.I can understand not liking the portraits, but do you really think they would work with SC style portraits?
And how was that?This thread has convinced me: video games can never be art.
Well, I am not one to argue that something can't be BETTER, I know the portraits could always have been better, I just disagree that the quality was so bad they needed to be better. I think they worked out fine, and I don't think my opinion will change on that. I do think SC2 has some of the best portraits I have seen, and even notice with the terran that the lips sync up pretty well when they talk.I'd have much preferred something with the quality of StarCraft portraits, but not the style. I can't find any good examples right now, but Blizzard has a lot of artwork out there that looks very smooth and polished while still fitting the WarCraft style.
It is a scene you probably saw back when the Single Player was being shown off over a year ago, but we now know it's place in the game timeline, and a much longer more detailed version of it that has a crucial revelation of future events. It is actually the scene that activates protoss missions that you will get to play during the campaign, which will be in the form of memories.I guess I'd rather not be spoiled. Is it something from the opening cinematic or is it from over halfway through the game?
I guess I haven't played enough RTSs to know how well it usually works, but I figured if StarCraft came out something like 5 years prior to WarCraft III, the quality of the portraits there should have been pretty commonplace in RTS games by that point. The fact that the lip syncing in War3 was so bad was really distracting for me, and just don't get why it was such a step backwards. If the script in general hadn't been bad too I would have cut them some more slack, but as it was, it was just an overall bad experience.I do think SC2 has some of the best portraits I have seen, and even notice with the terran that the lips sync up pretty well when they talk.
Be aware that SC2 is the first game they even have lip syncing. The old SC portraits were just either static or bobbing their lips, just like WC3. The only difference is that SC used pre-rendered shots that cycled, while WC3 used portraits rendered in the game engine, and had more animation cycles. Neither looked like the person talking was actually saying the words that you heard.I guess I haven't played enough RTSs to know how well it usually works, but I figured if StarCraft came out something like 5 years prior to WarCraft III, the quality of the portraits there should have been pretty commonplace in RTS games by that point. The fact that the lip syncing in War3 was so bad was really distracting for me, and just don't get why it was such a step backwards.
Ah, so this is about "plausibility"? That makes this a whole other discussion. Portraits in SC2 were designed to be basically the unit in question looking through a view screen. It made sense as the commander that you would be in communication with the units you are commanding, and that all communication would be pushed through that medium. In that regard, the idea behind portraits themselves become more plausible, but in WarCraft 3 there was no reason for the units head to pop in a little box and start gumming at you, they just put it in for familiarity. If would look awkward if they seemed like they were in some sort of viewfinder.I do realize that, but somehow in StarCraft it actually manages to look plausible, whereas WarCraft III looked totally random. I think it had a lot to do with Warcraft 3 having much simpler faces that didn't properly open and close their mouths.
And that would still be incorrect.[/QUOTE]I'm pretty sure i said "half the backstory"...
Which justifies anything... hey, look, the Eredar are now Night Elves that took too much LSD and started a cult based on this Sargeras guy that was actually the nether-pizza delivery guy...What I mean is the only story points that matter are those we play. Backstory is just that, backstory, you never experience it, so it can be altered and changed as Blizzard sees fit to better mesh with the real meat of the story, the playable space.And what does WC3 gameplay even have to do with WoW gameplay?! And either of those with the story?!
The Dreadlords are a bad example, since we have known for a long time that demons are not easy to kill and keep dead. The Dreadlords are even more difficult, they are the ones that created "Necromancy" in the first place. Illidan was never a retcon, and I guess you never actually paid attention to the mission to realize that. Arthas says during the mission, and you can check out the sound files under the World Editor if you don't believe me, "You are a pitiful creature Illidan, you don't even deserve death. I banish you from this world, and know this, that if you return, I will be waiting." He never killed Illidan, only wounded him, and left him to be dragged off back to Outland.Let's go back: you said the world they made in WC3 was a great starting point for WoW, to which i asked why then they changed stuff willy nilly (like how many Dreadlords are now no longer dead?! Or even Illidan for that matter).
Yeah, another retcon...Information we learn in SC2 actually hints that they did. I won't spoil it though.I'm pretty sure they didn't create him to kill them...
[/QUOTE]You sure you want to be spoiled? Let's just say an old Dark Templar friend of ours has learned that the Queen of Blades will be integral to the salvation of the galaxy. Whether that means she will be have a turn of face, or simply will unknowingly cause the downfall of the Xel'Naga and herself, will remain to be seen.Is there a particular source you have for this? I'm interested if we had any info on that.
Not with that graphic engine they weren't going to be...This, although it's really not an issue of being "stylized." Just bad. A cartoon can be stylized and still be smooth and beautiful. The WarCraft III portraits were just clunky and ugly. Even worse, the graphics settings for the portraits were the same as for the rest of the game, so if your computer couldn't handle higher res graphics for massive armies, you had to deal with REALLY crappy portraits.
I'm not sure I follow. (This sounds like it is supposed to be a glib retort to one particular sentence, but I can't figure out which sentence.)Not with that graphic engine they weren't going to be...
They have changed story points, like Garona for instance, thought "a lot" would be up to interpretation. You have only pointed out one, and it was a rather frivolous change. If you wish to exaggerate to try and make a point, at least have more proof to back up that exaggeration. My point still stands that WC3 was great in it's purpose, a way to flesh out Azeroth and get it ready for WoW. Do you argue that it didn't serve that purpose?Sure, if you stick to exactly 50% maybe it doesn;'t get there, but they did change a lot...
I notice you like to work in extremes. There is such a thing as moderation. It is one thing to change the origin of Garona to be that of a half-draenei, it is another to say she is the drug addicted cousin of Preisdent Obama sent back from the future to stop the Necrons from absorbing the Eye of Zeus. If you can't see that, then I don't really know what to tell you.Which justifies anything... hey, look, the Eredar are now Night Elves that took too much LSD and started a cult based on this Sargeras guy that was actually the nether-pizza delivery guy...
Another example of a retcon that will prove to improve the story at the loss of outdated, and rather poorly written back story, going back to the fact that all that matters is the gamespace, not the stuff written in a little manual.Yeah, another retcon...
I see you have not read any of the novels. I do agree with the theory that her being in charge of the swarm will be part of the salvation, but I think it will play out a lot different then the whole Lich King storyline. It will be interesting to see what they do with Duran, but he is not being promoted as the new threat. The Xel'Naga are, and the creatures created by Duran are an abomination to the Xel'Naga design. I will explain why in a spoiler tag.but where else where they gonna go with Duran anyway... (and imo it's gonna be more of atype of thing, which is what they did with the Lich King too... )"kill her and the swarm will join Duran&co"
I think I am convinced that a game's Story can't be art, but I still think design can. Even with games like Portal and Super Columbine its not the story that's art, its the whole package.This thread has convinced me: video games can never be art.
I had much more of a reaction to GLaDOS than I did to the companion cube. When it came time to part with that box with hearts on it, I only hesitated because I wasn't sure what the game wanted me to do. I, however, hated GLaDOS. I was sick of that lying manipulative machine. Sick of the faked compassion, sick of the lies, sick of that damn voice trying to act human. Listening to "Still Alive" over the ending credits made my stomach churn. It took me a while to be able to like that song, because GLaDOS was the one singing it. Not many other games have managed to get me to actually react to the villain on an emotional level, most movies don't even do that.I think Portal is art insofar as I believe almost all creations are art. Very good art, in that respect (this applies to the story as well as the gameplay). For the most part I would NOT say that the story itself is is "High Ar"t (i.e. art that is actually poignant), EXCEPT for the "companion cube" level. The fact that they get you to interact with a cube that you know for a fact is just a cube (the game does not even pretend otherwise) and yet it STILL produces a moment of trepidation when you must throw it into the incernator... I think that very much warrants an High Art label, both in story as well as game mechanics (in fact the entire level is a pretty perfect example of story and game mechanics coming together).
The rest of it is certainly good, and perhaps mind expanding, but I would understand those who didn't feel it was particularly valuable.
That's the one i remembered best... because how pointless it is (the Draenei splitting off before Sargeras would have been the same thing).They have changed story points, like Garona for instance, thought "a lot" would be up to interpretation. You have only pointed out one, and it was a rather frivolous change. If you wish to exaggerate to try and make a point, at least have more proof to back up that exaggeration.
First of all, that's a BS purpose for a game, which amounts to marketing instead of making a game that stands on it's own.My point still stands that WC3 was great in it's purpose, a way to flesh out Azeroth and get it ready for WoW. Do you argue that it didn't serve that purpose?
But they're both justifiable by they way of thinking you where talking about, the only difference being what you like or don't like.I notice you like to work in extremes. There is such a thing as moderation. It is one thing to change the origin of Garona to be that of a half-draenei, it is another to say she is the drug addicted cousin of Preisdent Obama sent back from the future to stop the Necrons from absorbing the Eye of Zeus. If you can't see that, then I don't really know what to tell you.
Then why even bother with the manual... or any backstory at all... look, demons trying to take over... why? just because.Another example of a retcon that will prove to improve the story at the loss of outdated, and rather poorly written back story, going back to the fact that all that matters is the gamespace, not the stuff written in a little manual.
Dude, that's just backstory, has no worth. All that matters is what happens in the gamespace. :laugh:I see you have not read any of the novels. I do agree with the theory that her being in charge of the swarm will be part of the salvation, but I think it will play out a lot different then the whole Lich King storyline. It will be interesting to see what they do with Duran, but he is not being promoted as the new threat. The Xel'Naga are, and the creatures created by Duran are an abomination to the Xel'Naga design. I will explain why in a spoiler tag.
The protoss and the zerg are part of the Xel'Naga lifecycle. When they are getting ready to die, they create two races, one of purity of form, and another with purity of essence, that are designed to mature and over time assimilate, allowing the Xel'Naga to be reborn inside the newly evolved shells, a strange form of reincarnation that is as natural to them as breathing. This is supposed to happen naturally between the two seed races, but Duran is forcing the merger, which is causing abberations to be born and breaking the rebirth cycle, and thus an enemy to the Xel'Naga.
Not really, it was about most of your post, they had to make do with that graphic engine so they stylized the game to make it last longer, but the portraits ended up being weird looking as a close-up isn't the same as the top-down view.I'm not sure I follow. (This sounds like it is supposed to be a glib retort to one particular sentence, but I can't figure out which sentence.)Not with that graphic engine they weren't going to be...
Dude, the Dreadlords being hard to kill is still a retcon, probably because Mal'Ganis is too cool a name to let it go to waste...The Dreadlords are a bad example, since we have known for a long time that demons are not easy to kill and keep dead. The Dreadlords are even more difficult, they are the ones that created "Necromancy" in the first place. Illidan was never a retcon, and I guess you never actually paid attention to the mission to realize that. Arthas says during the mission, and you can check out the sound files under the World Editor if you don't believe me, "You are a pitiful creature Illidan, you don't even deserve death. I banish you from this world, and know this, that if you return, I will be waiting." He never killed Illidan, only wounded him, and left him to be dragged off back to Outland.
So I guess WC2 was not a good setup to WC3, and WC1 was not a good setup to WC2? Retcons happened between the three RTS games that affected way more then the Draenei/Eredar blunder or the fact a dwarf we never saw "die" is suddenly alive.As for exagerations, sure, i might not bother to be 100% accurate with the minutia, but imo the actual points stand anyway. They changed the story with little regard to what came before, so "WC3 as great setup" is something even they don't think it is.
Like I said at the beginning of this, they did. Blizzard already admitted they started WC3 and WoW around the same time. One was being specifically designed to lead into the other. Whether you agree with that is irrelevant, as it is fact.Second, i'm arguing that they didn't do that, once WoW got started they just modified whatever suited them because WC3's story didn't start off with WoW in mind.
Sorry, but it is not so black and white. Nice try though.But they're both justifiable by they way of thinking you where talking about, the only difference being what you like or don't like.
Because some of us appreciate getting an idea of what came before, whether to catch up with information or simply to get a better idea of the story we are about to see. However, that does not mean a sentence or two in that long winded backstory can't change. If retcons never happened since WC1, the humans would be worshiping God right now, and that would be rather boring.Then why even bother with the manual... or any backstory at all... look, demons trying to take over... why? just because.
Ah so this really is your real issue, you can come out and say the story itself it not original, that is fine since it isn't. It would suit you better then arguing that rather then whatever you are arguing now, since you obviously are arguing it for the sake of arguing.Seriously, this is Blizzard we're talking about, they'll find a way to make it mirror another story they did, one way or the other.
Go to World Builder, look up the sound files for the final mission, listen. Those sound files were there since I beat The Frozen Throne years ago, and caused much discussion over his fate. We came to the conclusion that he was alive, and that conclusion was confirmed in the RPG that came out not longer after, and was further cemented in WoW when it mentioned him being alive before Burning Crusade was even a twinkle in the distance.As for Illidan, are you sure that they included that line from the start, as they did add more stuff to FT in patches... i for one don't remember it from my playthrough.
Spoilsport... why even get into a debate about a videogame if you don't enjoy it?!I will humor you one more time Li3n, but this will be the last time I reply to these posts.
I think you are reaching, and I would like you to stick to the real reason you are angry, the dislike of retcons, rather then trying to make it out like WC3 didn't serve it's purpose.
Blizzard already confirmed a long time ago that WC3 and WoW development started at the same time, and WC3, as much as you might disagree or argue \\"but they must not like it because of this one sentence retcon in a 7 page backstory!\\", it will not make it any less true.
They obviously though it wasn't, which is why they changed stuff...So I guess WC2 was not a good setup to WC3, and WC1 was not a good setup to WC2?
WHAT ARE YOU TALKING ABOUT?! He was right there with Arthas when he took Froustmourne and then his death animation played...Retcons happened between the three RTS games that affected way more then the Draenei/Eredar blunder or the fact a dwarf we never saw \\"die\\" is suddenly alive.
Right... nice dodge... you're still saying that they can change the backstory, but only to a certain degree, the limits of which are <insert arbitrary rules here>Sorry, but it is not so black and white. Nice try though.But they're both justifiable by they way of thinking you where talking about, the only difference being what you like or don't like.
Who said it can't change?! I only pointed out a flaw in your argument about WC3 being a good setup... apparently it wasn't good enough for Blizzard...Because some of us appreciate getting an idea of what came before, whether to catch up with information or simply to get a better idea of the story we are about to see. However, that does not mean a sentence or two in that long winded backstory can't change. If retcons never happened since WC1, the humans would be worshiping God right now, and that would be rather boring.Then why even bother with the manual... or any backstory at all... look, demons trying to take over... why? just because.
No, that was just a cheap shot... looks like you enjoyed it.Ah so this really is your real issue, you can come out and say the story itself it not original, that is fine since it isn't. It would suit you better then arguing that rather then whatever you are arguing now, since you obviously are arguing it for the sake of arguing.
Now i can't be sure of this as i can't seem to find a source, but: http://www.wowwiki.com/Talk:Retcon_speculation#Mannoroth.27s_deathGo to World Builder, look up the sound files for the final mission, listen. Those sound files were there since I beat The Frozen Throne years ago, and caused much discussion over his fate. We came to the conclusion that he was alive, and that conclusion was confirmed in the RPG that came out not longer after, and was further cemented in WoW when it mentioned him being alive before Burning Crusade was even a twinkle in the distance.