Bad Sector
Arcane
- Joined
- Mar 25, 2012
- Messages
- 2,334
If "pressing the F button makes you move up" is a rule, how on earth is "pressing the G button makes time rewind" NOT a rule? The distinction is entirely arbitrary. You seem to really really want to draw a line where none exists. These are all systemic responses to player actions, nothing more nor less.
In the very specific example you give here, no there isn't actually a distinction - these two are rules.
However i'm guessing (and correct me if i'm wrong) that you had loading in mind when you wrote "makes time rewind" - in this case the distinction is that loading the game to make time rewind is not the rule itself but the way the simulation implements the rule.
This is also relevant to the phonograph part above: the phonograph itself is perfectly fine but it is just fluff to bring in the saving interface, not any different than the sounds and animations you'd see in the Thief menu or any other form of ornamentation. But the actual saving and loading is still at a higher level regardless of how it is invoked.
In both of these cases (time rewind and phonograph saving) what i previously wrote still applies: the game's difficulty should be based on its rules, not its saving and loading - that a game can have, e.g., time rewind implemented via saving and loading is irrelevant as it should also have a save and load functionality (and does not rely on it or lack of it for its difficulty).
I mean, you can have that opinion if you want, but it doesn't hold water as an argument. Millions of players enjoy games like this because of the limitations
I do believe the argument holds water because everything i've written still applies to it, however note that i'm not arguing if there are people enjoying the games and how many of those people exist. At least i'm not sure that popularity is a metric for how good a game's design is (i mean, on one hand games are meant to be fun and you could argue that popularity shows that since what makes a game fun is its design decisions, then since that game achieves its purpose - being fun - for a large number of people, then yes, its design decisions are good - but on the other hand... i can think several examples of popular games that i do not really think - or least want to admit :-P - that they have good design).