- Location
- The Hague
- Pronouns
- He/Him
Controversial gaming opinion: video games are good.
Admittedly, historically, honor Is Actually Just Like That.It also doesn't make any narrative sense. One of the central characters is an archer expert samurai dude. Okay, so stabbing motherfuckers in the back is dishonorable, but instead picking up your bow and shooting an arrow into an unsuspecting person' head is all fine?
Sure, I don't have any objection to a specialized game built around this idea. I just object to the idea that it must be like that for moral reasons. It's just a particularly trite and facile form of moralism.There is something to be said for making a Civ/4x game that is fundamentally unwinnable. That no matter what you do, how well you govern, sooner or later the whole system crumbles and all your works will turn to dust. Call it Ozymandias it you want to be really on the nose.
Though, er, out of all the "fallen empires" you could base this game around, maybe don't use Nazi Germany for it? I have a feeling a game about extending the Nazi regime for as long as possible would attract the wrong crowd.
Ignoring the context of a discussion doesn't exactly make for a good argument. I'm not saying that it's never good to have unwinnable factions, I'm talking about Paradox style games.Games where there's not a win condition and the entire point is to stave off inevitable failure as long as possible are... common? There's like entire genres built around that concept. It's weird to claim that having a playable faction or character or whatever that has no win condition is fundamentally bad design, when it just kinda' incredibly clearly isn't.
Now this I can get behindListen, it is of VITAL importance I revive the Sassanid Empire and destroy Rome for the glory of Ahura Mazda.
I assure you Shahanshah it is of vital importance that we journey west to sack Rome.Listen, it is of VITAL importance I revive the Sassanid Empire and destroy Rome for the glory of Ahura Mazda.
Then you misused "fundamentally bad design" rather impressivelyIgnoring the context of a discussion doesn't exactly make for a good argument. I'm not saying that it's never good to have unwinnable factions, I'm talking about Paradox style games.
I will admit I don't see the contradiction here? The difference between the two is that archery is used to kill on the battlefield, while assassination is done by stealth outside an actual battle. It's dishonourable to kill someone when they are not prepared to fight, same reason one might consider killing someone in a duel acceptable but not, y'know, just cutting someone down in the middle of the street.It also doesn't make any narrative sense. One of the central characters is an archer expert samurai dude. Okay, so stabbing motherfuckers in the back is dishonorable, but instead picking up your bow and shooting an arrow into an unsuspecting person's head is all fine?
The discussion was purely about whether it's good to mandate that a faction fail for moral reasons instead of player enjoyment. If you don't see how that's intrinsically bad game design that's not on me.Which is, like. Okay? It happens. But the discussion definitely seemed to be ranging beyond just paradox games, and even then it's not like nazi germany is baked into paradox style design, so if you meant bad design for certain styles of WW2 games specifically, it might have been better to clarify it, heh.
I think part of the issue is that, say, the SovU has to deal with the impacts of the purges on the nation and the significant debuffs that come from that, while having Hitler on your team gives like... inherently positive bonuses last I saw.The discussion was purely about whether it's good to mandate that a faction fail for moral reasons instead of player enjoyment. If you don't see how that's intrinsically bad game design that's not on me.
Let's not move goalposts, "Nazi Germany should face more problems then it currently does" is not the same position as "Nazi Germany cannot be allowed to win".I think part of the issue is that, say, the SovU has to deal with the impacts of the purges on the nation and the significant debuffs that come from that, while having Hitler on your team gives like... inherently positive bonuses last I saw.
I will admit I don't see the contradiction here? The difference between the two is that archery is used to kill on the battlefield, while assassination is done by stealth outside an actual battle. It's dishonourable to kill someone when they are not prepared to fight, same reason one might consider killing someone in a duel acceptable but not, y'know, just cutting someone down in the middle of the street.
The issue is that the game actually goes quite heavy on distorting things such that Germany can win. This isn't "make things ahistorical so that the Nazis can't win", it's "make things ahistorical so that the Nazis can win." For example, Paradox actively balances the game so that if the AI is left to itself, Germany beats the Soviet Union. Or how France is massively nerfed in a lot of ways so that Germany can consistently and fairly easily conquer it.Let's not move goalposts, "Nazi Germany should face more problems then it currently does" is not the same position as "Nazi Germany cannot be allowed to win".
Addressing the former does not make for a worse game, the same is not true of the latter.
Yeah like... France surrenders to Germany at 90% VP held. Not 'Germany holds 90% of their VP', when FRANCE 'only' holds 90% of its VP. If Germany breaks through the Maginot line or, as it did historically, swings through Belgium instead France folds pretty much instantly.The issue is that the game actually goes quite heavy on distorting things such that Germany can win. This isn't "make things ahistorical so that the Nazis can't win", it's "make things ahistorical so that the Nazis can win." For example, Paradox actively balances the game so that if the AI is left to itself, Germany beats the Soviet Union. Or how France is massively nerfed in a lot of ways so that Germany can consistently and fairly easily conquer it.
I think the point is that if you made Nazi Germany face as many problems as it historically should, it would lose like, 95% of the time or something really high like that. It's less about the morality of Nazis winning and more about the morality of claiming something false (which also supports the Nazi narrative).Let's not move goalposts, "Nazi Germany should face more problems then it currently does" is not the same position as "Nazi Germany cannot be allowed to win".
Breaking the game by playing pacifist Germany seems kind of fun though.Feels bad fam. Feels real bad, especially when compounded with things like Germany not really having non-fascist alt-hist paths. There's a very ugly sort of determinism to the whole thing.
Yeah like... France surrenders to Germany at 90% VP held. Not 'Germany holds 90% of their VP', when FRANCE 'only' holds 90% of its VP. If Germany breaks through the Maginot line or, as it did historically, swings through Belgium instead France folds pretty much instantly.
In a way that makes sense. The whole game is designed around Germany being the fulcrum around which the early and midgame swings but...
Feels bad fam. Feels real bad, especially when compounded with things like Germany not really having non-fascist alt-hist paths. There's a very ugly sort of determinism to the whole thing.
RimWorld players enslaving everyone under the sun to harvest blood and organs, turn into slave soldiers, sell to the Empire for honor points so they can be powerful space wizards or just outright ritual sacrifice to Cthulhu:
I don't think it would be realistically possible without, in effect, events outside their control making it easier for them (e.g. fascist America under Buzz Windrip). Is that something you'd call "abnormal?" Because such events might be within the envelope of the possible for the game, without being the typical sequence of events.Controversial opinion: I don't think that nazi germany should be able to win a 'normal' game of HoI4.
I did just fine with communism any number of times...?Just a reminder that in Civ 2, this effectively closed off any other choice rather than Democracy because unless u going ICS, a wide empire needed the anti corruption bonuses .
So, a war mongering nuke launching deploying bombers on a surprise war was always democratic in Civ 2.
Oh I mean like... say you're playing nazi germany and you click the button that means major nations go down their 'historical' pathways then nazi germany should be turbofucked rather than very capable of winning.I don't think it would be realistically possible without, in effect, events outside their control making it easier for them (e.g. fascist America under Buzz Windrip). Is that something you'd call "abnormal?" Because such events might be within the envelope of the possible for the game, without being the typical sequence of events.
Technically, by certain definitions promoted by social psychologists, a game has a win condition and/or a score keeping method, but a toy does not.Games where there's not a win condition and the entire point is to stave off inevitable failure as long as possible are... common? There's like entire genres built around that concept. It's weird to claim that having a playable faction or character or whatever that has no win condition is fundamentally bad design, when it just kinda' incredibly clearly isn't.
Several Paradox games have scorekeeping methods, and Stellaris in particular has an explicit win condition.
Fair point. I accidentally dropped the word 'some' and meant to say 'some paradox games'Several Paradox games have scorekeeping methods, and Stellaris in particular has an explicit win condition.