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Jeremy Couillard's video games capture what it's like to be alive

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Re: Jeremy Couillard's video games capture what it's like to be alive

#23
post #8

I'm a fan, but I wouldn't really call his stuff games. More like art that uses game tropes as a tool of expression.

What makes a game a game though? Do you necessarily need action and damage points?

It's all depending on perspective

Re: Jeremy Couillard's video games capture what it's like to be alive

#24

Earlier quoted context omitted.

That’s easy: At least one of the following: A failure state, a success state or a score.

Ok, so Harvest Moon and similar farm game are not games. Games about crafting are not games. The Sims are not games. I could go on but I think you already realise that your definition is not valid. Btw, I am not disagreeing with the claim that Jeremy's games are video games

If all your Sims die, is that not a failure? Harvest Moon has Steam achievements. (And a ‘best ending’ category on speedrun.com.) You could go on, but if those are the best you could think of, I don’t think it would be very productive.

Re: Jeremy Couillard's video games capture what it's like to be alive

#25
post #15

Earlier quoted context omitted.

That’s easy: At least one of the following: A failure state, a success state or a score.

Help me out here, I'm blanking on Minecraft's failure state, success state and scoring system?

You are aware that I said ‘at least one’, right? Although Minecraft has all three. It has a scoring system literally named ‘score’, Hardcore mode ends if you die, and killing the Ender Dragon rolls the credits.

Re: Jeremy Couillard's video games capture what it's like to be alive

#26
post #16

Earlier quoted context omitted.

I studied for a Fine Art BA, and I don't see an issue with generative AI in art per se. I came to the conclusion a long time ago that what matters is the outcome, not the process. If someone can produce something meaningful to other people - and it might well be something like a critique of AI using AI - then what's the issue? (That's a genuine question by the way, not rhetorical). There's a huge amount of art I find…

Someone put it really succinctly recently: with generative AI, there is a net loss of intention in the world. That's shit.

How so? I'd imagine there's a net increase of intention, owing to the way AI closes skill gaps & lowers the barriers to entry for creation.

Re: Jeremy Couillard's video games capture what it's like to be alive

#27
post #2

getting similar vibes to LSD: Dream Emulator for Playstation 1 without the obviously shockingly grotesque and creepy atmosphere. https://www.youtube.com/watch?v=oxdw5GnoMK4 I like it! Just wish I had the same passion I used to have for video games, after I hit mid 30s I just stopped playing. Anytime I start to dabble again I can't help but feel anxiety from having spent so much time on video games in my youth and lat…

I am the same, unless I am playing them with a friend as a means of socialising, I begin to regret not having spent my time doing something more productive.

Re: Jeremy Couillard's video games capture what it's like to be alive

#28
post #8

I'm a fan, but I wouldn't really call his stuff games. More like art that uses game tropes as a tool of expression.

What makes a game a game though? Do you necessarily need action and damage points?

This is going to become navel gazing really fast.

“Art with game tropes” implies that “regular games” aren’t art. Which I disagree with. We may not have gotten Shakespeare yet, but writing was an artistic medium before him just as games are one before its version of him.

And whether a particular piece of software is a game is also not clearly defined. This has been a big argument several time, see the one over Gone Home and walking simulators.

Others later down argue over Minecraft and “a win state, fail state, and scoring systems”. Minecraft did not have any of these for a long time, but it would be unconvincing to say that it only become a game after it gained them.

Re: Jeremy Couillard's video games capture what it's like to be alive

#29

Earlier quoted context omitted.

Ok, so Harvest Moon and similar farm game are not games. Games about crafting are not games. The Sims are not games. I could go on but I think you already realise that your definition is not valid. Btw, I am not disagreeing with the claim that Jeremy's games are video games

If all your Sims die, is that not a failure? Harvest Moon has Steam achievements. (And a ‘best ending’ category on speedrun.com.) You could go on, but if those are the best you could think of, I don’t think it would be very productive.

In the Sims, mortality only applies to adults not toddlers and below, so only a portion of them can die.

How is a Steam achievement a score? A score is a scalar value not a Boolean one. And arguably it is not part of the game but part of Steam. You won't get Steam achievements of any game if you get it from another store. But using the Store achievement definition, Jeremy's games also qualify because they have Steam achievements (most games on Steam do have the achievements even those that fall outside of your definition of game).

Re: Jeremy Couillard's video games capture what it's like to be alive

#30
post #15

Earlier quoted context omitted.

Help me out here, I'm blanking on Minecraft's failure state, success state and scoring system?

You are aware that I said ‘at least one’, right? Although Minecraft has all three. It has a scoring system literally named ‘score’, Hardcore mode ends if you die, and killing the Ender Dragon rolls the credits.

None of those were present when Minecraft was first released to the public and wouldn’t be present for years.
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