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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

#51
post #44

Earlier quoted context omitted.

Before Minecraft became a game, what was it?

Exactly what it claimed to be: An alpha/beta test for a game.

Alpha/beta is an arbitrary line in the sand drawn by the developers. Notch could have woken up one day and decided that the state the game was in was final and call the game done.

If you weren’t told it was an alpha game you’d have no way of knowing. It sold a million copies while in alpha/beta, more than most other games ever made. The distinction between “alpha/beta test of game” and “game” is a distinction without a difference, especially for all the people buying it.

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

#52
post #45

Earlier quoted context omitted.

All three of those things were added in Sept-Nov of 2021. By January 2021 the game had already sold >1 million copies. It was absolutely a game at that point, ask anyone who played it. Being blatantly unfinished doesn’t matter, it would have remained a game even if he never ended any of those features.

This is a straight-up lie. Hardcore and the Ender Dragon were added in 2012, in the patch that would become 1.0.0. Score was added in 0.24_SURVIVAL_TEST in 2009 ( https://minecraft.wiki/w/Java_Edition_Classic_0.24_SURVIVAL_... ). Do you have any examples that aren’t outright fabrications?

I’m not engaging further if you go straight for accusations like this

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

#53
post #17
post #15

Earlier quoted context omitted.

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

The failure state would be 0 health?

Only if you play hardcore mode, otherwise you respawn.

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

#54
post #44

Earlier quoted context omitted.

Before Minecraft became a game, what was it?

Exactly what it claimed to be: An alpha/beta test for a game.

You are splitting hairs here. An alpha/beta of a game is a game too

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

#55

Earlier quoted context omitted.

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…

How is toddler immortality relevant? A failure state exists. If toddler-only households are viable, that’s just a design oversight, which is an unrelated issue. I never said that steam achievements were a score. Please try to read my posts. I thought it would be obvious that they represent a success state. I also note that you ignored the fact that Harvest Moon literally has an ending. Also, I don’t know why Jeremy’s…

I am not reading your mind just reading what you write. So what is and is not obvious is something solely concerning you.

If Steam Achievement is not a score, is Harvest Moon not a game then? Same thing about crafting and building games.

And having an ending is not synonymous with a success state or a failure state. I think it's clear that your definition is not a valid one as many games don't fit it

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

#56
post #53
post #17

Earlier quoted context omitted.

The failure state would be 0 health?

Only if you play hardcore mode, otherwise you respawn.

That's still a failure state. A failure state doesn't need to permanently end the game, just be something you try to avoid.

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

#57

Earlier quoted context omitted.

I think responsibly developed AI (read: no copywrite infringement) for automation could help the industry tremendously. However, don't get me confused, generative AI imo has no place in games, furthermore in art as a whole.

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…

> I came to the conclusion a long time ago that what matters is the outcome, not the process.

I agree with you about half-way. The process of making the art isn't important. It's why songs that have amazed the world have taken anywhere between 7 hours and 7 years to produce. The outcome is informed by the life that produced it. To reiterate, the life that produced it is the most important. It's a connection to their humanity.

> I don't think gatekeeping art ever works - that's part of its fun!

You're also right, but this is primarily a dimension of taste. When I say AI has no place in art, what I am really getting at is it will have no place. I believe people will see it for what it is, and what it says about the people who use it.

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

#58
post #53

Earlier quoted context omitted.

Only if you play hardcore mode, otherwise you respawn.

That's still a failure state. A failure state doesn't need to permanently end the game, just be something you try to avoid.

Hard disagree. That's stretching the definition of "failure state" to mean "anything negative".

By this logic getting hit is a failure state, taking fall damage is a failure state, another player scoring points is a failure state, not actively getting points is a failure state.

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

#59
post #58

Earlier quoted context omitted.

That's still a failure state. A failure state doesn't need to permanently end the game, just be something you try to avoid.

Hard disagree. That's stretching the definition of "failure state" to mean "anything negative". By this logic getting hit is a failure state, taking fall damage is a failure state, another player scoring points is a failure state, not actively getting points is a failure state.

One could argue these are minor failure states, but ok, let's change it to anything that loses some amount of progress. Dying in non-hardcore Minecraft is a failure state because whatever you were trying to do was cut short, whether exploring an area, gathering resources, etc.

If you restrict failure states to only mean things that end the game, then games like Dark Souls do not have any failure states, since in Dark Souls you always respawn when you die. Most other modern single player games would also not have any failure states, since they also let you respawn as often as you like.

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

#60
post #4

Escape From Lavender Island is also available to play on Steam - Windows only though it seems - https://store.steampowered.com/app/2164310/Escape_From_Laven...

Should also run on Linux based on the native Steam Deck support.

> "Should also run on Linux based on the native Steam Deck support."

Yeah, it does. I've played the demo on Kubuntu desktop and it ran just fine.

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