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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 04, 2007 8:53 am |
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God damn it, James, you beat me to the Ecchi Attack! link.
The other thing this reminds me of is a recent update Jeremy Parish made on his website. No, wait, get a hold on your trolling reflex; the Bastard Sons of Insert Credit may have a history of rumblin' with Parish and affiliates, but this history is without merit. It's not useful, necessary, or entertaining. So!
| Quote: |
| On this level, Welcome to the N.H.K. reads more or less like a broad satire (and rather cruelly, since it's directed at a subculture that already feels like the world is making fun of it). At one point, Satou and his cohort Yamazaki sit down to create their game's love interest, who they hope will become the ultimate expression of "moé." Their result: she's the main character's childhood friend, his lover from another life, and a robot alien with a disease only the hero can cure. In short, she's moé's "protective love" mindset taken to an extreme! A very, very revolting extreme. |
As far as actually considering the phenomenon and saying something useful is concerned, well, I'm afraid I'm coming up empty-handed. Maybe something about the lessons of diverting natural selection from the physical to the social? I don't know. _________________ JSNLV is frequently and intentionally wrong.
Last edited by Intentionally Wrong on Thu Jan 04, 2007 9:03 am; edited 1 time in total |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 04, 2007 10:40 am |
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| Triton wrote: |
| Is it thoroughly impossible to view little girls as cute without sex entering the picture anymore? |
It's a coherency issue. If you're going to specify something about a character, that specificity should make sense in the greater context of what's going on. In the case of doujin games, that greater context is a raw competition between the player's skills and either the skills of another player or an asymmetrically powerful computer (in the case of bullet hell shooters, for example).
In this context, adding a veneer of "cute little girl" to the mechanism of competitive domination casts a strange light on the motives of the designer (or the player, in those few circumstances where non-moe alternatives exist), although taken by itself, this isn't really noteworthy. The situation becomes noteworthy once you notice just how often indie designers make use of this incoherent choice.
To put it another way: yeah, little girls are cute! Is that reason enough for every character in Disgaea to look like one? I could see that arguement go either way--but for me, the fact that some people do get off on it is enough to push me away from the aesthetic. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 04, 2007 11:20 am |
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| Deets wrote: |
| The lower image doesn't depict little/underage girls, toups. |
Maybe not! Does it really matter, though? Let's pretend for a moment that I'm writing erotic fiction. I can specify that my character Ashlea is a 24-year-old model and actress; if I then write a sex scene for her wherein she is described and behaves in ways characteristic of underage girls, does that mean I can't be criticized for writing something morally outrageous? _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sat Jan 06, 2007 12:27 pm |
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The "pedophiles on wikipedia" topic is a distraction; ignore it. They may be an unfortunate inevitability of natural selection. They may be choking our prison system and likely to offend again. Whatever. The subject is "moe's prevalence in games", and the implications thereof.
Art is successful when it is unconventional. An artist working from a formula or template should look for ways to break that template. If only part of a work is formulaic, then that part must not be what the artist considered important.
So, doujin games using the moe style are lopsided experiments in gameplay. Likewise their counterparts in the commercial sector! Smething asymmetrical like Disgaea is more like a short story, while something symmetrical like Cave Story is more like a novel. Notice that length isn't the determining factor: whether the asymmetrical game is made by one person or a hundred--whether it lasts fifteen minutes or fifty hours--it's distinct from the symmetrical experience. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sun Jan 07, 2007 5:48 am |
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| Intentionally Wrong wrote: |
The "pedophiles on wikipedia" topic is a distraction; ignore it. They may be an unfortunate inevitability of natural selection. They may be choking our prison system and likely to offend again. Whatever. The subject is "moe's prevalence in games", and the implications thereof.
Art is successful when it is unconventional. An artist working from a formula or template should look for ways to break that template. If only part of a work is formulaic, then that part must not be what the artist considered important.
So, doujin games using the moe style are lopsided experiments in gameplay. Likewise their counterparts in the commercial sector! Smething asymmetrical like Disgaea is more like a short story, while something symmetrical like Cave Story is more like a novel. Notice that length isn't the determining factor: whether the asymmetrical game is made by one person or a hundred--whether it lasts fifteen minutes or fifty hours--it's distinct from the symmetrical experience. |
I think you may have missed it when I said this. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sun Jan 07, 2007 11:24 am |
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Thanks for responding, Maxson and Triton. Despite taking different approaches, I think you share a common point: that the abundance of moe elements in doujin games is a convenient shorthand that allows said games to exist in the quantities that they do; that at worst, such elements are a harmless eccentricity. Am I interpreting correctly?
It seems like a safe attitude to maintain. It was the attitude I held toward the moe phenomenon for a long time, anyway. I'm beginning to feel otherwise.
The more you democratize a given artform, the less you'll find exemplary work in that form. This seems counterintuitive, but it's been happening for literature over the last half of the 20th century. I see two reasons why this should be the case.
The first issue is one of craftsmanship. The more time educators spend making the form accessible, the less time they have to pass on the lessons of mastery. The importance of this issue increases proportionally to the complexity of the craft, so this idea is very important for programmers.
The second issue is the interaction between art and design space. As Delany wrote, the quality of art is a function of its originality. The more artists you have working in a field, then, the faster they cover the available design space. I can hear the complaints now--"There's nothing truly new under the sun," and "there will always be revolutions in the way art is made." Still, the problem is intensified when you've got a higher density of artists working in the form: what's new becomes old much faster, the novel rapidly becomes formulaic, and the audience at large begins to look outside the artform for new entertainments. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sun Jan 07, 2007 11:35 am |
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| Takashi wrote: |
| Maxson wrote: |
| Besides, is moe automatically filler? Can't it be a part of the symmetrical experience? Even if we adopt luvcraft's definition (I like it, but still have some issues with it), I can see a game making that a central concept. Something Princess Maker-like. |
There's a perfect example : idolm@ster (btw I cry when I masturbate) is 100% real-definition (and High Definition, even) moe. |
Again, I have no problem with this. It's the "let's make our shooter protagonist a cute little girl, because why not?" instinct that I find troublesome.
However!
This brings to mind my problem with luvcraft's definition. There's cuteness and innocence in moe, yes. There's more to it, though: to power up the innocence, there has to be something opposing it, a strong contrast of some sort. Whether it's violence or sexual content or merely ironic, "mature" behavior (I'm thinking here of Chiyo scolding the older girls in Azumanga Daioh--a moe moment in an otherwise not-terribly-moe show), true moe arises out of the juxtaposition of the adorable and the unadorable.
That strikes me as more consistent with the way I've seen the word used in the past, anyway. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 11, 2007 11:41 am |
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| luvcraft wrote: |
| Levi wrote: |
| So then chibi is moe now? |
no no no, this is the thread where we throw around the words "chibi", "moe", "SD", "loli", "pedophilia" and "yukelele" as if they all mean exactly the same thing, but then refuse to define that same thing that they all mean.
By which I mean: I think this thread has spun out of control and is now worthless. :( |
Look at how many terms you've listed! Consider how similar the concepts involved are: is it any wonder the words are confused when people are distracted by the intensity of the discussion?
From what I've seen of furries and other vaguely fanatical subcultures, the more diverse and layered the terminology is, the more pronounced the exclusivity of that niche becomes. Jargon is at once a celebration of the community, a deterrent to curious or critical outsiders, and a litmus test for newcomers. Leet-speak's a prime example: its incomprehensibility made it attractive to fledgling online communities. Understanding leet's pretty intuitive, though, so leet incorporated ever-greater levels of irony and complexity to seperate teh 1337 from teh n00bs. Or something.
The subculture surrounding moe is noteworthy because it coincides with much of the gaming public in Japan. I want to know how this intersection effects Japanese game developers, and what that should mean for games made in America. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 11, 2007 4:17 pm |
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This link may be irrelevent. Then again, it may be illuminating. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Thu Jan 11, 2007 5:03 pm |
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Also, I've never seen a furry claim to be a character from Gundam Wing in a previous life.
EDIT: The previous link--that's an article about otakukin. The otherkin bit at the beginning's just by way of introduction. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sat Jan 13, 2007 6:15 am |
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Well, right. Artistic superiority is the result of a work standing apart from the field. In that sense, it runs counter to the business instinct of going with what's been proven--the Halo clones, the GTA clones. This is just another example of that instinct, and that's why it's important for me to see it documented: I like knowing where ordinary is. Asking why the ordinary should be what it is--that's just me being curious. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Mon Jan 15, 2007 8:32 am |
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It strikes me that wish fulfillment is the underlying shortcut, here--the unifying principle of making games cheaply that will make mad profits.
So, here's a question: how do you make the alternative appealing? _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Jan 16, 2007 6:57 am |
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| klikbeep wrote: |
| Making expensive games that won't turn profits? Not being flip, here -- just . . . is that what you mean? |
No, no. I mean, are there videogame concepts that could be successful that somehow don't make use of the wish-fulfillment underlying structure? _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Tue Jan 16, 2007 8:04 pm |
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It's true! Maxson's observations have been even-handed and level-headed! If we had a karma system installed, I'd have been giving him karma left and right. _________________ JSNLV is frequently and intentionally wrong. |
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Intentionally Wrong

Joined: 05 Dec 2006
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Posted: Sun Jan 21, 2007 11:43 am |
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There's a disagreement here that I think may not actually exist. I want to try paraphrasing the relevant bits of conversation:
Klikbeep: Wish-fulfillment is the only viable model, currently. Which sucks.
Mister Toups: It's not that bad. We need a game that's wish-fulfillment as well as independent excellence. Like HL2 and SOTC but moreso.
Klikbeep: Except there's too much pressure to make profit. Games right now are just a goofy consumer commodity.
Mister Toups: Well, this kind of transcendant game would change that.
Klikbeep: Not really. Your game would just be fuel for the engines of commerce. Rather than breaking the system, you'd be perpetuating it, and your flawless game would be ruined by its very success.
Have I summarized your positions accurately? Because if so, I agree with you both.
Toups, I said it in the other thread and I'll say it again, here: nothing survives in the end, except for brilliant execution. If gaming's critics are going to give it legitemate accord, we first need to see a game which merits that accord. (I'd like to point out that the critics I'm referring to here are the people on this message board.)
Klikbeep, you're right that even the flawless game that Toups describes is just more meat for the grinder. Profiteers looking for a template to exploit will be with us as long as games cost money to make. I'm curious to see what games could accomplish if they didn't have to worry about profitability, and I'm not sure that we'll ever find out.
I did notice something curious, though.
| klikbeep wrote: |
| Mister Toups wrote: |
| As far this messianic game that I've been alluding to, Half Life 2 and Shadow of the Colossus are the two closest things that come to mind, but they both have significant flaws (SotC in its gameplay, HL2 in its narrative). These flaws don't ruin the game and they don't keep them from being great, but a the sort of game I'm thinking about would have to transcend those sorts of problems as well. |
Okay . . . but basically you just want a Very Good Game. 10s where there are 9s and 8s. My point isn't that games aren't Totally Rad (They Are So Rad!), it's that they're trapped in a horrific box of industry control, stale archetypes, and nostalgic masturbation. You might as well throw Panty-tan in your v-scroll shooter; she's not hurting anything. How does her presence mar the otherwise Very Worthwhile pursuit of dodging hit boxes?
It's like raging against the presence of Lucky on the box of Lucky Charms. Goofy, sure. Embarrassing-ish.
But consider the fucking product. |
I'm puzzled because Half-Life 2 and Shadow of the Colossus aren't just Good Games. I mean, these are pretty much the opposite of the Moé/Madden Model. Half-Life 2 even manages to achieve commercial success while providing one of the most coherent and appropriate narrative structures for a game yet developed! If anything proves that innovation can thrive even in a painfully commercialized market, this would be it.
A thought: bad games make good games look better. GTA3's merits are more obvious when a raft of GTA clones bungle those same features (or, almost as bad, incorporate features where they're not appropriate). No? _________________ JSNLV is frequently and intentionally wrong. |
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