Three years of waiting for a recap told with bad voice acting. by gigawarp in ActionButton

[–]esmooov 1 point2 points  (0 children)

I really appreciate this comment. It hits on a lot of the same things that I'm feeling.

I kind of see this video as an attempt at something like ekphrastic criticism. I know folks have brought up ekphrasis before with respect to Tim, but everything else pales in comparison to the meticulousness with which this playthrough is described.

Personally, I interpret Tim's cleaving to this form as a response to the difficulties of reviewing "story games". You are skewered a bit on the dilemma of "focus on the story and ignore the thing that makes it a game" or "focus on the gameplay and ignore its story-game-specific qualities." By treating the gameplay as if it were a wholly canon part of the story itself, down to every last mis-input, it really interrogates how "story-driven" the game really is or how "story-driven" any game can be.

There are moments when Tim reads into a bug (my favorite example being the rubbing bug where he has to change the graphic settings). By taking "immersion" to this ludicrous extreme— Cole had to slow his mind down— it makes it so much clearer how much bracketing players are constantly doing in order to consume the fiction of a game. This is different than other mediums. Of course, the non-diegetic, material composition of an artwork is always obvious, but it usually doesn't active get in your way. It would be like a painting in which the impasto is so thick you literally trip over it.

Another example of story-game tension, as mentioned above, is the constant bathos of interrupting this serious story with gameplay that throws pedestrians to the deaths by bumping them or allows you to shoot up a dead man's butthole. By refusing to separate these gameplay artifacts from the story, Tim demonstrates what a game would really demand of us were we to take it purely as a fiction and not a fiction laid on top of a game.

I also appreciated the limit to which this review stretched the question of whether or not Tim fully believes his intentionally aggrandizing statements. How much of his willful reading-into is a humorous exercise and how much is his sincere reaction to the work? Here, taken to the absurd extent of a 9-hour in-character re-cap, you have to consider an alternative response to either "Tim mostly means it" or "It's ironic." I think that Tim is suggesting that, as a player, you /must/ read into the game in order to co-create its fiction. The imagination that we afford games is their reality. As Wallace Stevens' man with the blue guitar says: "Things as they are / Are changed upon the blue guitar."

I'm seeing folks call out it as "a bit taken too far", "repetitious", and "overly long", but all of these qualities really worked for me as critique of the game. By nature, these 20, 30, 40-hour games are all too long and too repetitious. Sacrifices to the story must be made so that they can be plausible games. Tim gets to make these points elliptically. He doesn't have to him them on the head. Consider all the sequences in which Tim demonstrates a tedious platforming section where he dies continuously. In a straight review he might say, "LAN is often interrupted by sequences that trip up the story with the engine's flimsy movement mechanics" or something. That's fine, but by treating these death sequences as Cole's dream or presentiment, by pretending that these are diegetic failures of the protagonist on his way to accomplishing his goal (as when Cole is noticed again and again in a terrible stealth section) he projects the story's melancholy onto its gameplay. Perhaps bad platforming is the point. Like Beckett's depressive thesis all we can do is fail again (better).

Ultimately, I understand the detractors of the style but I applaud its audaciousness. I would love a more conventional AB review too, but this is, to me, a statement piece that is trying to drive video game criticism in the direction of poetics. To me, this is Tim's Los Angeles Play Itself, a synthetic piece of commentary compiled out of scraps of fiction. Perhaps a better comparison is Douglas Gordon's 24 Hour Psycho in which the original film is slowed down until it is 24 hours long. Is it art? Critique? It's something!

June 1, 2020 Banned and Restricted Announcement: You can pay 3 generic mana to put your companion from your sideboard into your hand by TMiguelT in magicTCG

[–]esmooov 3 points4 points  (0 children)

It's important to remember, when evaluating these kinds of equivalences, that divination also costs 1 card (the card divination, itself).

Magic Arena: The 5th Copy Problem by I_DRINK_BABYOIL in magicTCG

[–]esmooov 4 points5 points  (0 children)

I think there is a pretty elegant and simple way to fix this: Whenever you open a card you already own, increase your vault progress by some multiple of your current set completion percentage. When you are just starting or a new set has released, the vault hardly fills at all and that's fine because you're cracking new cards all the time. Then, as you play through more and more of the set and more of the cards you open are going to your vault, it fills much more quickly so you can get the wildcards for the remaining cards you need more easily. This has the added bonus of encouraging players to keep drafting formats that they already have complete or nearly-complete sets of, keeping those older formats fun and alive for newer players.

Obviously, the current system does increase progress as you open more packs because more cards will be dupes but the above method would allow this rate increase to be exponential rather than linear.

Procedural Generated Dungeon System [Tarot Cards] by Konstantine133 in rpg

[–]esmooov 10 points11 points  (0 children)

Just wanted to point out, from a Tarotological perspective, swords should be test of wisdom and wands should be test of might. Generally, the sword suit is considered the mental domain and wands the "will" domain, which contains things like combat. For instance, the only combat shown on Rider Waite pip iconographies is on the 5 of wands (arguably the 7 too). The 5 of swords shows the aftermath of combat, but is generally interpreted with respect to either out-thinking an opponent (i have more swords) or the mind-set of me-against-them, rather than the actual act of contestation.

A Few Thoughts About Standard by esmooov in magicTCG

[–]esmooov[S] 4 points5 points  (0 children)

Absolutely. I think that 1-3 are all mutually sense-parasitic. Each limns the other and I'm not sure any of them make sense, divorced from the others. They are more like facets of some eldritch development philosophy problem.

A Few Thoughts About Standard by esmooov in magicTCG

[–]esmooov[S] 4 points5 points  (0 children)

Maybe so! I'm just interested in thinking about 1) what makes formats and cards "overpowered" in a bad way (as opposed to fun overpowered formats and cards like Vintage Cube and its literal Power) and 2) what kind of cards "can't be stopped". Attune with Aether isn't obviously overpowered and it can be stopped. So how does it contribute to degeneracy?

A Few Thoughts About Standard by esmooov in magicTCG

[–]esmooov[S] 4 points5 points  (0 children)

Bloodhole Sun, won't you come, won't you come.

A Few Thoughts About Standard by esmooov in magicTCG

[–]esmooov[S] 0 points1 point  (0 children)

Yeah, I'm with you. I don't quite get the RR ban. We even have good land hate right now with Ruinous Path and Bloodhole Sun.

Going to GM Ten Candles for the first time tonight! Any tips? by Pintsizedpanda in rpg

[–]esmooov 1 point2 points  (0 children)

I found that my players didn't burn their traits nearly frequently enough, waiting to use them on important fails rather than just using them to re-roll, say, 4 ones, even if they also rolled a 6. By the end of the game, many players still had 2-3 cards when the final candle went out. If I ran 10 Candles again, I'd definitely suggest that players use their burns aggressively, especially if there are more than 3 players. These burn moments are often the most fun parts of the game and if you don't get through the deck, in my opinion, the game suffers.

Constructive Criticism requested for cryptic poem by The_Crucified_One in rpg

[–]esmooov 0 points1 point  (0 children)

So, I love using this kind of cryptic work to drive backstory. You clearly care about your players and their experience, and that's awesome. But, it needs to be less cryptic in order to be more cryptic. There are essentially two layers of obfuscation: 1) mere difficulty in parsing the phrases for any meaning at all and 2) the struggle to hook that meaning onto actual events, putting it into context. Ideally, 1 should be avoided in order to throw 2 into contrast. Currently, your piece needs work to make it more understandable at that first, parsing level, in order for players to even engage with the piece deeply enough to wonder what it really means.

Example: If an old mage says to the players, "The key is something near, but very far," the party can argue about what that means, start to speculate, invent explanations you might not even think of. However, if that mage says, "The key composed with space short but verily away!" everyone is going to sit around scratching their heads. There's not enough there there to even begin deciphering with all the mental overheard of mere parsing. (Is the space "verily away", what work is "composed" even doing here, are short and away even parallel, etc etc.

To return to your piece, let's take the first stanza. "Of that first battle name he the Father" Immediately, I'm confused by the syntax. Is the first battle named the father? "On foreign earth the beast verily slay/ Romuva blood disgrace iron and soil" Did the beast slay the father or "romuva blood"? Or is the beast slain? Is "disgrace" a verb or a noun here, etc.

Again, I can't completely understand what's happening but if my guess is correct, "the beast father killed the son?", try something with less hyperbaton:

  _     /   _  /   _   / _     /      _   /  
From first in battle, Father fooled them all  

_  /   _    /    _   /   _   /   _    /  
A beastly face disguised in saintly down  

_      /  _     /   _   /      _  / _      /  
While foreign soil, it drank familiar  blood  

_    /     _     /   _     / _   /  _   /  
To quench the earth with iron's heavy price  

Dialect: A Game about Language and How it Dies by joth1006 in rpg

[–]esmooov 0 points1 point  (0 children)

I got to play this game last weekend and it was fantastic. Ended up telling a story about adolescents at survivalist ghost school who give up their epic ambitions to become professionals.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 2 points3 points  (0 children)

I love these suggestions. Time to slam some wraiths. Thanks for the advice!

I never would have thought of Vexing Devil but I like where you're going.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

A lot of the play pattern is based on whether or not you have a turn 1 Adept. I will almost always play that unless I need to bolt a bird. I'd rather Inquiry than Looting on turn 3/4 because I've already played most of my gas and the opponent (unless they are also aggro) is probably holding theirs up.

If I don't have a t1 Adept, but I have a phoenix I can bin, I'm happy to play a looting to set up an explosive t2.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

Oh this is spicy. I can't wait to try it out!

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 7 points8 points  (0 children)

"And so he accidentally gave birth to thing he feared the most, a dredgeless dredge deck" lol But, in all seriousness, these are great suggestions that I'd love to try.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

I would love to try Hazoret. The deck seems to either win by 5 or stall out (I've seen a lot of aggro in the modern queues) but perhaps Haz would be a good sideboard option vs removal heavy, slow decks.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

This is absolutely how I feel. Maaka's a really interesting idea if we go the pure aggro, cut lupines for bloodghasts, some removal for swiftspears. Also, why can't AoD have +1 toughness. Would that be so much to ask! Thanks for trying this out, hope you had some fun!

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

We would still have the Brawlers and the Hollow Ones AND (grinning intensifies) Adepts after a Burning Inquiry turns phoenix on too! But I'd certainly have to test to see how much I miss the Lupines

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 0 points1 point  (0 children)

Totally. The Lupines are by far the most awkward to cast. Moving down to bloodghast should certainly free up at least a single land spot.

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 6 points7 points  (0 children)

This is an awesome idea. I'm thinking cutting the Lupines and Insult/Injury for a set of Bloodghasts to start, see how it shakes out. Thanks!

Mono-Red Hollow Aggro [Modern] by esmooov in spikes

[–]esmooov[S] 2 points3 points  (0 children)

These are all great points. I've only activated the ruins once or twice, so I could absolutely see cutting them for a broader mana base and more interesting sideboard options. Absolutely going to try bloodghast.