2 comments on “All is Fair in Love and War… And Video Games

  1. Well I do agree that some people play games for the challenge, but a lot of people don’t. They just play it for the fun, and what fun means to them can be a number of things, like it’s addicting, it’s creative, it’s well designed, etc.

    As for the throwing thing, I think it’s more about getting annoyed than being unfair. If people spam the same move over and over again then that would probably be annoying. Like if you do an uppercut for almost the entire match or if you just throw fireball all the time. It can get annoying if they just do a few moves for the entire game. That’s why people are annoyed with Sagat players because they just stand back and shoot fireballs. It’s the same with throwing, people will get mad if you constantly throw.

    Now granted, you can say that it’s the player being thrown that’s at fault because as you have said he can counter it, but that doesn’t mean they wouldn’t be pissed off. Just like it can’t be help that someone would get mad if they lose. It’s part of the game someone has to win and someone has to lose, you can’t expect the loser to be happy about it.

    House-rules are great, however one would assume that if you are at someone’s house then you are already friends with that person. That would mean that knife fights would not occur even if people are cheating. That totally doesn’t apply to public places or online and people are probably going to take it more seriously.

    So yes video games are unfair, just like in real life, and just like the real world people will continue to bitch about it.

    • Well, the main thing is that some kind of challenge needs to exist. The right level of challenge is subjective, or course. Think of Tetris where you’re free to to manipulate your blocks without the challenge of it descending or a range of different blocks; an MMO with its vast landscape and imaginative magical spells but with only scarecrows to attack, and no obstacles, like monsters or quests; or Minecraft without the arduous tasks of mining for materials. I am positing some kind of challenge or obstacle is inherent in a design of a game.

      Throwing fireballs or uppercutting the entire match shouldn’t net you a victory. That is poor tactic that should not work. If someone throws fireballs at you you jump over it. If someone uppercuts a lot you bait it out and punish him as he lands. But that wasn’t your point, your point wasn’t that it is effective but that it’s annoying and expected of people to complain, and we should put up with it. I object to that line of thought.

      Just because a behavior may be rational it doesn’t necessarily mean we should encourage it. It’s rational to get back at your boyfriend by keying his car and burning all his belongings when you find out he cheated on you, but I don’t think most of us would condone such behavior. Similarly in Street Fighter, just because someone wants to ban sweeping because another person sweeps a lot and they find that annoying, it doesn’t mean we should encourage his behavior although his anger is reasonable. We should encourage a sense of improvement and tolerance. Find out why you keep falling for sweeps and rectify your blunders. If you want to ban something completely from the game then it needs to be on grounds that is more than pure emotion.

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