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<feos> the thing is <feos> this game Masterjun writes to fuck with our rules lets you collect icons of Nach, there are 20. and lets you kill an adelikat boss at level 5 that makes the game show the ending. you can avoid collecting the icons, and you have to kill adelikat to see the ending. then the game sets a timer and enemies just spawn and fly around killing you like in reallyjoel's mom difficulty. you dodge for 10 hours, you get some sort of full completion reward. what do? <feos> it could be said that for such a game, we have both "100% completion" and "best ending" classes, and only the latter is vaultable? or only both? <feos> any of these options being vaultable would be a community definition anyway <feos> "both" being considered FULLER full completion would make sense for vault indeed, and be clear. but still loose, since it's compound <feos> community decision is absolutely unavoidable <feos> so in case of any possible competition for the vaultable 100% branch, we'd have to make a decision anyway Bottom line: Arbitration Community Decision of Appeal is already described in the rules, it's called a clear consensus. So we don't even have to change anything.
22:56:34 <Masterjun> feos: I kind of want a text size 9 disclaimer at the bottom that I'm not actually making a game PS: Difference between arbitrary and arbitration.
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First, please don't call community definitions arbitrary. Call them loose, because they are still very strictly limited. They are loose within those limitations, and arguably loose compared to in-game definitions. But in no way arbitrary. Second, nice digging! You're describing 2 kinds of full completion definitions competing for a place in the lowest tier! We need clear definitions of everything in the Vault, so arguably, the most clear one should win. But we can't have 2 such definitions, one being vaultable. We only view something certain as actually full, otherwise the term is pointless.
  • If in cases of conflicts regarding vaultability we prefer in-game definitions, then community definitions would have to be entertaining enough for Moons. For me this makes sense.
  • If we prefer community definitions, then something that's arguably more objective and official won't have a chance at alll.
  • If we prefer whatever is more complete for Vault, then the shorter one has to be moonable. This makes even more sense to me.
But the question remains, which one do we mark as "100% completion" movie class? I feel I need Nach's advice here.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Check out these changes guys. Approved by Nach. http://tasvideos.org/diff.exe?page=MovieRules&rev=339&prev=337 Also if anybody knows games where no input combination is explicitly suggested by the game, yet most to all combinations spawn new content not present from the start (characters, abilities, modes, etc), please name them!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Yes but what should we do for compound goals that the community agreed to define as full completion? This may happen to be neither best ending nor max points. Completionist won't work either, because it might not be "maximize EVERYTHING!!!", just several different things.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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scrimpeh wrote:
FWIW, [3257] GBC Shantae "100%" by arandomgameTASer in 1:19:15.18 is called 100%, despite the game not tracking a percentage counter, or giving you any reward for getting everything in the game. I don't really see the problem with 100% tbh. As long as the criteria are well defined and it covers everything in the game world, what's the problem?
100% is defined as all transformations, all items, which includes every collectible in the game. This means GBA mode has to be enabled to get the Tinkerbat transformation.
I feel that if full completion consists of more than a single maximized unit in a movie, we should use "100%" rather than "all X", because otherwise it'd result in bloated branch labels. But if it can be deduced to just one unit, we must use that unit. If the game shows percentage, and maximizing it is all we need for full completion, we can use N%. But if there are extra goals decided to belong to full completion, this becomes moot. Because we don't limit ourselves to the in-game goal, yet we use its name...
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If that glitch setup is used in a new movie, but not here, this one can still be accepted, depending on the details of the difference between using the glitched setup and avoiding it.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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If we complete this game even faster by using this glitch, it will stop being related to our fundamental speedrunning rules. So the current movie is fastest completion, and it is a valid publication for this game! And if a movie avoiding the glitch is faster, it will obsolete it for real.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Look at this cute table oh man this is so cool.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: Re: New movie flag has been added: Fastest Completion
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Warp wrote:
Precisely this was discussed many times years ago. I'm glad it's finally been implemented.
The first suggestion for this flag was 4 years ago:
I can draw a movie flag for "fastest branch" in a few minutes, and all will be happy: all who want to know the fastest one would instantly know it, all who want to know the conditions would see it in the labels.
Recently, after this happened, and adelikat expressed that he honestly does not like how we dropped the blank label that used to equal any%, I felt that we have to give people who need this some helping hand.
Warp wrote:
Back when this was discussed, the question arose whether "fastest completion" means that absolutely anything goes, no matter what. In other words, even if the run just jumps from the main menu to the end credits in a fraction of a second (as has been demonstrated to be possible, even with console verification, at least in one case), literally showing no gameplay (or even the main menu itself) at all. Has this question been resolved with a simple "yes", or are there some more complex criteria?
If you look at the RTA community, they have several "any%" branches, distinguished by some limitation or feature, for example "any%, no major skips". This happens because they explicitly use the very term "any%" in their branches, and we don't. So for them it has to be something descriptive (a string), and for us it's just a flag (a boolean). We use branch labels for brief indication of what to expect from a movie, and "any%" as "fastest completion" has been completely disregarded (no offense Nach, we all basically agreed with you there). Ever since then I've been playing with this idea every so often, and my most fundamental solution was this: We have an entire movie tier dedicated to exactly this: a clear and obvious definition of the "fastest completion" branch. It happens to have different labels and movie classes, because they are used for different purposes, but we still depend on being able to figure out what a vaultable any% branch for any given game is. Without knowing this, we won't be able to decide whether some boring movie has to be accepted to Vault or rejected. So TASVideos does use a certain definition of any%/fastest completion. Therefore we can document it. Therefore we can explicitly use it for the purpose people wanted the blank branch for: indication of a clear and obvious binary thing that speedrunning is all about. The only definition for this flag that we can productively use is the one we're already using when judging movies: it should belong to every vaultable branch that is not "full completion" (which is another single vaultable branch. And here we just note that if several branches are fundamentally allowed for Vault aside from "full completion", they all belong to any%. Good thing we have descriptive branch labels: when someone sees 2 branches for a given game have this flag, they also see what the difference is by simply looking at the labels. It was a very good idea to keep those labels in official movie names. [3185] NES Inversion by MESHUGGAH & jhztfs in 05:18.91 [3187] NES Inversion "Extra world" by MESHUGGAH & jhztfs in 01:16.44 [3271] SNES Prince of Persia by Challenger & Odongdong in 33:31.20 [3670] SNES Prince of Persia "Training mode" by Challenger in 03:31.10 Two vaulable movies distinguished by the region. God this is so neat! [1302] NES EarthBound Beginnings (Prototype) by Nitrodon in 47:56.08 [3714] NES EarthBound Beginnings (Japan) "warp glitch" by chatterbox in 23:07.85 To finally answer to your question, since avoiding things like a "game end glitch" for games where it's possible is not vaultable, we can't use such a flag for them. And that is our borderline that is inherent to our definition of any%, which is in turn inherent to our definition of the Vault tier (which I'd still love to be renamed to Coins).
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ais523 wrote:
100% rules question: say a game contains 100 items, some of them have duplicates out of bounds, and collecting both the out-of-bounds and in-bounds copy does not increase your percentage more than collecting just a single one. Is it legitimate for an all-items/100% run to collect just an out-of-bounds copy of an item, and not the intended original?
feos wrote:
The game officially promoting maximizing some item or action, can't be completely disregarded if we want to come up with a solid full completion definition for a given game. On the other hand, we can't limit ourselves to this alone either, because the community speedrunning the game may happen to have fuller definition for full completion. So to actually define full completion for a given game, we can't have strict rules, but we can have guidelines that would let us understand how to even handle this. Here's what has been agreed on, on IRC:
  • Read the manual.
  • See what the game tracks, recognizes, awards for.
  • Check what existing speedrun community does.
  • Talk to the community and try to come up with an agreement.
  • Keep the definition clear and solid considering the above factors.
I added the last point to indicate that when people are brainstorming, we must encourage them to come up with clear and solid definitions, but we still rely on the community decision. So if everyone agrees that this movie's goals should be considered full completion for this game, at least for tasvideos, we can consider it vaultable.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Is it fine to use consecutive footage as is for such a test, or do I have to add cuts to it via avisynth?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
Post subject: New movie flag has been added: Fastest Completion
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http://tasvideos.org/FastestCompletion.html Since this goal is a fundamental one for speedrunning in general, and it tightly relates to our rules, and the audience likes to know this information, this flag is now a reality. The icon for it will be this whenever Nach adds it to the site: Suggest rules clarifications and movies to flag.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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01:40:25 <feos> adelikat: what does your heart say about this CD based game? 01:40:43 <feos> (or guts, whatever you use for such things) 01:41:26 <adelikat> that it isn't worth worrying about :P 01:41:44 <MemoryTAS> wait until we have amiibo etc to deal with 01:41:51 <feos> so we keep it in the queue forever? 01:41:51 <MemoryTAS> that's gonna be fun 01:41:53 <adelikat> but honestly, it sounds like this feature is part of normal gameplay 01:42:34 <adelikat> that was the reasoning for zelda up+a, it's part of normal gameplay I can interpret this: even though you don't know the bit combination you are supposed to send to unlock a certain character, and every combination is arguably secret (not known beforehand from anywhere), every combination is valid as well, so every combination is known, and is known to work!
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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The game officially promoting maximizing some item or action, can't be completely disregarded if we want to come up with a solid full completion definition for a given game. On the other hand, we can't limit ourselves to this alone either, because the community speedrunning the game may happen to have fuller definition for full completion. So to actually define full completion for a given game, we can't have strict rules, but we can have guidelines that would let us understand how to even handle this. Here's what has been agreed on, on IRC:
  • Read the manual.
  • See what the game tracks, recognizes, awards for.
  • Check what existing speedrun community does.
  • Talk to the community and try to come up with an agreement.
  • Keep the definition clear and solid considering the above factors.
I added the last point to indicate that when people are brainstorming, we must encourage them to come up with clear and solid definitions, but we still rely on the community decision. So if everyone agrees that this movie's goals should be considered full completion for this game, at least for tasvideos, we can consider it vaultable. Whether or not we should use the "100%" label, is still to be discussed. The guidelines make an exception for counting things other than percentage:
When counting some units instead of percents, apply similar logic. Refer to collecting all items as "all X".
Using this approach has been agreed on by Nach as I said, but in cases when the full completion goal is a compound one in its nature, maybe using "100%" is just the neatest solution, rather than "all X, all Y, all Z, all [, all \, all ], all ↑, all ←". As for MMX, the Mega Man series just weren't revised regarding branches and new labeling rules. Only SMB and Pokemon games were IIRC.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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My take is that while this movie does collect all the permanent items and upgrades, which could lead to the 100% movie class, it aims for more stuff beyond this movie class. It also gets the best ending, which is a different movie class, and it also aims for full map, which we don't have a movie class for, and we haven't ever considered such a goal a part of full completion. If we want "100% map" (or something along these lines) to be considered a part of the full completion goal for a game, we need it to originate from the game recognizing this goal as a part of full completion. In Super Metroid, "100% map" is not a part of full completion. We limit full completion there to just "all items", and this is what the game cares about, awarding you with a 100% screen, which officially states that you've collected them all. If for this game we can agree that everything this movie does can be clearly checked in-game as N out of N, then the game does recognize our completion in all these aspects. If some of them the game doesn't care about, we can't say they clearly and officially belong to full completion. If a game explicitly encourages you to complete N out of N something, it's an easy case, the most obvious, official definition for such a game. If the game just recognizes fullness of something, it is also easy, like "all levels" in SMA4 (don't remember if the game encourages that). But in SMB3, the game doesn't recognize your "all levels" goal, so we decided not to call it full completion for SMB3. In cases where nothing is encouraged or recognized by the game as possible to complete fully, there's no clear and obvious way to define full completion. If my information about this game is correct, this movie does some things beyond clear and obvious, vaultable full completion. If so, it's unvaultable. Since the game does not have any percentage counter, we can't use N%, which is exactly what the publisher guidelines say (agreed by Nach). In such cases we use "all X". But yet again, this run aims for more than just "all X". It aims for "all X, all Y, all Z", and some of these were decided by me (with the information I had) as not parts of the vaultable full completion goal. If we agree that it's not vaultable, we need to come up with a label that reflects the goals the most accurately, if possible. So we just have to agree on something. I'm open for discussion.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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I'm only saying that it's still totally boring, even with this feature. It's bad from the general audience perspective. Novel idea, effort invested into making it all work within its genre, nothing really interesting to actually play.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Habreno wrote:
I get the analogy being made here. I would state that you're missing one piece, in that, not because the game being unplayably boring is why "passwords" are used, but because the game explicitly wants you to input "passwords" to get randomly created characters, with a few special discs providing special characters. I cannot say if MR or MR2 are "boring" to play without generating a monster via a CD, as I have never played them nor ever will. However, I can tell just by reading this thread that they are certainly intended to be played by inputting "passwords" for new, randomly-generated characters. Given that is a major point of the game, I'd definitely consider allowing an exception for Vault in cases like this.
There are tons of games that are very fun to play without passwords, so using passwords in them feels like a special addition. No one demands their SRAM-anchored or password based movies should be vaultable. Because without those, such games have their merits. This game is useless without this feature. And this feature still introduces ridiculous amount of subjectivity, ambiguity, exceptions. And in the end, even with the feature, the game is still totally boring! I would go as far as to say that this game is just bad. It's poorly designed, if even playing it in the ways it wants to be played, it's still absolutely not entertaining to the general audience. I explained in details why such cases do not belong to Vault in principle: the Vault requires clear cuts, standardized goals, simply verifiable and objective definitions for everything. This badly made game fails to provide Moons value entertainment, and it fails to provide Vault clarity rules. I fail to see why anyone even wishes its CD-monsters to be vaultable. People fail to understand what Vault is, and what it exists for. They simply set themselves a goal that the game just has to be published somehow, no matter how, with extra CDs. No one has ever tried to prove that this game has any vaultable qualities. Because it doesn't. I'll reply to Omnigamer later.
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Good point. You might want to try other keyints, starting with 2 and waiting for seeking to stop being instant. Maybe somewhere at around 10 it becomes a problem? I dunno, a wild guess.
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I'll boil this entire problem down to a few clear and objectively verifiable points.
  1. This game explicitly asks the user to use the CD-ROM drive as an input device.
  2. We have to agree that for this game, sending specific input through the CD-ROM drive is usual, and this is similar to a special controller.
  3. Input that the user ever sends to the game is just bits of data, and the game interprets them as it wants.
  4. Sending input data to advance through the game, doing certain actions and getting certain outcome gradually, or via glitches, is the usual way of playing games.
  5. There may be specific input combinations that spawn new characters not present from the start, without having to get them the usual way (see the previous point).
  6. If the game does not explicitly tell you those combinations (during gameplay or in the instructions), using them in Vault is not allowed.
  7. Such uncommunicated inputs are treated as secret codes, and if they unlock such new characters, they are only allowed for Moons.
  8. It is possible for a game to have a password system instead of input combination system, and to use that to spawn such new characters.
  9. It is possible for a game to never communicate password examples, in which case they all become secret codes.
  10. It is possible for a game to allow loose experimentation with a password system, where every password would spawn some randomly arranged character.
  11. If such a game can be completed without spawning new characters, then they are not required, they are optional.
  12. If such a game is made to be unplayably boring without such passwords, players may refuse to play it without passwords.
  13. In that case, in real life, passwords may become a usual way to play this game, from the real human perspective.
Finally, the question. Should the above scenario justify accepting for Vault a movie using passwords to spawn new characters not present from the game start, and not otherwise obtained during the movie? And why exactly yes or no?
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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03:52:53 <DeHackEd> TASVideoAgent: refresh cache nao for http://tasvideos.org/DeHackEd.html 03:52:54 <TASVideoAgent> DeHackEd: Cache has been updated, Sir! 03:53:18 <DeHackEd> I feel like this could turn into a game of SNES family feud 03:53:56 <TASVideoAgent> I am buying everyone lumps of tuna 03:54:09 <Dacicus> Lumps... of tuna? 03:54:25 <TASVideoAgent> It is a feos classic 03:54:27 <EZGames69> I love tuna 03:54:37 <EZGames69> Everyone on discord is confused btw 03:54:40 <TASVideoAgent> and honey 03:54:54 <DeHackEd> TVA is not a puppet. get your arm out of his ass
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Omnigamer wrote:
For the purpose of that rule, I think the usual/unusual specification can only be scoped to the game in question. If it's scoped to gaming as a whole, "unusual" is too broad to effectively classify. MR2 may use an unusual method of gathering input compared to other games on the platform, but that would also extend to any game that requires unique controller/peripheral data handling. If the difference is that other games happen to support the data natively over the controller bus, that's a limitation of the tools, not a fault of the game. It doesn't seem like an enforceable distinction when scoped outside of the gameplay of the game alone.
The game image is not input. Input is not the game image. Using the hardware parts that connect us with the game image, as a source of user input, is objectively not usual. Not giving the user direct control over the outcome is even less usual. This way to obtain user input is unpredictable for a regular user. And this approach is overall moot when it comes to classifications. Moot scenarios are not for Vault. Another important point is that the rule already lists exactly our case ("unlock a special character"), and only then generalizes ("or otherwise play the game in some unusual way") for cases that are similar in nature, but different in the details. There's no point in speculating about usuality when it's already namely covered.
Omnigamer wrote:
I also disagree with the continued focus on "arbitrary" when applied to discs being a factor; the data pulled from the discs is no more arbitrary than the set of controller inputs. The data gathered from any given image is small, can be generated/simulated, and leads to a finite and fully handled set of outcomes in the game. This is not a case of hijacking a peripheral IO port and injecting program-altering instructions. It is loading data from a fixed medium using intended and expected game functionality. The data that's loaded in this manner is limited and fair, but currently not included as part of a movie file. I don't see why including this information as part of a submission makes it not objective when everybody has the same ability to craft and introduce data.
This is only true for this particular game. When setting precedents, we should foresee possible ways to shoot ourselves in the foot that may be discovered if we don't account for enough aspects. If we allow this for this game, tomorrow someone finds a game that uses arbitrary CDs in infinitely more cryptic (creative) ways, and it'd be impossible to simulate having them for real. And it's impossible to build a rule around real world possibilities you have literally no control over. "Arbitrary" means that it might as well be absolutely anything else, and we won't be able to draw an objective borderline.
Omnigamer wrote:
I don't know the full history of your interactions with educational games and past rulings, so I will decline to comment on that.
Knowing history is in no way required. I linked you directly to the judgment decision that explains what problems Vault has with unclear cases.
Omnigamer wrote:
You bring up Moons and Stars, but in your personal estimation, how far is this current submission from meeting Moons criteria? I don't know the future, and other individuals are far more creative than I can envision, but I personally doubt a movie for this game could be significantly more entertaining than what has been shown by NK. I don't think such a movie will ever meet the bar for Moons just by virtue of how the game progresses and the limited options available to a player.
Again, exactly! We can't know how entertaining this is able to be until someone tries, but we can't guarantee that it ends up being entertaining, and if it may end up being not entertaining at all, why exactly do you bring up the TAS qualities of this game? Vault is not about TAS qualities, it's about objective and simple speed records. The very fact that we're having this argument means this case is not usual, it is not clear, and it doesn't rely on anything objective.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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hegyak wrote:
Not allowing arbitrary Discs feels like an arbitrary restriction
Fixed this for you. I think the internal contradiction is obvious here.
Omnigamer wrote:
I disagree that the rule applies here because it specifically denotes playing the game in an unusual way. Using discs or otherwise is in fact the usual way of playing the game. Not using discs and otherwise would, for purposes of casual play and developer intent, be unusual.
It may be usual for this game, but this whole concept is still unusual compared to all the other games, and I think you will agree with me here.
Omnigamer wrote:
This gets into the grayer area that I mentioned though, and a lot of it is tied to experience. I played this game a fair bit when I was growing up, and all I can say is that playing the game without the ability to use discs feels wrong.
We care about feelings, and we want our audience to experience the best feelings. This is what we have Moons and Stars for. But in Vault, feelings are subjective, so we can't rely on them.
Omnigamer wrote:
It may as well not be the same game at that point, since it so drastically limits your options. From a TASing/speedrunning perspective, it also takes away a huge chunk of the routing challenge. Those are not objective things that can be part of any set of rules, but in this case do matter a lot for the competitiveness of the game down the road.
I call this TASability. I argued that some educational games may have TASability, therefore they should be accepted to Vault. But yet again, TASability is a potential matter, it can only be proven to be there once someone invents ways to showcase it. And for cases when TAS qualities of a game are showcased, we have Moons and Stars! Here's the decision that explains this concept in more details.
Omnigamer wrote:
However, for the reasons stated in the prior paragraph, this is not nearly as interesting of a problem to solve, nor does it reflect how a typical player would experience the game. It may not make a difference in trying to keep rules consistent, but in my opinion makes any disc-less submissions far less interesting/entertaining to perform or watch.
Exactly! You want it to become vaultable because it'd be entertaining and interesting to make and to watch. But it's not proven to be entertaining yet. The whole problem is the same as with Math Blaster. People want it to be vaultable because they care so much, yet no one cared enough to actually enjoy the movie in question! Movies like this one can't be vaulted not because we have some unfortunate rule that we just have to obey, but because the whole nature of the Vault tier is to accept boring movies if their gameplay can be clearly, objectively speedrun. When a game entirely depends on arbitrary external data, having it in Vault defeats the purpose of the tier.
Warning: When making decisions, I try to collect as much data as possible before actually deciding. I try to abstract away and see the principles behind real world events and people's opinions. I try to generalize them and turn into something clear and reusable. I hate depending on unpredictable and having to make lottery guesses. Any problem can be solved by systems thinking and acting.
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