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It's been some time since we defended the triviality ban officially. And after the site's goals shifted towards becoming more contributor focused, both community and staff members started questioning what's so helpful about that ban, by today's standards as well as moving forward. It's funny how it evolved from this post I made 10 years ago, into a clause in Vault rules, a triviality sport ban for Vault, and finally it became a whole Vault triviality ban. Thank me very much. TASes that have been matched by humans posed an interesting challenge, which we solved for the next 2 years. So as always, the purpose of the ban was to protect the site from horrible death that's known to often be caused by cheap TASes. ...I mean, I don't really get what it was accomplishing (anymore). Maybe it was protecting the image of the site by showcasing less of boring content? Maybe it was protecting the staff from handling tons of low-hanging-fruit movies? One point I remember is you can't know for sure who the actual original author is when there's little to no room for optimization. Is there anything else? So yeah, as long as people are interested in making those "trivial" TASes, there should be some way to have them on the site, because otherwise we'd be discouraging people from contributing, resulting in less cool content overall. If we can "tolerate" "silly" stuff, those same people will be one day interested in making high-level TASes too, we'll have a fuller knowledge base, a more active community, and more synergy. However even if we completely remove the triviality ban, there are still some applications that we would have a hard time considering videogames at all. Does anyone want to TAS a Photoshop installation? Or a movie watching session? Or a Flash animation where you only need to hit one big button to see one videoclip? What about running emulator accuracy tests and demos? As became apparent after Vault rules whose goal was maximum clarity, for any complex and unexpected phenomenon, there can't be future-proof hard rules that will keep making sense, barring a few occasional tweaks. If initial human creativity was not explicitly limited by those rules, resulting works won't perfectly fit under them either, no matter how brilliant those rules will be (we've tried!). But we can still have guidelines on what is most likely a videogame, and what is most likely not. For example, a videogame requires repeated player input to advance. It also has some kind of gameplay, usually posing a challenge, a way to lose and to win. What else?
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.
Samsara
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I think it's safe to say that I am completely in favor of removing "triviality" as a way of defining games on this site. It's one of the only things remaining from the old elitist mindset of TASvideos, and removing it outright would be a huge boon to everyone. My logic here is simple: A game being trivial doesn't make a TAS of it any less of a TAS. If you prefer to read logic in Discord search bar form, here you go: We shouldn't be trying to define or classify games one way or another, we should simply be trying to account for them all in some way. TASing doesn't have to always be this overcomplicated process, it doesn't have to set itself apart from RTA speedrunning anymore, it doesn't have to carve its own path in the niche because that path has already been carved. We just need to re-carve it into something smoother and wider, a path that more things can travel down. Like a bowling lane. There's inherently a lot of value in widening the number of games we accept! It lessens the gap between the RTA and TAS communities because we're not telling people their games "aren't complicated enough" anymore, drawing in a wider audience and introducing more people to the idea of TASing. Like I said in my second of (INSERT FINAL NUMBER OF SELF-SERVING DISCORD SCREENSHOTS HERE) self-serving Discord screenshots, it's neat to see definitive proof that a human has actually reached the limit of the game! The mental image I get is the RTA WR holder of a game finally getting their perfect run, then going to TASvideos and finding out that it is quite literally THE perfect run, and getting a huge boost in confidence from it. People can be passionate about any game, people can find ways of speedrunning anything. I don't really see the point in continuing to tell those people their passions are invalid. Yes, we do need to figure out how to handle certain genres: Rhythm games, notably, come to mind for me as a huge fan of them, but there are still discussions to be had about genres such as sports games and sandbox games as well. The last thing I want is for us to remove triviality only to continue treating certain genres of games in overly complicated ways just to make them acceptable. We need to tread carefully here and ensure that there can be no misunderstandings. I feel like the best way of handling this is to find a universal definition for a game's ending. How do we want to define endpoints for certain games, particularly sandbox games that might not otherwise have a strict ending? Likewise, for rhythm games, do we want to define the ending as "finish a song" or "finish every song"? For sports games, "single match" or "career mode"? There's still further discussion to be had from there of course, but I feel like simply figuring out endpoints will take care of the majority of outliers, and the rest can be easily handled case-by-case from there. tl;dr hell yeah lets get trivial c:
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DrD2k9
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feos wrote:
But we can still have guidelines on what is most likely a videogame, and what is most likely not. For example, a videogame requires repeated player input to advance. It also has some kind of gameplay, usually posing a challenge, a way to lose and to win. What else?
Just a brief comment on winning/losing: some games (a number of adventure games, for example) cannot actually be lost, aside from the player just giving up because they can't figure out how to win. That said, the vast majority of applications qualifying as "games" would still retain some sort of win condition (assuming one accepts our site's derived win conditions for looping games).
ShesChardcore
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I was going to make a Trivial Pursuit pun but it would have been too easy to go after. I'll see myself out. In all seriousness though this discussion makes me happy and I agree with the consensus so far re: definitions.
Memory
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So I really only have two things and they're not even to hold it against but to remain careful of. The first I brought up in discord is that discerning authorship may be a lot harder with trivial games and to be aware of that. The second is that I'm not a lawyer, so I'm not sure where our protections would end regarding fair use etc. Is a TAS that presses play on a flash animation really fair use? Or are we just uploading somebody else's flash animation to youtube? EDIT: My proposal is to sorta remain within the limits of what can be considered transformative.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
Samsara
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Memory wrote:
Is a TAS that presses play on a flash animation really fair use? Or are we just uploading somebody else's flash animation to youtube? EDIT: My proposal is to sorta remain within the limits of what can be considered transformative.
The simple solution here is to define a game as "something that requires active input to reach an ending", for lack of better wording. In other words, and in other lack of better terms, interaction needs to be required during the "main loop" in order to be classified as a game. Pressing play on a flash animation wouldn't count, as the "main loop" of that is the animation itself, and no interaction is required. However, something like Dragon's Lair (Arcade) would count, as despite being primarily animation it actively requires the player to make choices to proceed to the end. Might not be an absolutely perfect solution but I feel it accounts for a majority of the potential issues here.
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You shouldn't need a degree in computer science to get into this hobby.
Memory
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I'd prefer any definitions of games to be presented as guidelines, so we have some flexibility in the event that our wording isn't perfect and something passes or fails the definition that shouldn't.
[16:36:31] <Mothrayas> I have to say this argument about robot drug usage is a lot more fun than whatever else we have been doing in the past two+ hours
[16:08:10] <BenLubar> a TAS is just the limit of a segmented speedrun as the segment length approaches zero
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My little two cents would be first that I do support getting rid of the triviality rule. However, one counter-argument I wanted to highlight was brought up when I joined an Ace Attorney discord server and brought up I was doing a TAS of the first game. One guy was arguing how trivial the game was, and argued that a game like that would "always come to the same time". What I assume he meant by this is that there would automatically be a fastest time, and it would never be improved. I explained this assumes we would never find any new glitches/tricks in there. There could, for instance, be some ACE in there which allows us to warp straight to the credits. Likewise, say we find a game that is seemingly incredibly trivial, then someone comes along and finds that there's a way to completely destroy the game. We just don't know, and can't predict the future. Next, I do agree with Samsara that we should carefully examine our definitions, especially the ending of a game. I disagree with her in that I don't think it's possible to get a universal definition for the end of a game, because some games are so ambiguous and you'd have so many edge cases pushing that boundary. I think if anything's going to be a guideline, not a rule, it's the ending rule. We could maybe do it on a game by game basis.
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I had to confront questions of triviality myself when considering my recent first submission to the site. The Friend Connection TAS is, to a viewer who hasn't read the submission text, two players just pressing buttons when the game asks them to and nothing more. The RNG manipulation of variable loading times is what convinced me a TAS of Friend Connection alone was able to be read as "non-trivial" to a judge, and even then, I was incredibly worried in the lead-up to submission about whether that would actually be considered enough. I'm still not 100% sure what the outcome of that will be, honestly, but I see this discussion as an encouraging sign, and thought I might add my two cents that gamemodes that appear to be trivial can be non-trivial to optimise in practice.
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I think all officially licensed software releases on commercial video game consoles should be allowed by default unless the software in question is clearly utility in nature (aka not really a game), as the list of games is ultimately finite and well defined in this sense. Things are probably more complicated for PC games since there is not a clear distinction between official/commercial releases and those that aren't, or is there?
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Fortranm wrote:
unless the software in question is clearly utility in nature (aka not really a game)
What are examples when it's clear, and what makes it clear?
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Fortranm
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feos wrote:
What are examples when it's clear, and what makes it clear?
This is the first to come to my mind. :P Link to video As for why, I would go with the definition of gameplay (or rather, lack thereof) that you posted. A slightly less "straightforward" example would be Mario Paint, but I guess it feels that way only because it's Mario themed. And I wouldn't consider this a game if not for the hidden Easter Eggs, yeah: #7394: Fortranm's DS Kanji Sonomama - DS Rakubiki Jiten "BALL" in 18:39.86
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How about this?
  • A video game is visual. It displays its content on some kind of a video screen.
  • A video game is interactive. It requires repeated user input to progress.
  • A video game poses a virtual task. It requires the player to accomplish some in-game job.
  • A video game suggests options. Which set of in-game options you choose defines optimality and transformative nature of your play.
  • A video game is finite. It has an indication of game completion, or a hard end you can't play past, or a point when the in-game task is no longer fundamentally different.
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.
ShesChardcore
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feos wrote:
How about this?
  • A video game is visual. It displays its content on some kind of a video screen.
  • A video game is interactive. It requires repeated user input to progress.
  • A video game poses a virtual task. It requires the player to accomplish some in-game job.
  • A video game suggests options. Which set of in-game options you choose defines optimality and transformative nature of your play.
  • A video game is finite. It has an indication of game completion, or a hard end you can't play past, or a point when the in-game task is no longer fundamentally different.
These look good to me. Yes vote.
InputEvelution
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feos wrote:
  • A video game is visual. It displays its content on some kind of a video screen.
This is probably the only one I potentially have a critique of - I'm unsure exactly what the definition of video screen is here. Does this just mean "the game appears on a computer monitor", or is the requirement here that the game itself display moving visual objects? If the latter, I'd have concerns about text adventures (as well as the few sound-based games out there designed for blind players).
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InputEvelution wrote:
This is probably the only one I potentially have a critique of - I'm unsure exactly what the definition of video screen is here. Does this just mean "the game appears on a computer monitor", or is the requirement here that the game itself display moving visual objects? If the latter, I'd have concerns about text adventures (as well as the few sound-based games out there designed for blind players).
I didn't know there were games only generating audio signal. I know there are some screenless arcade machines, but I haven't heard of screenless consoles or computers. So I'm gonna need examples of such games.
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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There exist some games for the PC that are playable by blind people, and thus only use audio as output (or text a screen reader can read). For example: https://www.reddit.com/r/roguelikes/comments/4zjg48/broguespeak/ http://www.blind-games.com/entombed.aspx https://coolblindtech.com/out-of-sight-games-fantasy-rpg-for-blind-and-sighted-gamers/ https://www.fallingsquirrel.com/the-vale So it might work to say 'A video game emits sensory data in linear fashion over time in response to the player's input' or something
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For QTE games where it is mostly cutscenes, would that risk having copyright strikes in some cases if it were to be encoded and uploaded to Youtube? I would love to see a list of QTE games (actual games that get sold, not something made in an afternoon for a meme), to find out which one stretches the definition of a game the most. Something like if it had 1 single QTE, but hours and hours of cutscene. Does that exist?
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I've played a couple games designed for blind people. It's a really interesting experience. I have no doubt that those should be counted as video games. I know this is a poorly worded definition, but what about "A video game uses electrical signals to provide the player with feedback on their actions"
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Updated:
  • A video game is audio/visual . It presents its content on some electronic device in audio and/or video form.
  • A video game is interactive. It requires repeated user input to progress.
  • A video game poses a virtual task. It requires the player to accomplish some in-game job.
  • User input is transformative. Which set of suggested in-game choices you make determines optimality level of your play.
  • A video game is finite. It has an objective end point, or a community vetted one.
jlun2 wrote:
For QTE games where it is mostly cutscenes, would that risk having copyright strikes in some cases if it were to be encoded and uploaded to Youtube? I would love to see a list of QTE games (actual games that get sold, not something made in an afternoon for a meme), to find out which one stretches the definition of a game the most. Something like if it had 1 single QTE, but hours and hours of cutscene. Does that exist?
I don't think we can reliably predict this situation in advance and properly figure it out before it actually happens. Youtube heavily relies on good faith of those who file those strikes and plays safe to avoid being sued itself.
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I have two problems with the proposed solution. First of all, this giving a general definition of what's a game, seems unnecessarily complex to me. But more importantly, it broadens the range of accepted games too much. Not that I'm personally against it, but I think we should do it gradually, in order to avoid unexpected situations that we may not want to get. I think we need to have a clearer vision of what we want to accept and what we don't want to. For me, the issue is not about what games we want to accept, but about what movies. Because many games may be applicable only for specific goals, like full-completion or maximum score, but not for fastest-completion. Also, I think that the community still doesn't want to start accepting completely trivial movies, like Rhythm games, for which there is not even the need for TASing tools in order to produce a perfect movie, and the difference wouldn't be noticeable not only when watching the movie, but not even while making it. So my conclusion is that a movie should be acceptable if there is a minimum requirement of basic TASing techniques in order to make a movie. This would means that submissions like Duck Hunt and all Bowling games would become acceptable, while a Desert Bus movie would remain unacceptable due to the low effort required for playing it (beside physical stamina, I guess). In any case, I want to make sure that the community is happy with it.
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ThunderAxe31 wrote:
First of all, this giving a general definition of what's a game, seems unnecessarily complex to me. But more importantly, it broadens the range of accepted games too much.
I'm trying to understand these 2 thoughts and to me it feels like they contradict each other. If we're allowing more things, then we're loosening the rules. If we're loosening the rules, we're reducing the limitations. And if we're reducing the limitations, we get simpler solutions. But somehow this makes things more complex. I don't get it. I see this as making things simpler, because we're trying to understand deeper reasons behind our policies, and while still meeting our high level priorities, we're also trying to reduce the tension that comes from being unexplainably strict. If we feel we're being reasonably strict, but our contributors can't explain to themselves how it makes things better for them, our strictness is not all that reasonable in the end.
ThunderAxe31 wrote:
Not that I'm personally against it, but I think we should do it gradually, in order to avoid unexpected situations that we may not want to get.
This is how we've been working for all the prior years. If we want to learn new things, we have to expand our comfort zone by stepping out of it. Yes, gradually, but there should be excitement of exploration, and ability to adapt to non-trivial reality on the fly by using our skills. We've spent a lot of years limiting ourselves, fearing to be too quick. But there needs to be balance, and we need to be able to be quick when it can improve things. Only then we'll be able to tell which ratio of methods will be optimal for a given situation. We need to master both extremes to know how to stay in the middle.
ThunderAxe31 wrote:
I think we need to have a clearer vision of what we want to accept and what we don't want to.
Trying to hard to predict the future results in us missing the real point of the current state of things. Past, present, and future, should also be in balance. We can't figure out the future without having exhaustive info about the present, and for that we have to explore the unknown directly, and learn to adopt creatively. I think this is more interesting than the defense mode.
ThunderAxe31 wrote:
For me, the issue is not about what games we want to accept, but about what movies. Because many games may be applicable only for specific goals, like full-completion or maximum score, but not for fastest-completion.
Yes, and the new meta-policy is simply advocating whatever makes sense, in whatever the surrounding circumstances are. We won't be doing things we don't like, automatically. But we need to be open minded to figure out what we like and what our community likes. Speaking of which...
ThunderAxe31 wrote:
Also, I think that the community still doesn't want to start accepting completely trivial movies, like Rhythm games, for which there is not even the need for TASing tools in order to produce a perfect movie, and the difference wouldn't be noticeable not only when watching the movie, but not even while making it.
Does the community explain why it's bad to expand the scope of acceptable games? Good games are still not going away.
ThunderAxe31 wrote:
So my conclusion is that a movie should be acceptable if there is a minimum requirement of basic TASing techniques in order to make a movie. This would means that submissions like Duck Hunt and all Bowling games would become acceptable, while a Desert Bus movie would remain unacceptable due to the low effort required for playing it (beside physical stamina, I guess). In any case, I want to make sure that the community is happy with it.
From the previous years, I don't feel this is more simple than what I'm suggesting.
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 see I still have the tendency to be conservative, as opposed to the late trend. Your counterarguments look solid and I don't know how to build more my points, so I think there is no point in insisting on my concerns. I'll trust everyone here on the decisions that will be taken about the matter at hand. I'll keep following the developments and I'll let you know if I get more thoughts.
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Alright here's the edit: https://tasvideos.org/Wiki/PageHistory?path=MovieRules&fromRevision=40&toRevision=41 I removed the triviality clause, as well as the mentions of Standard ineligible games, because the definition should be enough to resolve their acceptance, and if it's not enough we'll just have a discussion. Timed games should also be fine I guess, because there's still stuff to optimize, like lag or cutscenes, and possibly movie end point too. Though yeah TASing them for maximum score or something like that makes more sense IMO. Which doesn't mean anything else should be banned. Free form creativity games that don't have an in-game goal at all, and no way to define completion, can still be accepted to Alternative if the run is entertaining.
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: On the triviality of N-Player-only games
eien86
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I wanted to add my thoughts on the triviality of N-player-only games. That is, games or mini-games (those included inside a game) whose entire point is to have two or more human players compete against each other. The only goal in these games is to achieve the defeat of the opponent and no other content is offered outside this competition. It can be said for such games that there is no challenge if one gets to control both opponents. It is a matter of deciding who wins and let the other help in being defeated. For example, in a Chess game where the same player plays both sides, white would play for a quick checkmate and black would passively help in this endeavor. This makes for a sad and unentertaining show. However, in the case of TAS, there is the ultimate goal of making things as fast as possible. Therefore, a non-trivial challenge is added. In the case of Chess, for example, the player would have to study and realize that Fool's mate is the fastest resolution. So, although with many reservations, my opinion is that these kind of movies should be accepted for submission. However, with a strong recommendation that the underlying TAS goal should be appealing to the audience. Since the game component cannot be other than trivial, If the TAS component is also trivial, then the movie is destined to be dull to watch. So yes for me, but proceed with caution.