Videogames EPIC FAILS!!!

There are times when bugs or glitches actuall add to the game. It's at that time when a dev needs to consider how to actually incorporate that bug or glitch into the game. Heck, the entire fighting genre as it stands today owes alot to a single glitch being accepted and then turned into a vital component of the genre's gameplay.

In some cases, yes. Most cases, no.

To elaborate. I like the Korean Backdash Cancel, because all characters can do it. I don't like SSBM wave-dashing because some characters benefit more than others because of it.

Eliminating bugs which make your game better with no recompense is bad game design. Bugs are not abjectly good or bad. They are simply unintended. If you don't have the creative ability to ask "is this unintended thing good or bad" instead of saying "it's a bug and not what I intended", you shouldn't be involved in game design.

Problem with this argument is equating the idea that all bugs are equal and must all be viewed fairly, and they are not. Through this argument Slayer's command throw infinite bug is equal in benefit to Ky Kiske's FRC HS jumping Stun Edge bug. This may not be the intention of your argument, regardless, you cannot view all bugs in equal measure. Creator intent is most important. Game designers can, and will be, wrong. That does not mean, however, that certain bugs that benefit gameplay in the view of others (or all) should be considered intentional and must be kept, or coded specifically in the game, for some argumentative perception of depth. Ultimately, it is the creator's intentions that decides whether they want to keep a certain bug - beneficial or not - in their view. It not necessarily good game design to keep a beneficial bug. Nor is it bad game design to remove a beneficial bug and offer nothing in return. I would offer an example, but I can't really think of one right now. Or rather, I can, but I'm not sure I can frame it appropriately.

We can spend weeks arguing about a fictional bug that makes Dan an upper-mid tier character and then argue for or against that bug when its removed in a patch. "See, it didn't make Dan top tier, but it made him competitive, so we should keep it." Yeah, the game designers didn't intend for Dan to be an upper-mid tier character. Their intent was to keep him weak. So it felt all the more sweeter when you won a match with him.

Of course, there are game play designs out there that aren't bugs, but weren't intended be exploited in certain ways by the players. That's more of an issue of game balance. And not the crux of this argument.
 
I played the hell out of PSU on 360 a few years back. I really enjoyed it after they released the Ambitions of the Illuminus expansion. Before that it was pretty bad. You're complaints though, from my perspective, seem like someone looking for something to complain about. We got every event here in the states that Japan got. Yes, it was usually around 4 months afterwards but there's localization that had to be done for the game. Japan didn't get any weapons or any armors or anything that we didn't get after a few months for localization. Seriously, you're complaining about something that happens with almost every game.
I didn't realize that...

I played the hell out of psu too on Xbox 360. I loved the AOTI, myself. However, I rly did thought we were getting ripped off a shitload. Thus, making it feel like we were the piggy bank. Although, your right; we probably do get the goods after months, but it sure felt like shit during the long wait. On top of that, I'd have to deal with doing white beast runs a million times till I start pullin my hair & tearin it out. I tried moving on to other stages, but no matter where I whent, nobody was their -.- .......

I left PSU though, & I sure fuckin regret leaving. Reason why, is because I'm now stuck without an mmorpg, my most beloved favorite game type. I'm also scared to go back to PSU, because if I did, I'd definately feel like I'm being used again. I'd bet ya 20 bucks & mcdonalds that majority of ppl are still hangin on 4th floor like idiots. That's what really got me so damn hot that my neck was crankin side ways to a point where I don't look so good with angry blood shot eyes.

I'll still remember my power though; 10,000 dmg with Anga Jabroga, & don't get me started with Redda.

It holds your fuckin hand and barely lets you do anything as it feels like auto-pilot combat.
Exactly why I don't play computer games. PC mmorpg's suck compared to console mmorpgs Imo. n.n

Ever heard the saying "Be The Bullet"? It means you having full control of the game without any automatics when necessary. Consoles have that strength by their side, while PC doesn't. (That's my msg to world of fagcraft) lol n.n
 
In some cases, yes. Most cases, no.

To elaborate. I like the Korean Backdash Cancel, because all characters can do it. I don't like SSBM wave-dashing because some characters benefit more than others because of it.



Problem with this argument is equating the idea that all bugs are equal and must all be viewed fairly, and they are not. Through this argument Slayer's command throw infinite bug is equal in benefit to Ky Kiske's FRC HS jumping Stun Edge bug. This may not be the intention of your argument, regardless, you cannot view all bugs in equal measure. Creator intent is most important. Game designers can, and will be, wrong. That does not mean, however, that certain bugs that benefit gameplay in the view of others (or all) should be considered intentional and must be kept, or coded specifically in the game, for some argumentative perception of depth. Ultimately, it is the creator's intentions that decides whether they want to keep a certain bug - beneficial or not - in their view. It not necessarily good game design to keep a beneficial bug. Nor is it bad game design to remove a beneficial bug and offer nothing in return. I would offer an example, but I can't really think of one right now. Or rather, I can, but I'm not sure I can frame it appropriately.

We can spend weeks arguing about a fictional bug that makes Dan an upper-mid tier character and then argue for or against that bug when its removed in a patch. "See, it didn't make Dan top tier, but it made him competitive, so we should keep it." Yeah, the game designers didn't intend for Dan to be an upper-mid tier character. Their intent was to keep him weak. So it felt all the more sweeter when you won a match with him.

Of course, there are game play designs out there that aren't bugs, but weren't intended be exploited in certain ways by the players. That's more of an issue of game balance. And not the crux of this argument.
Arent you just a badass. God damnit boy, you sounded like me when bustin out your acknowledgement & logic. Being all intelligently smart about your little challenge/debate. It's rare to find those kind of ppl (No offence J-Maw, nothin against you at all. Just complimenting this here good sir for sounding like a smart ass with not just mere bullshit, but with very good intentional bs, worth alot to hear). It's too bad we can't show ourselves up with something as solid evidence for making ppl believe us, other than saying were the ones who play the damn game. But who cares right? All we can do is just help point ppl to directions of understanding anything they could possibly sniff out.

Quote: "Players are like costumers, & costumers are always right...."

PS: I completely agree with you 100% on the wave dash part. When it comes right down to it, Luigi's the man, dudes like a UFO when grinding on that floor. My main character Bowser can't wave dash even if his life was on the line.

All PC first person shooters would like a word with you.
Oh yeah, besides them. We can not include them because I've seen what they can do, its pretty beast. I agree with you their.
 
In some cases, yes. Most cases, no.

To elaborate. I like the Korean Backdash Cancel, because all characters can do it. I don't like SSBM wave-dashing because some characters benefit more than others because of it.
Personally not a fan of making things too universal. IMO, it's better if certain characters develop certain tools unique to them. This helps make match ups more involved, more interesting, and as many older 2D players will tell you, creating interesting matchups that can sustain high level play is more important than overall balance.
Creator intent is most important.
You obviously haven't been following 2D fighters. The past few years, there's been talk on how the genre is "emergent," how the games develop beyond what the creators intended and how the creators need to acknowledge that.
 
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