Recreational Essence
I totally know what gameplay means. It has irritated me for 10 years there has been a dumb crusade to stamp it out. A real mole hill of a battle.
For what itâs worth, I have a similar natural reaction to the word âgameâ as a verb that others have to âmoistâ and âboogerâ.
Also Grandia 2 is a cool game and donât understand why it gets so much flak. It is a fun anime adventure.
Ludoessence
So donât use it, personally.
I hate the word-phrase âpet peeve,â so I try to replace it with âpeccadilloâ or avoid using it. But I donât write articles about how itâs holding back our society.
Honestly, I associated it with clambo, who wrote an article about it that someone once posted here as an example of one of his good articles. But Iâve noticed that other people also feel some distaste for it.
I mean, look: you can certainly mount a campaign to modify societal discourse so as to supplant âgameplayâ with something else. You could possibly be successful, I guess. But I donât know what the purpose would be.
Honestly, the only way I can see this being a worthwhile pursuit is if you are actually writing theory about how video games work and you have a rhetorical need to separate the way we interact with games into specifically defined qualities. Then, sure: coin some words. Thatâs typical in theoretical writing.
But if the goal is to replace âgameplayâ with a word that means the same thing with the added bonus of not-being-âgameplay,â then I need to know what deleterious effect âgameplayâ is having on our pastime.
'Cause all I ever hear is âit sounds dumb,â which is a lot like saying, âIâm afraid that people think my hobby is dumb.â
I know my hobby is dumb, thatâs why I took over this website
I made a thread for this: The Great "gameplay" Debate
SHMUP
and least we forget, câmup
It always made me sad in high school when I would tell people I was into âshooters,â and they thought I meant FPSes. âShmupâ became necessary when the 360 ascended.
Ess Tee Gee. Right?
Shooting
T (?)
Game
Donât ask me, Japan did it.
Geez Cuba, what am I, som NERD?
Go play a âbelt scrollerâ whydontcha.
For the record, I finally played some of Earthbound. Itâs astonishingly dark. All of the suggestions of domestic abuse⌠yikes.
Iâd booted it up several times over the years, but I think I always turned it off because I couldnât figure out what to do after being denied access to the meteor crater that first night.
âŚ
Yeah.
So, this time I played until I got to the town. Now Iâm not sure if Iâm going to push past this.
I actually really enjoy Mother, and have started it twice in emulator and both times lost access to my save in one way or another, probably before the halfway point.
I donât like the default random encounter rate more than the next guy, but I remember thinking that the rebalance ring item that someone hacked in makes it feel too easy. I forget what the specifics are. I think it lowers the encounter rate so ups the rate of leveling to compensateâsomething like that.
Making the battles less risky turned them into the sort of petty annoyance that they are in most other JRPGâs, which I thought detracted from the game as a whole. So yeah: I ended up just suffering through the constant battles on both playthroughs but still had a good experience.
Oh, yeah. I donât mind random battles when theyâre there for a reason. They add a procedural level of drama to Dragon Warrior and Phantasy Star II that otherwise would have been tough to create at the time. Where I have a problem with them is when theyâre there just because, well, thatâs what RPGs do, right?
Mother, to the best I can see, looks like it falls into the first camp. They have a narrative purpose.
Oh yeah: Iâd definitely place Mother in that camp, which makes sense because it was a contemporary of those games.
I actually feel like a lot of Motherâs antiquated trappings contribute to its thematics. Iâd guess that a lot of modern players wouldnât be very fond of the dungeons that are essentially picking between two forked paths repeatedly until you hit a dead end and then having to navigate your way to another exit, based on vague recollection of you previous paths. But for me, that sort of design foregrounds the relationship between memory and forgetting as thematic elements. In the dungeons, halls become each other and youâre led towards not trusting your memories. In a game thatâs about nostalgia I think thatâs pretty relevant.
That said, I know that every time I play Mother, Iâm going into it super-primed to extract a meaningful experience from it, so my perception of the game is pretty biased.