The “Style/Fun is Subjective" cliché (unfinished+Notes).
I won't keep and use this like a blog in a traditional way. This is just more comfortable than sharing files.
I started writing a text some time ago to counter argument a few clichés against the implementation of inertia in DMC5, but it lost quickly its purpose.
To not throw it in the waste bin, I tried to transform it in something else, and my intention was to explain:
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Objectivity has mainly 2 definitions:
I started writing a text some time ago to counter argument a few clichés against the implementation of inertia in DMC5, but it lost quickly its purpose.
To not throw it in the waste bin, I tried to transform it in something else, and my intention was to explain:
- Why we play video games.
- Why complexity is correlated to fun in DMC and video games (one can have fun with simple games, but, in terms of probability, for shorter periods of time and with a less intense reward, which I wanted to explain as well).
- Misconceptions about subjectivity and style (or perception of beauty in DMC or other videogames).
- Why we get bored from video games.
And more.
For now it's unfinished, unpolished, unorganized, I may delete some superfluous parts (I considered explaining some things in different ways and with different examples), etc. I may update it or I may leave it like this out of laziness and the high probability that pretty much nobody will read it.
The purpose of the topic about subjectivity/objectivity is not to imply it's possible, let alone that we should establish any kind of precise, unequivocal hierarchy among players, but rather to explain the possibility of identifying relevant variables (you would understand this much better after reading).
I already know it's very long. Don't ask me for TL;DR versions.
The purpose of the topic about subjectivity/objectivity is not to imply it's possible, let alone that we should establish any kind of precise, unequivocal hierarchy among players, but rather to explain the possibility of identifying relevant variables (you would understand this much better after reading).
I already know it's very long. Don't ask me for TL;DR versions.
And if you don't like the way I express anything or see some mistake, feel free to suggest improvements, unless you are too lazy for it.
(That's it for now).
(That's it for now).
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Objectivity has mainly 2 definitions:
The first one has to
do with the existence and conditions of X object or portion of the reality, regardless of our perception
or symbolic representation of X. Originated mainly from
philosophy.
The second
one (not totally
independent from the first one) is related
to impartiality, and useful in the contexts of,
for example, journalism and science:
how affected are our criteria and acts by
certain variables and conditions exclusive to us (experience, beliefs, etc.),
compared to another person.
However, by
default everything is perceptive, since we
cannot NOT perceive from another
reference than our own design and perception, let alone an omniscient
creature able to see every single bit of the reality "as it is" (assuming such a simple concept would be valid).
Even science
is subordinate to epistemology,
which is a branch of philosophy focused on the elaboration of the
best strategies to build knowledge (including the scientific method).
These strategies are not objectively perfect. It's a mere
process of optimization contrasting the consistency and coherence of
different strategies and methods applied in an open system; in opposition to formal science and closed systems like formal logic, mathematics or a
game like chess.
Which is why in an irregular (but constant in the long term) progress and approach to more and more consistent knowledge, scientific conclusions from studies and even entire scientific theories have been reformulated and reinterpreted during centuries. Some were even considered paradigms in their time, and in a similar way we consider generally accepted many theories, which will most probably get redefined or improved in some future.
Which is why in an irregular (but constant in the long term) progress and approach to more and more consistent knowledge, scientific conclusions from studies and even entire scientific theories have been reformulated and reinterpreted during centuries. Some were even considered paradigms in their time, and in a similar way we consider generally accepted many theories, which will most probably get redefined or improved in some future.
We could say:
epistemology and science
increase systematically and progressively the probability to be
interpreting reality as it is (objectively:
first definition), while minimizing the
influence of individual variables while studying it (objectively:
second definition).
But in the moment one
considers:
- Everything must be objective in some way. Even perception exists as a synaptic combination that could be even mathematically represented if we knew exactly how it works, and obviously also as our psychological reality;and...
- We could want to study any object, as object of study. This includes us: precisely the way we perceive things, and why.
It's
clear that the dichotomy subjective/objective is not really useful
terminologically in the most of the practical contexts.
For example, the
taste of an apple is related to
chemical variables in the apple, the chemical receptors in the tester's tongue, the overall transduction in our central
nervous system and, then, extraneous variables like the perception of the
origin of the apple, the presentation of the apple, our mood when
eating it, where we eat it, with whom, etc.
The point here is
that everything is about either relevant
variables related to a concrete
topic/object of study or (presumably) irrelevant
ones. Not this
is subjective, so it doesn't count, analogous to it's magic,
whenever
you actually lack arguments (not saying it's always used in such
scenario).
Even the perception
of beauty, individual or analyzed in terms
of patterns, is a synaptic combination that
IS part of the reality, and is related to external variables like
symmetry, social cannons, the interaction with the perceived
"object"/person, etc. It's not an abstract magical nebula
in our mind that can't be analyzed and structured in more or less
relevant variables depending on what we
want to study from it. Everything
is about dependent and independent variables that interact in
different and complex ways.
If we were talking
about the functionality
of katana's move set patterns in videogames vs long swords, variables
like "having watched the 7 Samurai or not", "having
watched Kenshin or not", etc., when growing up, would be
obviously irrelevant, affecting our
aesthetic preference. In such case, if both move-sets were equally
complex and with parallel functions,
I would say that katanas are only a "personal preference",
and not because of functionality.
But this doesn't mean any discussion about
which weapon one prefers is actually pointless because this "taste" is "subjective" per se. It simply means there aren't current
relevant variables in the debate keeping in mind the object of
discussion. THIS is why it would be pointless, not because "it's
subjective".
In the same way we
can, for example, analyze the
integration of a mechanic such as inertia and distinguish what is an aesthetic preference and what is relevant
for the variables we are interested in (like style or fun).
If we had a game where you
could only swing one weapon with a predetermined move-set, without
any variation, without juggles or anything else, we could set it as
base. Probably nobody would consider it interesting. And only stylish
because of irrelevant variables depending on the weapon and personal
preferences about aesthetics.
Now imagine that we add
the ability to jump and do one aerial sequence similar to the ground
sequence we had already in our "base game". We would agree
that it's a small improvement, right? Even if minuscule.
Progressively we can add a
launcher and "self-launcher", another weapon, mechanics to
cancel and a long etc. of more and more options (assuming they
complement and interact with each other in a non-superfluous way).
Can you imagine a single
person that would say the end-product has less stylish potential
than the base game?
No.
But why? Wasn't style subjective...?... What happened? It would be too much of a coincidence that many people developed their "subjective perception" to come to the same conclusion about something "subjective".
But why? Wasn't style subjective...?... What happened? It would be too much of a coincidence that many people developed their "subjective perception" to come to the same conclusion about something "subjective".
In the same way
pretty much nobody would find more stylish a few ground combos with
DMC4 Dante compared to gameplay that integrates different advanced
techs in harmonic order and different types of movement in the air.
You can say that
these are some exaggerated examples, however, they are better to
illustrate the overlapping among different observers and general
patterns in the perception of "style".
Yes, 2 observers can
still differ in a discussion about who is more stylish when comparing
2 high-level DMC players. But this happens mostly because of irrelevant variables for the
topic, similar to the simplistic examples above with films, anime
and, in general, exposure to different stimuli in our life time that
consequently make each observer develop a unique aesthetic taste and
unique perception. Let alone other types of bias related to personal considerations about the player and more.
This doesn't change the fact that there are general patterns in our design, in this case our perception, that explain why that "raw base game" mentioned above will have less stylish potential, or why a noob player will be perceived as "less stylish" commonly, regardless of the less relevant variables.
This doesn't change the fact that there are general patterns in our design, in this case our perception, that explain why that "raw base game" mentioned above will have less stylish potential, or why a noob player will be perceived as "less stylish" commonly, regardless of the less relevant variables.
The individual human perception of each observer is unique because each
one of us is a unique combination of genes that has interacted with a
unique sequence of stimuli, but our brains and general design
obviously still follow common rules, establishing patterns and
tendencies. It has been studied in different disciplines and saying "style is subjective" in any discussion is as bland as saying "beauty is subjective", so let's ignore the fact that our
perception clearly tends to favor, for example, symmetry.
Complexity
and variety
are 2 of the most relevant variables that influence the variables we
are focused on: style (potential
to be perceived as stylish) and fun.
To understand better
why these variables are relevant, one should first have (at least) a
notion about habituation
(not its popular definition, but the one related to psychology), and
secondly, our goal-oriented
design.
Habituation
is a basic and pretty universal learning process, where the response
of an organism, when being exposed to certain stimuli under the same
circumstances, is progressively less intense. In humans' case it
interacts
in a much more complex way with other processes and it's also related
to the feeling of boredom.
A primitive and
basic example would be your reaction when you hear repeatedly a loud
noise in a context where you shouldn't, and without further or
different consequences. The first time you would be surprised, maybe
even scared; your organism would prepare yourself
for the unexpected. The second time, your response would be probably
less intense... And after 50 repetitions, you wouldn't be surprised
or scared at all (assuming there is no
sensibilization from overthinking, deep introspection focused on the
stimuli, let alone paranoia). It would
merely be an annoying noise; a stimuli
you should not care
about.
The function of
habituation is very complex in our case, since
it interacts with other processes, but
without going in depth, we could say:
1) It helps to discard
irrelevant and old stimuli from new ones. This helps to focus our
attention (our operative memory is limited) and sources on what is
(on paper) relevant and deserves any adaptation and energetic investment.
2) It stimulates the
search for new stimuli. We can't be satisfied and happy doing exactly
the same over and over without either variety
or breaks (lapse
of time between stimuli is one of the variables that can affect the
probability to react again intensively). This augments the tendency
to keep moving and seeking for new social interactions, sexual
partners, basic stimuli like types of food or any activity that could
be pleasant or satisfying.
Which is, in the end, a tendency to improve our situation and
conditions.
Obviously, the more
relevant function or aspect for the topic is the second one, and
interacts with goal-orientation.
Goal-orientation:
We feel good
relativizing between different states and our happiness depends on
it. This is why we can't be "happy" for a long term simply
satisfying our necessities in a regular and non-challenging way
(food, sleep, social interactions, sex and even love). The following
examples are significant tendencies
and
patterns (of course you will find exceptions, since there are many
relevant variables interacting depending on the context):
You have to feel a bit
alone to miss somebody, and then, when you finally establish a
complex relationship or interaction, feel the proper and intense
pleasure from social interactions; you have to be at least a bit
hungry to feel properly the pleasure of eating a tasty food; you have
to lack at least for a while sexual stimulation to feel... You get
it, do you?
We are designed to feel
great in a constant process of relativization,
overcoming difficulties and negative situations to achieve an
improvement. Including the most of the learning processes. You
learn something new, and depending on its complexity, how useful it's
for further objectives, etc., you will feel good/better than before
starting the learning process. (This is why
complexity
is a relevant variable for fun,
but we will get back to this later).
After this very
general explanation of our goal-oriented design, we have to take into
account that our brain evolved in a very
different context, and science, technology, social transformation
develop faster.
In the
current state of human civilization
(western society) we are getting an overexposure to many stimuli. We
have pretty much always food at "reach", sexual stimuli, the
chance for quick social interactions, etc.; and most difficulties are
too trivial to maintain a healthy relativization and challenge-reward
cycle.
This is why hobbies exist.
They are artificially designed difficulties in an controlled
environment that compensate the lack of natural challenging
difficulties that would keep us
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