spellbook of fate wrote:i like speedrunning well enough and ill catch gdq sometimes! theres some cultural ideas and problems that bug me though. theres the idea that speedrunning is the only (or if not only, then best) way to play games as challenge content. that its straight line single path evolution from the games of old. theres a karl jobst quote that exemplifies this to me perfectly, (paraphrasing as) "speedrunning was born when gamers became too skilled for simple score based gameplay". thats nonsense.
you make a good point here. i wonder if part of that is because speedrunning is an intuitive concept for the average person to get onboard with: if someone is familiar with mario, then "mario but fast" is more easily recognizable as an impressive achievement. it's also one that can be widely applied to a lot of games, so if you already love a game then speedrunning is an easy inroad into finding a community that also loves that game.
is it fair that they get the majority of the attention in the high-level gaming sphere, at least outside of the world of esports? i'm not really sure, but i understand the feeling of being slighted. personally i'm just glad that there will always be pocket communities for certain gaming niches, and they'll keep caring regardless of whether the rest of the world does.
(plus i don't necessarily think that it's universally true? like gen alpha got
really into nes tetris and now dominates that scene, and one kid got on the news for it…)
that also brings to mind another phenomenon i've noticed that i can only describe as "visible skill." it's more easy to impress audiences with a game if the gameplay
looks difficult, which requires an amount of both spectacle and intelligibility. if someone is personally familiar with a game and how it plays (e.g. mario 64), then it becomes more impressive to watch someone move fluidly through it. if someone isn't, then it's up to the game itself to sell its own difficulty.
i think that explains why within the shmup sphere, i always felt like danmaku took up the majority of the attention, with those games often being what drew people
into the genre and what manages to sustain the community. everything else tends to get pushed to the margins – if not within the community itself, then definitely within the wider gaming sphere.
but also that reaction kinda makes sense. it's easy to get invested in watching gus <a href='
https://youtu.be/7d76YdrGawE' rel='nofollow noopener' target='_blank'>dodge a million bullets</a> and cut a promo right afterward. with a little explanation of the stakes involved, it's easy to watch <a href='
https://youtu.be/7HW7qt67h3Y' rel='nofollow noopener' target='_blank'>fufufu's daioujou white label run at wasshoi 2015</a> and
feel the tension as he clutches out loop 2. hellsinker i think would be a bit tougher to get an audience to understand, though, since doing so would require explaining how the game works, how deadliar plays, and then the mess that is spirit scoring.
i'm also now thinking about how rhythm games have been represented in gdq, since it kinda feeds into the same phenomenon. even if all of them are undoubtedly demonstrated by high-level players, which ones grab the most attention? and honestly, the most engaging one i've watched so far has been <a href='
https://youtu.be/pd-0LAPshek' rel='nofollow noopener' target='_blank'>happyf333tz's pump it up showcase(s)</a>, since doubles at that level is really fun to watch, and i find him to be a charismatic runner.
<span style='font-size:7pt;line-height:100%'>- was always more of a minogame girl</span>