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- Zekko
- Seen Nov 21, 2023
Scale X Fang tries to deny the player the ability to speed up the emulator. I've never heard of a more anti-player feature in my life outside of EA's best money-making schemes, but those are motivated by profit. This... This is narcissism.
This is like a movie that doesn't let deaf people turn subtitles on, or a book that doesn't let people with less free time read and a higher reading speed read at their own pace. It's a videogame that tries to deny you the ability to play at your own pace.
I don't have as much free time as I used to because of my busy life. The obligations of an adult are piling up, I've got real people counting on me, places to go, people to see. If I've only got so much free time per day that I can spend on gaming, I want to spend it on the worthwhile content in a game and decide for myself what would be skimmed over or skipped entirely if it was a book. "And then the hero spent twenty minutes grinding" is something best skipped, rather than described in excruciating detail in real time in most novels not trying to do something good for the plot, characters, message, tone, or themes with that filler content. Movies have training montages for this reason. If I happen to ruin a great game for myself by skipping two textboxes of Shakespearean writing when I meant to skip one, or I get distracted for a moment and speedrun past a gorgeous view in a revolutionarily well-designed world full of challenging battles with strategy that goes beyond "use strongest move known by strongest pokemon, switch when necessary" that's a risk I'm willing to take. That's not something emulators should let developers take away. Some people read books fast. Some people play games fast even if they weren't designed for that. If you've never used the speed up button in a Pokemon game, play a Pokemon game at 0.5x speed and you'll start to understand why people want to play it at over 1x speed. HP bars, slow text, the pause after every animation and text box, the weather animations and the pauses between them, the way text describing animations and game effects and the animations and any stat-up/stat-down animations all play separately, this tedium isn't artistically relevant in the way games like The Longing and Gris's dullest moments are.
I don't feel like getting into philosophical discussions on whether it is "moral" to use savestates and speedup for the sake of convenience when emulating games differently from how their developer intended, or whether disabled people are "harming the developer's original vision and literally playing wrong" by using controllers that change the game speed or automate inputs to make features they physically cannot perform easier on them than the developer intended, or whether people with ADHD like myself are "literally cheating" in a single-player game by wanting to lose less of my life to it. I'm not missing limbs, but I do have ADHD. And people counting on me IRL. People I can't let down. I can't do anything about my obligations and the people in my life and my low amount of free time without directly harming my life and my relationships with others. Does this game expect me to just turn my girl down when there is somewhere she wants to take me, or something she wants to talk to me about, or something she wants to cry on my shoulder over? Does it expect me to miss work? Does it expect me to finish a gaming session and say "That could have been better. Wish the speed up button worked, that would have made things more efficient and allowed me to see more of the game, but I respect the developer's desire to gatekeep content from people like me"? Scale X Fang isn't worth that, no matter how much it might want to be. l either play that game on my terms at my pace when I find the free time, or not at all.
So, what's the secret to getting around this anti-player feature? Besides the obvious option, which is "Just never play it". And do you think the reaction to this feature (from those who've heard of the game and felt like playing until they heard about the anti-speedup) will make the developer reconsider this anti-player choice in future versions of the game? Unless a fork of VBA is created to be the only thing that can play this game, people will find a way to get around speedup. And even if you go that far, someone with enough time to play the game will upload footage of it to youtube that can be watched at 2x speed, or more if you have a browser plugin installed for further acceleration (I do).
Edit: Upon further reflection on this topic, and after beating the game, I feel it is important to decouple ego from this discussion. This conversation isn't truly about the game, it's about the game design.
You might think it is justified to make a game grindier than it needs to be, with more filler content than is necessary, and try to take away the player's options to speed up the game or even just the grind. "It has to be done, otherwise people might miss unrepeatable information or ruin how the music sounds for them". You might think it is justified to say "The player has to play the game how I want them to, at my desired pace, otherwise they might ruin their experience with it and not spend enough time appreciating it before moving on to something else".
However, This is problematic for a few reasons. Firstly, it implies that players do not have the ability to make their own judgments about what they find enjoyable in a game. Everyone has different preferences, and what one person finds tedious, another may find enjoyable. Additionally, it suggests that players should be forced to engage in repetitive and grindy gameplay in order to fully appreciate the game, which is not a fair or reasonable expectation to place on players. Furthermore, taking away the player's options for speeding up the game and reducing grind is not a justifiable action. It limits players' freedom and autonomy and goes against the principle of player agency which is an important aspect of the game design. It is not morally justifiable to sacrifice player's agency and enjoyment for the sake of game's appreciation.
It is important to consider the fact that not all players have the same amount of free time or patience. People who have less free time due to their socioeconomic circumstances, such as those who work multiple jobs or have families to care for, may not have the luxury of spending hours grinding through repetitive content. Similarly, people with ADHD may have a shorter attention span and find it more difficult to engage in prolonged periods of repetitive gameplay.
For these players, the option to speed up the game and reduce grind is essential for them to be able to fully enjoy and engage with the game. Without this option, they may be excluded from the gaming experience altogether. It is not fair to these players to limit their ability to enjoy the game based on factors outside of their control. Providing players with the option to speed up the game and reduce grind is a way of accommodating a more inclusive and equitable gaming experience for all players, regardless of their socioeconomic circumstances or whether they have ADHD or not.
The claim that taking away the player's ability to speed up the game is necessary to stop them from missing vital information or ruining the soundtrack is not a valid justification for limiting player agency. Firstly, it is not reasonable to assume that all players will automatically skip through important dialogue or ruin the soundtrack by speeding up the game. Players should be trusted to make their own decisions and use the option to speed up the game responsibly.
Additionally, there are other ways to ensure that players do not miss important information, such as providing summaries or recaps of important dialogue, or allowing players to replay cutscenes. For example, many games have implemented subtitles or closed captions for their cutscenes, so that players can still read the dialogue even if they speed up the cutscenes or miss something. Phoenix Wright is a game all about noticing things in dialogue (and noticing other things, it's a game about a mystery-solving lawyer) and it makes important dialogue repeatable.
As for the soundtrack, the developers could design it to be adaptable to different speeds, or they could give the player an option to turn off the speed up feature while listening to the music. This way the player can still benefit from the speed-up feature while progressing through the game, but still enjoy the soundtrack how it was intended to be.
It's important to remember that players should be given the agency to play the game in the way that they find most enjoyable, and that there are other ways to ensure that they don't miss important information or ruin the soundtrack without taking away that agency.
In summary, taking away the player's ability to speed up the game is not necessary to ensure that they do not miss important information or ruin the soundtrack. You could make important information repeatable, or put the soundtrack on Youtube/Bandcamp so players can enjoy it via a browser while they play the sped up game. There are other ways to achieve this goal while still allowing players the freedom to play the game in the way that they find most enjoyable.
This is like a movie that doesn't let deaf people turn subtitles on, or a book that doesn't let people with less free time read and a higher reading speed read at their own pace. It's a videogame that tries to deny you the ability to play at your own pace.
I don't have as much free time as I used to because of my busy life. The obligations of an adult are piling up, I've got real people counting on me, places to go, people to see. If I've only got so much free time per day that I can spend on gaming, I want to spend it on the worthwhile content in a game and decide for myself what would be skimmed over or skipped entirely if it was a book. "And then the hero spent twenty minutes grinding" is something best skipped, rather than described in excruciating detail in real time in most novels not trying to do something good for the plot, characters, message, tone, or themes with that filler content. Movies have training montages for this reason. If I happen to ruin a great game for myself by skipping two textboxes of Shakespearean writing when I meant to skip one, or I get distracted for a moment and speedrun past a gorgeous view in a revolutionarily well-designed world full of challenging battles with strategy that goes beyond "use strongest move known by strongest pokemon, switch when necessary" that's a risk I'm willing to take. That's not something emulators should let developers take away. Some people read books fast. Some people play games fast even if they weren't designed for that. If you've never used the speed up button in a Pokemon game, play a Pokemon game at 0.5x speed and you'll start to understand why people want to play it at over 1x speed. HP bars, slow text, the pause after every animation and text box, the weather animations and the pauses between them, the way text describing animations and game effects and the animations and any stat-up/stat-down animations all play separately, this tedium isn't artistically relevant in the way games like The Longing and Gris's dullest moments are.
I don't feel like getting into philosophical discussions on whether it is "moral" to use savestates and speedup for the sake of convenience when emulating games differently from how their developer intended, or whether disabled people are "harming the developer's original vision and literally playing wrong" by using controllers that change the game speed or automate inputs to make features they physically cannot perform easier on them than the developer intended, or whether people with ADHD like myself are "literally cheating" in a single-player game by wanting to lose less of my life to it. I'm not missing limbs, but I do have ADHD. And people counting on me IRL. People I can't let down. I can't do anything about my obligations and the people in my life and my low amount of free time without directly harming my life and my relationships with others. Does this game expect me to just turn my girl down when there is somewhere she wants to take me, or something she wants to talk to me about, or something she wants to cry on my shoulder over? Does it expect me to miss work? Does it expect me to finish a gaming session and say "That could have been better. Wish the speed up button worked, that would have made things more efficient and allowed me to see more of the game, but I respect the developer's desire to gatekeep content from people like me"? Scale X Fang isn't worth that, no matter how much it might want to be. l either play that game on my terms at my pace when I find the free time, or not at all.
So, what's the secret to getting around this anti-player feature? Besides the obvious option, which is "Just never play it". And do you think the reaction to this feature (from those who've heard of the game and felt like playing until they heard about the anti-speedup) will make the developer reconsider this anti-player choice in future versions of the game? Unless a fork of VBA is created to be the only thing that can play this game, people will find a way to get around speedup. And even if you go that far, someone with enough time to play the game will upload footage of it to youtube that can be watched at 2x speed, or more if you have a browser plugin installed for further acceleration (I do).
Edit: Upon further reflection on this topic, and after beating the game, I feel it is important to decouple ego from this discussion. This conversation isn't truly about the game, it's about the game design.
You might think it is justified to make a game grindier than it needs to be, with more filler content than is necessary, and try to take away the player's options to speed up the game or even just the grind. "It has to be done, otherwise people might miss unrepeatable information or ruin how the music sounds for them". You might think it is justified to say "The player has to play the game how I want them to, at my desired pace, otherwise they might ruin their experience with it and not spend enough time appreciating it before moving on to something else".
However, This is problematic for a few reasons. Firstly, it implies that players do not have the ability to make their own judgments about what they find enjoyable in a game. Everyone has different preferences, and what one person finds tedious, another may find enjoyable. Additionally, it suggests that players should be forced to engage in repetitive and grindy gameplay in order to fully appreciate the game, which is not a fair or reasonable expectation to place on players. Furthermore, taking away the player's options for speeding up the game and reducing grind is not a justifiable action. It limits players' freedom and autonomy and goes against the principle of player agency which is an important aspect of the game design. It is not morally justifiable to sacrifice player's agency and enjoyment for the sake of game's appreciation.
It is important to consider the fact that not all players have the same amount of free time or patience. People who have less free time due to their socioeconomic circumstances, such as those who work multiple jobs or have families to care for, may not have the luxury of spending hours grinding through repetitive content. Similarly, people with ADHD may have a shorter attention span and find it more difficult to engage in prolonged periods of repetitive gameplay.
For these players, the option to speed up the game and reduce grind is essential for them to be able to fully enjoy and engage with the game. Without this option, they may be excluded from the gaming experience altogether. It is not fair to these players to limit their ability to enjoy the game based on factors outside of their control. Providing players with the option to speed up the game and reduce grind is a way of accommodating a more inclusive and equitable gaming experience for all players, regardless of their socioeconomic circumstances or whether they have ADHD or not.
The claim that taking away the player's ability to speed up the game is necessary to stop them from missing vital information or ruining the soundtrack is not a valid justification for limiting player agency. Firstly, it is not reasonable to assume that all players will automatically skip through important dialogue or ruin the soundtrack by speeding up the game. Players should be trusted to make their own decisions and use the option to speed up the game responsibly.
Additionally, there are other ways to ensure that players do not miss important information, such as providing summaries or recaps of important dialogue, or allowing players to replay cutscenes. For example, many games have implemented subtitles or closed captions for their cutscenes, so that players can still read the dialogue even if they speed up the cutscenes or miss something. Phoenix Wright is a game all about noticing things in dialogue (and noticing other things, it's a game about a mystery-solving lawyer) and it makes important dialogue repeatable.
As for the soundtrack, the developers could design it to be adaptable to different speeds, or they could give the player an option to turn off the speed up feature while listening to the music. This way the player can still benefit from the speed-up feature while progressing through the game, but still enjoy the soundtrack how it was intended to be.
It's important to remember that players should be given the agency to play the game in the way that they find most enjoyable, and that there are other ways to ensure that they don't miss important information or ruin the soundtrack without taking away that agency.
In summary, taking away the player's ability to speed up the game is not necessary to ensure that they do not miss important information or ruin the soundtrack. You could make important information repeatable, or put the soundtrack on Youtube/Bandcamp so players can enjoy it via a browser while they play the sped up game. There are other ways to achieve this goal while still allowing players the freedom to play the game in the way that they find most enjoyable.
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