I feel like this thread has a sort of combative tone at times and it won't be constructive to continue unless we can shift the direction things are going a little. It might be helpful to remember that Casey is doing us all an immense and selfless favor by giving us so much time each day. To disagree and share view points should be encouraged, but only if we can remain civil. Hopefully I'm coming across that way, sometimes it's hard online with just text and emotes ^_^.
Nimbal
Casey is apparently not going to read this (which is fine, some people here are using rather colorful language), but to those that share this opinion, why do you think that rebindable keys (or any options?) somehow break the "seamlessness" of a game? Do you mean the main menu? Because I don't see a reason why a game has to have one, it can just as well drop the player straight into gameplay. Instead, bring up a menu when the player presses the Escape key, the universal "I want a break" button. Let the player consciously interrupt their experience.
Nimbal, good question. I don't think it's necessarily booting up to a main menu that bothers me. I think you actually can have a minimal sort of main menu that can even help
build immersion. Papers Please did this pretty well I think, it had a wonderful initial experience. Perhaps the main menu in Spelunky HD just felt all the more intrusive to me because of its previous absence.
Having a sort of hidden "escape key" menu like that doesn't seem like a bad way to go. I mean, if you have to have a menu, I'm all for keeping it as unobtrusive as possible. And I'm definitely not against a pause button, actually I think it can be very necessary. But I guess I just think the less options you have on that pause button, the cleaner the experience will be. ^D
(what face is that? I don;t know!)
Here's another point, though very minor. Probably not worth mentioning. But I'll try to explain... It might verge into some weird voodoo zen territory... and it doesn't totally apply to rebindable keys... But it's like this: the more options there are, the more fractured the game can feel. Imagine all the possible things that can be done in a game existing in this sort of possibility space. A lot of the fun of a game is exploring that possibility space. The more menu options there are, the more that gameplay space becomes fractured and duplicated, as though it had to exist simultaneously in multiple dimensions / universes. It seems to weaken it, somehow... I don't think of it like this, but it's just an attempt to try and explain part of the effect I feel it can have.
But more generally, I guess, it's kind of similar to the reason I don't like HUDs if you can help it. Maybe it's like the Japanese concept of Nothingness is a Thing or Less is More... I dunno.
I don't think I even entirely understand my own opinion. It's mostly just coming from that place of like emotional intuition. That's, perhaps, why it's so difficult to have a discussion on this topic, because we're talking in part about ideologies (aka personal opinion of the deep-seated and entrenched variety) so a debate or argument is pointless because there is no right answer or external authority. The only productive time spent here will be to try and understand the other side's point of view.
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I guess I will leave you with sort of koan, because sometimes the only way to explain is by way of riddle:
| I thought the original Spelunky was a kind of masterpiece.
I have to concede the new Spelunky is simply better than the old.
(Important: in spite of the menus, not because of them.)
Yet, I don't think the new Spelunky is a masterpiece.
|
How is this possible? The answer to that, my friends, is why you
always leave a note, err, I mean, (what were we talking about, oh yeah) why
rebindable keys are not always necessary.
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Well, that riddle might not be as entirely elucidating as I imagined. But I feel like if there
is any hope of reconciliation in this thread, we first have to agree on at least one thing / find at least some common ground.
So I ask: for the people against the absence of rebindable keys, would you agree that there are
at least some games that don't need rebindable keys? What about
Canbalt, or
Moon Waltz? Can we at least agree, if on nothing else, that rebindable keys are entirely superfluous in those games?
Here's too a bright future of peace and understanding, my friends.