The importance of proper, clearer terminology in gaming

We use language to communicate ideas, and language can also be used as a weapon of deception.

Words like “justice” and “patriotism” can be used to push whatever bullshit you want to push under a guise of virtue, for example.

The solution is to be more accurate in your speech, and decide on a precise, specific definition for every concept. So that when I say a word or a phrase people understand EXACTLY what I mean. This helps separate the good from the bad, and doesn’t allow people to misuse the good terms to promote bad things in practice.

In gaming specifically I’ve seen some bad trends in recent years that cannot be objected to in a satisfying manner because they don’t have a clear name, and I’d like some help in making up proper names for them, to separate what I like from what I don’t like.

The word “competitive” seems to mean different things to different people, so let me use a temporary term until we find a better one. Let’s call it “Competitive V1”.

The definition of a “Competitive V1” game is that the players start on equal footing, with access to all the tools, and the difference between them will be based on the skills the game measures and on player choices.

For example Street Fighter is a “competitive V1” game. Both of us can buy the game for a standard game price, pick whoever character we want and if we both pick Ryu, both Ryus will have the same stats/power level.

Some games not “competitive V1” because you can pay (much) more and/or grind more to have an advantage over me, even if not a direct advantage, an advantage in versatility since you get access to more tools while I’m limited. This does not mean the games are not fun, or that they are not deep, only that they are not “competitive V1” since the players are not on equal footing.

When people bitch about a game being “pay 2 win” they usually get shut down by people who praise the game since you can “get everything for free”, but that free involves grind so you still replaced one barrier with a another.

Some f2p games don’t put tools behind a wall of excessive amounts money and/or grind. When I mean excessive I mean that buying all the tools should cost like a standard game, while many f2p games will require much more than standard game price to have access to all the tools. (Not talking about cosmetics, but things that can affect the match.)

Games that are “competitive V1” (Can I pay standard price and get all the tools immediately? Yes.)
Street Fighter (A standard videogame with no RPG leveling bullshit)
Killer Instinct (f2p but has that “buy full game for standard price” option)
Dota 2 (f2p but only locks away cosmetics)
Startcraft

Games that are not “competitive V1” (Can I pay standard price and get all the tools immediately? No.)
Most popular CCGs (MtG, Hearthstone etc. etc.)
Most MOBAs (either you have to grind anyway for LoL runes, and buying all the cast costs hundreds of dollars which is way beyond standard VG pricing.)
World of Warcraft Arena or whatever that is they play on eSports events
Many muliplayer modes of FPSs, where your character power and/or versatility increases as you play and gain levels

Feel free to suggest a word or a phrase that can elegantly replace what I called here “competitive V1”, and feel free to tackle more concepts that could use a clearer definition themselves.

What’s to stop people from just misapropriating these new words for their own agendas? Then your back to square one.

Well I assume the idea would be to initially create a complimentary term for the other categories, then if people use them wrong you can say “No, that’s not X, it’s Y”.

While I appreciate what you’re attempting to do, you’re still going to run into issues of vagueness and a large number of grey areas. You also haven’t even said what terms you’re trying to find other than disambiguation of ‘competitive’. Finally, good luck trying to convince the internet to use the terms you create with a handful of people in a thread hidden in subsection of a forum for a niche genre of games that most of the gaming community barely knows (or cares) exists.

That doesn’t stop people from doing it to words in the language we already have so i dunno what would stop them from doing it to new words.

Here:

Competitive games that you buy and have access to everything right at jump- Games

“F2P” Competitive games that lock away all the tools behind money and/or excessive grinding- Bullshit

I saw this thread and the first thing I thought was Moba.

Broad as fuck definition that a shit load of people use to mix in games that don’t even have the same objectives as Dota/LoL.

Multiplayer Online Battle Arena is WAYYYY too broad of a definition for a very VERY specific genre with a specific objective. I’ve seen so many games that get confused as a moba just because it had a top down perspective and pvp emphasis, but had no where near the same objectives or mechanics. You don’t want to be compared to a genre with extremely difficult competition, i’ve seen games die because of the unfair comparison.

Bothers the hell out of me too since it won’t ever be changed any time soon since LoL devs coined that in.

MOBA is bad because it’s not specific.

Multiplayer = More than one person
Online = use the internet
Battle = to fight
Arena = on a level.

Gat damn, Call of Duty is a MOBA now too.

this problem is inherent in classifying most things (even in Biology it leads to big misunderstandings), and you can’t fight it. inevitably genres will blend concepts from other genres, add new concepts, etc. That and these terms are essentially slang. They mean different things to different people (the classic “Is Smash a fighting game” argument). It’s just better to not take these types of semantics too seriously. they are rhetorical shorthand.

The original poster is being really nitpicky. First off, he’s forgetting some fighting games had unlockable characters (specifically I’m thinking of MvC2 and Smash Bros). Yes the grind isn’t as ridiculous as leveling a character to 30, but it’s still a grind. Secondly, KI, UmvC3, and (with all the Super/AE/Ultra versions) SF4 had DLC’s as well. I can’t use Shuma or Rolento without paying more.

Unblockable characters are indeed what I’d put under “bad”, but could be a non-issue depending on how long it takes. Technically you can have a game where unlocking the characters requires you to beat arcade mode once which takes 15 minutes. DLC is the same- It’s all about the final price. If the DLC was 2 cents it would be a non-issue. If the DLC is $500 then it’s an issue. That’s why I said to stay around standard game pricing.

I never said getting a clearer definition going to be easy. :stuck_out_tongue:

Original Everquest. All other games.

That’s pretty much it.

psh

Original Ultima Online. All other games.

THATS pretty much it

http://forums.shoryuken.com/themes/Shoryuken/design/inc/emoticons/smilies/smokin.gif

EDIT: please delete

What the fuck does “technology” mean when it comes to fighters? Its not like you discovered new moves or unlocked a brand new system or mechanic that wasn’t already known before the damn game even came out.

When you find something new that is useful to some degree. Like Juri’s fuzzy guard in SF4. Or TAC infinites in marvel. If nobody knew about it before, and it works REALLY well, it’s technology.

It normally isnt even combos or moves. It’s special stuff that usually has to do with mixups unblockables or hard to escape resets.

At least that’s how I have always interpreted it.