Creaphis
I will deliberately take a contrary position just for the sake of writing incredibly long arguments

Posts: 1042
Registered: 10-05 |
I think I get it now. You're right, I didn't understand what this was all about, but Fraggle's last post got me thinking. This whole time, I've been concerned with Skulltag's current players - with the present and imaginable future for them. I didn't realize how much further ahead than that you were considering. You all want the best, not for Skulltag's current players, but for the players of the future, for some subset of the Doom community that has not yet even formed - for the next generations of Doomers. Well, upon further consideration, let me extend my chain of predictions:
-Skulltag players have fun
-Skulltag opens source
-Exploits, or equally-problematic rumours of them, begin to circulate
-Even though the real problems are kept under control, a feeling of unease remains among players, Skulltag's community loses its fragile cohesiveness
-Other developers begin crafting their own multiplayer engines from Skulltag's base, begin extracting members of Skulltag's community
-One port, X, gradually emerges as the new leading newschool port - it has drawn most of Skulltag's player base and many new players through more powerful and stable core functionality, new features, and development practices that make players feel that cheating is impossible
-X players have fun
-Other developers clamour for the release of X's source code ;)
No really, I think I get it. Even this chain of events is better than what it is that you're concerned with - the consequences of complacency, with stagnation. Now that I think about it, the tips of the branches on the multiplayer tree are not sending out any fresh, green shoots. Even though the Skulltag bough is growing longer and stronger, it refuses to split. And, much like the human reaction to cheating, the appearance of stagnation is every bit as dangerous as actual stagnation. If there are no apparent life signs in the multiplayer tree, part of the source port grove, players will start to lose faith in the whole darn forest, and will move on, in the search of fresher fruit. And I have been content to subsist merely on what the Skulltag bough provides. Complacency, and a lack of long-term foresight, as if these were vile serpents, have tricked me into eating only the Skulltag fruit. This is my sin, and it threatens to force all of us from the Garden of Doom, forever and ever, amen.
So sure, feel free to call this a victory, even though I can't commend your "let's yell propaganda without considering other points or explaining yourselves" strategy as admirable debate procedure. It's worn me out, so let me just share some final thoughts before I leave. Graf asks me to consider "what I've already missed" by playing a closed-source port. Here's my answer: absolutely nothing. The amount of fun I have doing something does not depend on the level technical development behind the activity. I had tons of fun playing Skulltag, and any other existing features would not have brought that fun level any higher. Whether I have fun in a game or not depends more on the people in it than the exact features of the program, and the lasting appeal of some classic multiplayer environments, such as Dwango5, and Pong (to a lesser extent), testifies that sometimes something is actually good just the way it is.
If I still don't get what your beef is then PLEASE explain it.
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