[quote name='mokmoof']You are making sense, but I still disagree. I think we're both getting hung up on the issue of
fault, which is somewhat misleading.
(...)[/QUOTE]
Eh, wrangling meat boy's jumps, and most platformer character's jumps, is too much of an inexact science for my tastes when it comes to discussions of death being the player's fault. But if it were exact, nobody would die. But that inexactness always bugs me.
Which is really about all I have to say on the matter. I think we agree but the issue is getting everyone to use the same terminology is a fantastic amount of effort, and I don't really want to discuss fault vs. cause vs. proper hazard signalling or wherever this will go. Needless to say, having played several hours of meat boy, I will give that it is so far expertly designed, engaging, fun, and is currently battling VVVVVV for my favorite platformer in the last decade status.
I heartily disagree with the premise that indie wankery represents "about 70% of what is wrong with video games." But again, maybe I'm misunderstanding. What's so bad about a few indie games getting a lot of Internet love? Even a break-out, everyone-knows-about-it indie sensation like World of Goo still doesn't exert the kind of influence that, say, Zynga's games do.
You hear about indies a lot, because you're a regular poster on CAG. Your average gamer doesn't know or care about Super Meat Boy, or Spelunky, or whatever. Those games live and die by word of mouth, so they get talked up in certain circles. They can't rely on being million sellers just by virtue of having the word "Halo" on them, or whatever.
The premise that some two man team can just "deliver the game, get praised for the game" assumes that people know about the game--and how is that supposed to be accomplished (with no advertising budget), if not through word of mouth on the Internet?
I can see how it's annoying that, at any given moment, some indie game seems to be the indie game--but overall, it's a far, far less hateful system than the blockbuster model employed by most big studios for their AAA titles.
I guess I'm just not seeing the problem. That part still isn't making sense to me.
Where you're coming from makes sense and here we're probably just running up against my neuroses, but I'll try to verbalize it all the same. One, I don't think the cult of personality does anyone any good, be it indie developers or real published guys like Suda, Mikami, Kojima, Cliffy B, what have you.
Second, and probably more grating, that sort of indie praise often promotes the more bohemian crap involved in indie games as opposed to solid game design and excuses criticisms of the games BECAUSE THEYRE JUST ONE-THREE MANS. For every Super Meat Boy, there's a Canabalt. For every Cave Story, there's a Mount and Blade. If you'll permit me to take a stab at World of Goo, to boot, I think it is emblematic of what I find annoying about that indie culture. World of Goo is slickly produced and presented, yes, but at it's heart it was a physics engine with not particularly challenging or engaging puzzles all playing off that central gimmick and not a lot else. To me, it was all flash, no substance, a laser like focus on a few aspects of the game and often ignoring the bigger picture.
Third and finally, I point to the more infantile parts of that culture almost dislocating their shoulder to pat themselves on the back for being so much more erudite than the "stupid drooling masses who buy endlessly rehashed Call of Duty and Gears of War and Halo" or whatever it makes them feel sophisticated to violently lash out at that week.