Discussion about a reform on LDCs

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Re: Discussion about a reform on LDCs

Postby ~MP3 Amplifier~ » September 13th, 2014, 10:28 am

Don't worry I wasn't believing for a second that you were saying I was wrong, after all, this is all opinion. :p I think Yuri's idea of using this judging technique for a duel is the best idea.
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Re: Discussion about a reform on LDCs

Postby Harmless » September 13th, 2014, 5:29 pm

Ah.

I have my doubts that it would flow smoothly, but if they're willing to try might as well let them.

Mind if I also judge the duel?
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Re: Discussion about a reform on LDCs

Postby ~Yuri » September 13th, 2014, 6:39 pm

Harmless wrote:Ah.

I have my doubts that it would flow smoothly, but if they're willing to try might as well let them.

Mind if I also judge the duel?


If Supershroom is really willing to do that duel, then I see no problem with any of you guys judging, as his system will require a bigger amount of judges than the usual.
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Re: Discussion about a reform on LDCs

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Postby Doram » September 16th, 2014, 8:06 am

*Wanders by looking for something else, then turns and perks up.*
Amp, you're not the only one late to this party.

Ok, let's sum this up.

1) Nobody's perfect. That has already been brought up as a point. If you are going to accept that (and the related fact that it is nothing that you can fix), then you should be able to accept a few biased judgings - good, bad, or indifferent. This is also why we take an average of multiple scores, so those factors can be minimized. I'll come back to this in a moment.

2) Everybody's different. Each judge will see different things in a level. That's the other bonus to multiple judges. Maybe there's a mistake that only 1 judge saw, either because they are a good enough player to have faceplanted on it, or because they are a good enough designer to recognize the mistake outright. Those outlier scores are VALUABLE to the good designer for exactly that reason. Catch your mistakes or successes, and learn from them. If they are not pointed out to you, you cannot grow as a designer.

3) This is a game. This is not the Olympics. This is not Politics. This is not World Peace or World War. Do not blow this out of proportion. That being said, for most people, this is serious business. They are taking this seriously because they enjoy it, and it means a lot to them. This does not mean that we need to analyze things to the nth degree and argue endlessly about how to perfect the sport (unless you actually enjoy doing that, I guess), but it DOES mean that we need to be careful about hurting each other's feelings over this. That means not taking things personally, and not getting vindictive, and not trying to force our opinions on everybody else. That's why we have lots of stuff like this clearly stated in our rules. Also, to flip this coin one more time before I move on, we are doing this to have fun. If it's not fun, do something else. Don't hang around making it not fun for everybody else.

4) Exceptional is the point. The goal of choosing a winner is picking a level that is different or awesome or weird and showing that it is different than the average. This is also why we only combine the scores into a simple mathematical average. Skewing the scoring so that the ONLY scores are the averaged ones eliminates the possibility of the great ones shining their brightest. The random really high or low mark is SUPPOSED to tug the scores in one direction or the other, otherwise we all get the same score and nobody wins. I don't want to watch a dirt bike race where there are only low hills, and the winner only wins on technicalities. I want to watch a dirt bike race with big hills where the guy who wins managed to do 3 tricks in the air instead of just 1. That was different. That was exceptional. That guy WON.

5) The people running this place are good people. I know, because I helped vote them in, and I pay attention to them, and I interact with them whenever I can. I also call people out on BS, and speak my mind, and try to be as fair as possible at all times, as any number of people around here can confirm. Also, I wouldn't have stuck around this long if I didn't think these guys were doing the best they could at being dedicated, compassionate, friendly, knowledgeable, and generous. The best part is that I trust their judgement on things, from choosing other judges to run a contest, to giving me their honest opinions on my levels. When I get a low score, I pay attention. There's something there I need to fix. When I get a high score, I feel good about having made a level that brought someone else joy. That's what the scores mean. And if they add up to me winning, then all the better. Even the Chau Method, while technically skewed, was not done to be mean.

6) Pure averages are beautiful for a reason. Guess what. First judge is having a good day? He scores everybody high? Ok. The final scores run from 15 to 20. Second judge is a bad day? He scores everybody low? Ok. The final scores run from 10 to 15. The third judge is having a normal day. She judges everybody evenly. The final scores run from 12 to 18. Average it out. Guess what? The person who got a 20 from one, a 15 from the second, and an 18 from the third won. That's because they were the highest in their brackets. That's what the averaging does. That is the point of averaging.

7) Judging is more than giving a level a score. Fourth judge was a wild card. Gave everybody zeroes except his 2 friends in the contest who he gave 20s? The guy running the contest is more than capable of saying, "Whoah, that was a little biased, maybe we should drop their judging". That is PART of the judging process. There is conversation between judges about a lot of stuff. Not just "Was this level good or bad?", but "Does this follow the rules?", "Was that rule actually fair?" and "What should we do about it?". Do we disqualify a level? Do we agree to give a deep hit to a score over it? How can we be fair, and still finish this?

8) Every system has its flaws. Even if we made all kinds of changes to the way we judge, there will always be someone who does not like it, either because it doesn't seem fair to them (perhaps if they do not understand the process), or because they lost and are angry about it (which is understandable, but not gamebreaking).

9) This is not a new conversation. Believe it or not, the conversation about how best to run the contests has been going on both behind the scenes and out in the open for quite some time already, and we have worked quite hard to get it as fair as it is now. We have changed the rules many times to fix problems we see, and that is why they are what they are now. I know there has been discussion before about doing stuff other than averages, like dropping scores, and mostly it has been shot down because it is not fair to the person who won by impressing someone who was already having a bad day. I'd personally say that is an even bigger achievement than making a good level.

And most importantly,
10) The most fair way is the most equal way. When we start making special cases for things, we are putting bias INTO the process, not taking it out. We are making it biased towards the average. And any prejudice at all makes you prejudiced. Also, when we make things more complicated, we introduce new places to have problems. Occam's Razor, after all. Keep it simple. Keep it even. Keep it fair. And this applies to the judges as much as the contestants. The bad day judge will be taken just as seriously as the good day judge, because both have done the best they can with what they've got.



All that being said, we are not close-minded about all of this, and we will consider new possibilities. We can certainly try it out on the duels and see how that goes. But I also agree with MoD that the LDC Rules have been hashed out and argued about and changed so many times that they are probably about as fair as we can possibly get them. Unless everybody agrees that this is DRASTICALLY better than the system we have now, it is not likely to change it.
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Re: Discussion about a reform on LDCs

Postby Harmless » September 17th, 2014, 1:02 pm

insert beautiful doram logic here

/thread
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Re: Discussion about a reform on LDCs

Postby Supershroom » September 22nd, 2014, 5:04 am

Meanwhile we've also been talking about something else, right? Something about what makes the difference between hard and frustrating levels, and that hard levels are difficult and controverse to judge? So MoD, BY, Harmless, Nwolf, MK or whoever else to dislikes the reform right now, this is a perfect example why I advocate for it.

Triple J wrote:I hate how one person rates a level "9/20" and another rates it "17/20."

I hate it too, and I guess everyone else hates it too but he just doesn't want to say it. Like I've said already, if it ever comes to such a situation, there's something wrong. People are getting upset about it, and it causes drama, hatred whatsoever. That just needs to stop. We can't prevent it from happening, but we can prevent it from being valid.

Doram wrote:This is not the Olympics. This is not Politics. This is not World Peace or World War.

Sure it isn't, but professional LDing appears to me to be more than just a game. It's both passion, art, science and mental exercise.

Doram wrote:The goal of choosing a winner is picking a level that is different or awesome or weird and showing that it is different than the average.

That's exactly what I've tried to do, doing many unconventional and weird things I've never seen before, stuff like the boat ride on hot water, the flame dodge between two narrow walls, jumping from one metal cap to the next etc. and all that. And I've got heavily punished for it, basically because it was too much, but I was also surprised that some nice little details weren't rewarded with bonus points in "Other", e.g. only MoD recognizing the SMW reference. But the point of what I want to say is that a perfect mixture of conventionality and unconventionality makes a great level in many cases.

Doram wrote:Pure averages are beautiful for a reason. Guess what. First judge is having a good day? He scores everybody high? Ok. The final scores run from 15 to 20. Second judge is a bad day? He scores everybody low? Ok. The final scores run from 10 to 15. The third judge is having a normal day. She judges everybody evenly. The final scores run from 12 to 18. Average it out. Guess what? The person who got a 20 from one, a 15 from the second, and an 18 from the third won. That's because they were the highest in their brackets. That's what the averaging does. That is the point of averaging.

If it's meant to be a contra, it isn't. Like I've said, judges must not be influenced by their current mood, or at least limit that as much as they can. And despite from this situation being very theoretic, as long as all judges have the same level rankings, the winner stays the same no matter in which intervalls each judge's scores are. But the problem is that rankings can be heavily varying, JJJ's level was the top level for MoD and the third worst one for Harmless, and the intervals can also be very patchy, with sometimes distances of more than 4 points gapping between two adjacent levels. 6 judges, 4 results for each level being valid, so we keep our beautiful averaging, but with less stupid distortions.
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Re: Discussion about a reform on LDCs

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Postby -BY » September 22nd, 2014, 8:48 am

Supershroom wrote:Sure it isn't, but professional LDing appears to me to be more than just a game. It's both passion, art, science and mental exercise.


Yet you're literally miles away from that. And the majority here doesn't count to professional level designers. If anyone on this site after all.
I know it's the point of an argumentation to go with positive stuff only. But the negative things in your plan overweight BY a lot.
You can keep discussing about it. But I'm both too stubborn and I've seen too much systems, to be easily convinced. And as I got mentioned as well, I'll take my time to actually care about this in a more detailed version.

Supershroom wrote:I hate it too, and I guess everyone else hates it too but he just doesn't want to say it. Like I've said already, if it ever comes to such a situation, there's something wrong. People are getting upset about it, and it causes drama, hatred whatsoever. That just needs to stop. We can't prevent it from happening, but we can prevent it from being valid.


The drama by left out judges will not only affect the LDers but the judges as well. Imagine the case you keep participating but your judgings keep getting thrown away. With your system they're literally of no worth for the outcome of the contest. If someone wants reviews with no effect they can PM people about it or similar. The LDers itself will always. Yes always complain about the results. It's less a problem of a system, but more of the human nature to feel bad if you failed. There will always be people who search for another cause than themself. (Sorry guys. But you're often the problem here.) If there are utterly bad judgings it's of course unconvenient and I personally disregard them in mind. This one problem shouldn't be nailed down on the LDC concept but on the hosts choice of good judges and the judges themself if they knew they'd be bad ones.

Supershroom wrote:That's exactly what I've tried to do, doing many unconventional and weird things I've never seen before, stuff like the boat ride on hot water, the flame dodge between two narrow walls, jumping from one metal cap to the next etc. and all that. And I've got heavily punished for it, basically because it was too much, but I was also surprised that some nice little details weren't rewarded with bonus points in "Other", e.g. only MoD recognizing the SMW reference. But the point of what I want to say is that a perfect mixture of conventionality and unconventionality makes a great level in many cases.


Being original is a good way to start. But by far not anything to be successful. I'll take comparable not so special art. So let's go for a drawing. I just drew one giant whalesnail. (whalesnail for animal 2014) but it's executed bad and it simply doesn't fit the mood of the ambience around it. In level design there comes bad gameplay into this as well. (You mainly had problems with that one. ; )) Well. Even if you draw that amazing whalesnail. It doesn't fit at all. It's just there. Of course this can destroy the pictures mood and alike so it's of course getting back to you in a negative way.
(New things in LDing itself are difficult to handle anyways. There is some trial and error needed to get a feeling for people's reception.)
As for trying to tell what makes a good level. It always depends on the situation. There's no such thing as a perfect formula for a level. There will never be.
However. There are tons of things to avoid and more than enough tricks to learn about.

As for the averaging. I'd actually want to cry about germany's school system for once. We got 4 ways to calculate marks. Any of them seems legit. Even if the harsh ones (These apply in my school, though) are rather uncomfortable. Yet there's definitely none of them the best way to calculate them.
Same goes for LDing. You can only go for one system, but there won't ever be a perfect one. You can try to get the ultimate average. But would it be the best result? Definitely not. It's no pro and no contra. I'm not even sure in what way it's belonging into this.

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Re: Discussion about a reform on LDCs

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Postby MessengerOfDreams » September 22nd, 2014, 10:17 am

At this rate I find it hard to see Supershroom getting his way. The negative comments to this outweigh the positive and we're not all gonna bow down to his opinion.
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Re: Discussion about a reform on LDCs

Postby Nwolf » September 22nd, 2014, 10:38 am

everybody is forced to play SMW and know references okay
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Re: Discussion about a reform on LDCs

Postby Doram » September 22nd, 2014, 10:39 am

Ok, fine, my list wasn't definitive. Let's continue, then.

Elaboration on point 3) This is a game.
I will point out that, after what you quoted, my very next words were that for many people this IS serious business. Yes, this is something that is a passionate task for many people, and as such is something that a lot of thought, feeling, and action is centered around. My point is that we should not let that passion cloud our judgement of whether the process is "fair" or not, purely because we may have done poorly, or well for that matter. Objective decisions need to be made objectively, dispassionately, and calculatedly, to be the most "fair" for everyone. And just to nip the next rebuttal in the bud, I say dispassionately, but I do not mean dismissing passion as a factor. I merely recommend that passion be put in its place as a fact of the process, and consider the passionate aspects of other people's contributions without letting your own passion get in the way of your own judgements.

Elaboration on point 4) Exceptional is the point.
Yes, I understand that you are trying to be unique. I am not denying that fact at all. What I am trying to point out, through this and other points, is that a level's uniqueness is further refined by how well it communicates its uniqueness to an audience. It is all well and good to come up with something that you consider cool and unique, but it is something entirely different to get everyone who plays your level to see it as cool and unique as well. They have to understand that uniqueness, and then they have to agree that it is unique. This boils down to the fact that the act of playing a level is art at its highest function, in that it is a conversation between the artist and the viewer, and video games are unique in the human arts because they are interactive, and that conversation is usually an extended and complex one. If your communications skills are lacking, then the most unique idea in the world will fail. If people cannot figure out what is going on, either by the mechanism not being refined enough to be consistent, or the example not being constructed well enough to express its intent and properly showcase the mechanism, then the uniqueness attempt fails. This is part of judging any level on uniqueness. Not only is it a matter of "Is this unique?", but also "Is this clearly and properly set up?", "Does it consistently work?", and "Is it clear to every player what is going on?"

Elaboration on point 6) Pure averages are beautiful for a reason.
Yes, the pure averages work. Part of the reason they work is because they replicate and represent the personal biases of any random player that attempts to play your level in the future. Some people like platformers. Some people do not. If you take an average of every private vote on a submitted level and average THAT out, you should get the same kind of rating that you will get from a panel of judges. This is because some people will like your level because of its adherence to certain principles , like being a good platformer, and other people will not like it for it's non-adherence to other principles, like having a good story. Those two opinions are not related at all, except for the fact that they will both apply to the same level in an aggregate called "public opinion". Average all THAT out, and you will get exactly what we are already getting. A majority agreement on some aspects, and proper deviance for specific critiques in a wide range of related subject matters. The elaboration for point 4 touches on this in that not every judge will be able to properly critique certain aspects of the level, just as not every normal member of the internet will be able to properly critique it., Again, the goal is to take all these widely differing ideas, ideals, and skillsets into account together, and come up with an aggregate "score".

Elaboration on point 8) Every system has it's flaws.
Yes, this is an incredibly complex and complicated process that we undertake here, from design to judging. Yes, the scores are an incredibly condensed form of opinion on any given level. Yes, that distillation and compression dismisses or loses some complexity in the compression process. No, the process cannot be made any more decompressed without becoming unworkable. The judges are already asked to play EVERY level in a contest, ALL the way through, regardless of skill level, and then they are asked to express, as best they can, EVERY quality of the level that they see, as plainly and clearly as possible. This takes time. This takes effort. I dare say that there is equal amount of work put into judging a contest as there is put into submitting a level for the contest. When that effort becomes MORE than it takes to submit a level (and that is generally considered at least a month's worth of free time), then you are asking too much of the process, and more importantly, its participants. Frankly, the demand for judging times to be reduced as much as possible has been slightly unfair for exactly this reason.

Let's back up for a moment, and discuss the wonders of the judging process. Most people have heard the "statistic" that we only use 10% of our brain power for everyday tasks. This is mostly true, but ignores a very important aspect of how the brain works: the subconscious. The subconscious runs through the rest of the 90% with unfettered access to much more data and capability than the conscious brain ever needs to worry about. And that is the crux of this. Just because that 90% isn't being consciously controlled, doesn't mean that it is sitting there completely useless. It is chewing on everything that goes on around you just as your consciousness does, and it comes to it's own conclusions and makes its own decisions, which are integrated into the totality during dreaming when your unconscious state allows the conscious and subconscious to meet each day. Now, just because that meeting only happens once a day, doesn't mean that the subconscious doesn't have it's ability to speak up when it feels the need. The primary tool of the unconscious is emotion, and the secondary tool is instinct. Emotion is a distilled understanding of the totality of the situation, and instinct is the subconscious decision about what to do about it. You will feel a certain way about something and "not know why" because you have come to certain conclusions about the situation using the other 90% of your brain that the 10% completely missed. "Gut feeling", "hunch", "intuition", whatever you want to call it, you have more ability to deal with the world than you will ever know, and the smartest people will recognize that, and the most capable people will make use of it.

Now let's zoom back in on the task at hand: judging levels. The good judge can make up a "Score" based on their total understanding of the level, both conscious and subconscious - taking into account the totality of their experience as gamers playing this game and others, their ability to communicate and understand external communication (both in terms of navigating the communication of playing your level, and being able to express the resulting decision), and their ability to correlate all that with what they understand of the public at large, and its desires, pleasures, frustrations, and communication levels. A bad judge can fail at any aspect of this, but only insomuch as the "average gamer" will, and that brings us back into point 6.

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