Excuse me? Are you literally saying that every single player online right now is playing solely to win? This is a game not an e-sport, stop treating it like a fucking e-sport. People are allowed to have fun with this game instead of playing like a piece of wood every single game. God damn.
i agree. just saying because it might seem like I didn't from my previous post, but I do. multiplayer requires creativity in order to solve problems with as less effort as possible, while singleplayer requires creativity to create new things (extremely simply put)
But for those who aren't playing like a piece of wood and play fancy, still try to win the match. I don't think anyone plays not wanting to win, unless you're in xspar or something like that.
I guess I'm still looking at this game as more of an animation program like Pivot where I can look back at the replay/match and see the cool stuff I did instead of just playing a match for the sake of playing it and not doing anything decent-looking/eventful in the replay. What are replay threads for, right?
I'd play SP more but I enjoy having to react to what the opponent is doing (SP too lonely lmao).
Let's not omit one thing that comes of as a HUGE difference to most players; there is no going back in multiplayer. pusga, you can argue using your flawed logic omitting this substantial point and thus not get your message across to the wide community which inherently understands the fundamental difference of time pressure and the inevitability of time going forward, whilst you yourself picture both in a indefinite vacuum in which one is a spar with idk, 200h time-frames, whereas most other players put it realistically to the test in for example QA time-frames.
My idea of a great replaymaker is that he is able to consistently create replays which exemplify that
And how is that true? Most of us have come to the conclusion that multiplayer replays can also look good without being handcrafted in advance and then completed using a spar environment.
Now, if you want to compare stuff, don't try to force it into your narrow flawed framework that simply is heavily singleplayer biased, and then don't come on the forum 100% narrow-minded and don't even try to grasp the other arguments posted.
1. Going by your logic, if one makes a mistake in singleplayer, he can just go back and erase it. This is absurdly far from reality, as most people don't even have the ability to spot mistakes and differences between his expectation and what he is actually doing ingame until late in his career.
The reason why the "pros" in toribash are mainly so bad at multiplayer is because they have used to editing the replay. They know their joint very well but the mods that are in multiplayer are mostly not free-like, there's maybe couple that are "free" like Taekkyon but just in fast based idea.
2011
2015
Snake: gracefulness is the point of singleplayer. Most of the time, for me at least, the actual objective contents of a replay (4dm boomhit, skeetshot, toespin, wallrun, etc.) are not that important. What is important is how smooth and graceful those things are. Being pleasing to the eye is the point, and its the part that takes skill.