this thread something i want to respond to but there's no way i'm gonna be able to fit it all into a comment or two. (1/?) https://twitter.com/magnet_stat/status/1284684730592616449
i don't think that anyone's arguing for postmodern levels to become part of the norm, and that's for so many reasons. the most obvious is probably that they're not really that accessible for a lot of casual players or kids who play the game, which i did bring up in my... (2/?)
...original pastebin. i understand that there's a huge portion of people who play the game and don't want every level they play to be some artistic statement, which is fair because that'd put a strain on the creators who build levels, but that doesn't mean that... (3/?)
...levels that do have some meaning behind them should be looked down upon or anything. personally, i find that they're a lot more fulfilling as pieces of art, but that's just my point of view from someone who has had to slog through the awarded section for a year. (4/?)
postmodernism should not become the new standard for levels, since that would just reintroduce the same problems that we're currently experiencing, but i do believe that as a short movement in the gd timeline, it is the most effective at challenging current standards... (5/?)
...and getting people interested in the cause—that creators should experiment with self-expression in their levels. if there a hundred levels that looked like in the radiator or save as, i can assure you that i would be arguing against them in favor of... (6/?)
...creators expressing their own ideas. i know it seems hypocritical for me to say that creators should do what they want and then argue against building generic levels, but when the validation for a level being good or not is for it to be awarded, that's what creators... (7/?)
...are going to strive for, and since rob's standards are so predictable, they can churn out the same types of levels over and over again without growth or experimentation with their own art. no one's shutting anything down, we're just asking for people to build... (8/?)
...for reasons that aren't cp or clout. the reason why we're bad at rob's standards is that they promote levels that just complete a checklist, and as a result our standards as a community revolve around arbitrary measures that don't necessarily highlight... (9/?)
...the more creative side of the game. it's my personal opinion that the best solution would be to remove cp from the game, although extreme, since it would mean that creators who build for fun can still have the opportunity to do so and that the community's standards... (10/?)
...would be open to interpretation instead of what one person wants the game to look like. without any sort of "official" reward, creators wouldn't have to worry about limiting their levels, whether it's conceptually or something like its object count. (11/?)
with the many, many faults that gd twitter has, you say that it may be doing the right thing by recognizing levels that push some sort of standard and prioritize self-expression, so what's wrong with applying that philosophy to all of gd? (12/?)
because at the end of the day, the fight isn't to make all levels abstract or anti-levels or whatever, but to make the level pool more diverse, interesting, and creative for everyone, and for now, at least, the best way to do that is to show the extreme possibilities... (13/?)
...and normalize more artistic levels for the community so they're more comfortable with experimentation and self-expression. i have no doubt that there's going to be a wave of in the radiator or save as bootlegs, seeing the splash these levels made, and we'll have to... (14/?)
...cross that bridge when we get to it, but in the long run they're going to have a positive influence on the creativity of this game and the limits people end up pushing with it. (15/15)
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