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I have a problem with this methodology.
Basically what you're saying is "you can abuse glitches all you like up until this point, then no more." Aren't you then basically putting an arbitrary limit on how low the speedrun can go, which is not linked to either the length of the game or the skill of the runner?
Any rule of this sort has to be steadfast, and apply in all cases. Either the "anything goes" category is permitted for all games, or none.
I'm sure my point has already been brought up at length, but I felt I needed to get my views clear on the issue as well.
For the record, I'd prefer to see a run be done as fast as possible utilising any (legitimate) means available instead of playing through in the intended manner because it "makes sense" from the character's point of view.
To split hairs, from the characters point of view, glitches don't exist, and things are done as programmers, and game designers intended for them to be done.
The only reason I listed that in the first place was not to place limits, but to put levels of severity on how bad a video would be abusing glitches.
I personally think it would lead to an easier debate, compared to earlier posts when there was no standard. After all, a flimsy standard to relate to is better than complete chaos ~_~;
And just to cement my argument...
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...I think if we had some sort of guidlines like those, we could judge how abusive a trick was going out of bounds.
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I don't think that should be allowed at all.
Next time, I'll make sure that my english doesn't hinge on interpreting one word. I skim through topics too ~_~