I'd like to take this opportunity to talk about segmented speedruns. They have been losing popularity, as far as I can tell based on what gets submitted on SDA these days, probably ever since the marathons started to pick up. This is an unfortunate side effect. Here's a short opener for a discussion about what exactly happened to them.
So what is a speedrun exactly? A speedrun is really a type of playthrough. The very definition of a game that can be speedrun coincides with a game that you can... play through, from some more or less set starting point to some defined end point. But any game whose playthrough is of significant length will always allow splitting the endeavour into multiple sessions. Thus a speedrun making use of the same facility does not seem so far-fetched either, provided you don't take exception to the implicit save-scumming (the protagonists don't notice it). Real time is an added layer on top of the base thing.
- A single-segment run is the story of some runner and how fast they can complete the game. It implicitly refers to game-external circumstances: the passage of real time, even if in-game time is ultimately used to time the run.
- A segmented run can only be explained from a game-internal point of view: it's the story of the protagonist[s] and how fast they can complete their story arc.
This division into game-internal and -external reality is a very easy one to make. We do this all the time, separating the fictional worlds of movies, books and games from the happenstance of where we are and how long we've been reading, watching or playing for.
Thus it becomes very difficult to deny segmented speedruns as an at least equally valid alternative, in case anyone was about to. There are obviously other reasons why one might want to speedrun a game in that way. Myself, I feel I'd have some trouble focusing on what I'm doing so intensely for extended periods of time. I also don't implicitly value the extra "runner" layer and skill-for-the-sake-of-skill or memorization. That's just a pragmatic necessity that keeps it all about humans; abandoning it results in TASing (a beast of its own).
Thanks to KennyMan666 for pointing out that livestreaming is probably another reason segmented runs lost popularity, assuming it's something your audience won't want to watch. IMHO if you don't want to speedrun without an audience present, you're using it as an instrument for getting something else, whether it be money, company, fame... If you really think that's what you want to do, go for it, but I personally don't see it as pure speedrunning at that point. I do this stuff because I find it challenging in the right way and because I believe that the games I'm running are deserving of it.
The third reason (that I also forgot about) is the fact that speedrun.com, the most popular speedrunning website, extremely seldom lists segmented categories because of its emphasis on competition – despite mods being given free reign in that matter – nor can you obviously compete in them on speedrunslive.org. If you think about it, in-game leaderboards also exist in more games these days, and those never track segmented records. I don't think any of the reasons listed here have anything to do with the actual worth of them though. It's just some collusion of trends. Perhaps segmented running is just the thing that you were looking for?
What do you think on this topic?
BTW: There might be a possibility to get a segmented run showcased during ESA. This hasn't really been talked about much (I brought the idea up here), but my vision was that you could finish your run, then submit it using the same procedure but keeping it hidden from others until its revelation at the event. You or someone else could then talk through the run as it's playing back. I think this would be a great way to start incorporating such runs in the live events. I also asked the GDQ people about this but didn't receive a reply so I don't know about them (SDA isn't directly associated with GDQs anymore in case someone hadn't realized).
So what is a speedrun exactly? A speedrun is really a type of playthrough. The very definition of a game that can be speedrun coincides with a game that you can... play through, from some more or less set starting point to some defined end point. But any game whose playthrough is of significant length will always allow splitting the endeavour into multiple sessions. Thus a speedrun making use of the same facility does not seem so far-fetched either, provided you don't take exception to the implicit save-scumming (the protagonists don't notice it). Real time is an added layer on top of the base thing.
- A single-segment run is the story of some runner and how fast they can complete the game. It implicitly refers to game-external circumstances: the passage of real time, even if in-game time is ultimately used to time the run.
- A segmented run can only be explained from a game-internal point of view: it's the story of the protagonist[s] and how fast they can complete their story arc.
This division into game-internal and -external reality is a very easy one to make. We do this all the time, separating the fictional worlds of movies, books and games from the happenstance of where we are and how long we've been reading, watching or playing for.
Thus it becomes very difficult to deny segmented speedruns as an at least equally valid alternative, in case anyone was about to. There are obviously other reasons why one might want to speedrun a game in that way. Myself, I feel I'd have some trouble focusing on what I'm doing so intensely for extended periods of time. I also don't implicitly value the extra "runner" layer and skill-for-the-sake-of-skill or memorization. That's just a pragmatic necessity that keeps it all about humans; abandoning it results in TASing (a beast of its own).
Thanks to KennyMan666 for pointing out that livestreaming is probably another reason segmented runs lost popularity, assuming it's something your audience won't want to watch. IMHO if you don't want to speedrun without an audience present, you're using it as an instrument for getting something else, whether it be money, company, fame... If you really think that's what you want to do, go for it, but I personally don't see it as pure speedrunning at that point. I do this stuff because I find it challenging in the right way and because I believe that the games I'm running are deserving of it.
The third reason (that I also forgot about) is the fact that speedrun.com, the most popular speedrunning website, extremely seldom lists segmented categories because of its emphasis on competition – despite mods being given free reign in that matter – nor can you obviously compete in them on speedrunslive.org. If you think about it, in-game leaderboards also exist in more games these days, and those never track segmented records. I don't think any of the reasons listed here have anything to do with the actual worth of them though. It's just some collusion of trends. Perhaps segmented running is just the thing that you were looking for?
What do you think on this topic?
BTW: There might be a possibility to get a segmented run showcased during ESA. This hasn't really been talked about much (I brought the idea up here), but my vision was that you could finish your run, then submit it using the same procedure but keeping it hidden from others until its revelation at the event. You or someone else could then talk through the run as it's playing back. I think this would be a great way to start incorporating such runs in the live events. I also asked the GDQ people about this but didn't receive a reply so I don't know about them (SDA isn't directly associated with GDQs anymore in case someone hadn't realized).
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