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I think both are pretty cool (although I have a preference for the latter), but I wanna know (you)r thoughts. How I see it is basically:
>Speedrunning takes a lot of timing and dedication to find glitches and exploits, but there is a real case against whether or not using glitches to beat a game "counts".
>High Score chasing typically emphasizes "clean" playing (no exploits or point pressing with a few exceptions) and is more of an endurance game than the former, but it limits you to certain games unlike speedrunning.
This will probably turn into a shit show but hopefully we can be civil.
>>
>>12079517
idk i think they're pretty similar, at least if you don't overdo it with major glitches. plenty of games have a time attack system or a timer to see how long you've been playing, so if you're doing one it's not too hard to do both at once unless the score system involves heavily exploring the stages.
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>>12079517
You could have a game that factors speed into the high score, in which case the meta is pulling off the largest number of high-scoring actions as quickly as possible, which boils down to speedrunning. If the game doesn't punish you based on time and only accounts for particular high-scoring actions though, then this could result in a situation where trying to be hasty could punish you. Ultimately, games that prioritize score over speed are preferable for me.
>>
I think some games are better off as a speedrunning game, because of the exploits or mechanics you can do

there also some games who has scoring mechanics, but it's better to play them in a speedrun style, a good example of this are the first metal slug games, scoring runs are just milking points as much as possible and it's boring to watch and do, meanwhile speedrunning is more fun and more risky

i still prefer scoring over speedrunning, if a game has a fun scoring system it could mean the developers clearly intended and had care for the gameplay which is a good indicator for me
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Time attack is just another kind of scoring
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Speedrunning is for Doom and Quake only
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>>12079896
Any game with a timer is meant for speed running, especially if the total time is given to you at the end like Metroid and Resident Evil
>>
>Speedrunning takes a lot of timing and dedication to find glitches and exploits, but there is a real case against whether or not using glitches to beat a game "counts".

That is a modern take. Old school speedrunning was just demonstrating mad skill at a game, often in games where score attacks didn't exist.
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>>12080131
It's an inevitability. Do something new, eventually shitters will rub one out long enough to win over your feat of skill with a technicality. And speedrunning, in the name, is bound to follow the rule of speed. Quicker completion, better feat.
You can memorize and dodge shit on reaction and procure enough skill to hammer that lil shoot button all day long. But when someone invents a warp straight to the final boss, all your shit is old news and the new tech is posted in the headlines. Don't stress, just accept.
>>
>Speedrunning
I sleep
>High score chasing
I sleep
>Skilled Japanese player messing with the AI and making entertaining playthroughs
REAL SHIT
>>
>>12079517
They're 2 sides of the same coin. Yes most people tend to prefer their side but you have games like Tetris for instance that emphasizes high scores but also when played by top dogs is absurdly fast. Sure it's not "speedrunning" although some variations do have time attack modes they aren't as popular.
Point is high skill play is always a novelty to watch and different games and communities prioritize different skills. High level devil may cry for instance is fairly unique with the main goal to just look cool and impressive. Meanwhile something like Resident Evil focuses on very tight precise movement to do shit fast.

One thing I will say though is I find it hilarious when some speedrunners try to play games normally and suck ass, it's not common but I have seen it before.



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