What’s your opinion on speedrunning?

Frickinfrik

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Personally, I have mixed feelings. One one hand, it’s an exciting new way to play a game, but on the other, you gain nothing from it, only bragging rights. Some speedrunners are absolute perfectionists, They get extremely mad at a single mistake. I remember seeing one guy break his controller over Animal Crossing when speedrunning it. I do laugh when they rage. But sometimes I roll my eyes when they get mad over a small mistake and then break something. I know there’s speedrunning events where it goes to charity or they win money, but for the most pat, you personally don’t get anything if you do it by yourself.
 
I love it when it's done right and in games that are not meant for it -- there's a science to the whole thing, and something that keeps getting perfected by every new generation that inherits it, like when people started discovering and exploiting bugs on the Pokemon games (like the extremely helpful "overworld red bar") to utterly rush by a game meant to take many hours of conquer.
 
i have little interest in it myself. playing an entire game in one sitting with no breaks is too tiring for me. i prefer taking my time with a game. i've seen too many people lose their minds over it, so i think its not worth doing.
 
I don't have a ton of interest in participating in speedrunning, but I've enjoyed a Summoning Salt video or two before.
 
I love watching speedruns that are performed via masterfully playing the game all the way through using its intended mechanics. When they start using glitches to clip through walls and skip huge chunks of the game, or warp straight to the credits, I immediately lose interest. To me, speedruns are all about skillful gameplay, not about someone formally completing the game in the smallest time possible by basically cheating.
 
Screenshot_20250602-001551.png

It's fun lol
 
You are only allowed to post your thoughts here if you can speedrun typing.
 
Personally, I have mixed feelings. One one hand, it’s an exciting new way to play a game, but on the other, you gain nothing from it, only bragging rights.
Aside from socializing, what's there to gain from any video game beyond some personal satisfaction?

I don't approach games with speedrunning on my mind, but for games with short stages that track your completion time, like the fights in Punch-Out or the levels in Monaco? Yeah, let's punch that clock.
 
Speedruning if you think about it, is like Golf, you get better at a game by playing it the least possible
 
Personally, I have mixed feelings. One one hand, it’s an exciting new way to play a game, but on the other, you gain nothing from it, only bragging rights. Some speedrunners are absolute perfectionists, They get extremely mad at a single mistake. I remember seeing one guy break his controller over Animal Crossing when speedrunning it. I do laugh when they rage. But sometimes I roll my eyes when they get mad over a small mistake and then break something. I know there’s speedrunning events where it goes to charity or they win money, but for the most pat, you personally don’t get anything if you do it by yourself.
I hate it. People should be allowed to do whatever they want but personally j find the idea of wanting to play through a game a million times nust to get a higher number than someone else on the internet to be really pathetic and lame
 
THIS IS FIRE ::fire ::fire ::fire
Post automatically merged:

Speedrunning is a rush and a thrill! The pursuit of absolute perfection, blurring the lines between man and machine, it's like trying to touch something divine. Speedrunning is as badass as skating and drag racing. It's also sort of an exercise in self-harm, and seems boring to do! So I just like to watch it on the TV and think speedrunners are cool.
 
I wouldn't say it's just about bragging rights. Speedrunning can be fulfilling for the speedrunner. We all game for different reasons. Bragging rights are also a consequence of getting acknowledgment from your peers. I personally don't get anything out of that in gaming, but I like checking off milestones at work (maybe because it's more than just a hobby?) and having someone I respect say I did a good job. Maybe it's the same for some speedrunners? Others might so it just for themselves.

And think of all the stuff you might be doing in gaming that never amounted to much. I played Breath of the Wild with cheats on just to see the whole world (40h playtime). Never done more than 2 quests after the starting area. But it was so much fun! xD
 
Fun to watch and fun to do if you are doing it with a game that you truly love.
I've been speedrunning Quake 1 for years on and off and be it individual levels or the whole game, it's always nice to keep grinding something to perfection and be proud of yourself once you achieve your goal. Getting a difficult PB is a type of dopamine that's hard to explain.
Many people like to speedrun and never upload their times to leaderboards or anywhere, i am one of them
 
In games that lack e-sports style competition, there is no surer demonstration of mastery than the speedrun. Anyone can clear a game given enough time; doing it under time pressure often involves mastery of macro, micro, and meta gameplay.
Generally, games that have categories that are fully solved (like Pokemon R/B Any%) are often, but not always, about technical mastery - understanding the fundamental aspects of the game's programming in a meta sense. This can be used to just clear the game instantly in some games (Gen 1 being a fairly famous example where you get through the intro, walk into a wall, and warp to the credits, because Gen 1 is famously badly programmed), or make use of the limitations of cartridge memory for arbitrary code execution (ACE), which can lead to real-time programming and other fun things. Categories like this are usually not seriously competed in because execution is often less important; some Sonic 1 individual levels are like this, where due to the way the game handles its levels, it's trivially easy to tie the world record on some stages, notably Marble 1.
Categories with less glitches or less impactful glitches (like the standard 'glitchless' category used in almost every game that has a single dominant glitch) tend to focus more on strategy and execution. This is why a very optimized game can cause even minor mistakes to be intensely frustrating: unless new tech or routing is found ('found' here meaning developed by the community or individuals therein), often the only way to improve a time is to make fewer errors, so even a small time loss can effectively doom a run. At this point, competition tends to die off, usually referred to as 'optimizing the fun out of the run'. A truly enduring category is pretty uncommon, especially in simpler games, which by virtue of having simpler designs makes them much easier to solve. Conversely, some games represent this spectrum within themselves: Halo CE famously varies from being essentially a platforming game with limited combat on Easy difficulty, to being almost exclusively about combat improvisation at Legendary difficulty.
There are also some categories which exist largely as an excuse to be used in direct competition (i.e. racing), like FF6 Kefka-Narsh or Legend of Legaia Zeto. In these cases, because the cutoff is much earlier than 'the end of the game', the strategy that goes into routing a run can be very different from a full game run; the same is also true for categories like Chrono Trigger 100%, which comes in both glitched and glitchless varieties. This run tasks the player with completing all of the game's quests given by the Guru of Time: reviving Crono, clearing the Black Omen, Mother Brain, Yakra XIII, and Ozzie's Fort, and gaining access to the Wondershot, Greendream, and Masamune II, before finishing the game by defeating Lavos Core. This represents completing, functionally, all of the content within the game, and as was common for Square games of that era, most of it can be done in an order of the player's choosing, which leads to deep strategic and tactical decisions to make when routing; Chrono Trigger also has relatively interesting execution for a JRPG due to the way its ATB system works, which makes it somewhat demanding over time.
Particularly long runs often require less mechanical execution overall, in part because there tends to be less competition: if you aren't interested in getting your time down to prove that it can be done (the same reason anyone climbs Mt. Everest: because it's there), and just want to have a competitive time, then stable play over long periods ('safety strats') can often be a superior metastrategy than attempting the riskiest, fastest strategy at every junction and resetting every time you fail; the latter will ultimately be mandatory when the game reaches a state of 'optimizing the fun out of the run', but the former is more practical for a human being.
Of course, not every game is suitable for speedrunning by a human being, and some runs are not possible for humans. Ecco the Dolphin, for example, is not possible to complete damageless - but a TAS can do it. A TAS (Tool-Assisted Speedrun) is almost entirely a logical puzzle, as by definition there is no execution involved, but the laborious nature of creating a TAS makes it an entirely different kind of challenge than just playing a game normally, especially in games where manipulating RNG matters, because a change earlier in the run invalidates everything that comes after it. Taking this to its logical conclusion, there is a sequence of inputs which is guaranteed to beat Pokemon Platinum regardless of which RNG seed you're on. Actually carrying this out would be a laborious task for a human, and asking a human to carry it out isn't really the purpose of the experiment, but that hardly detracts from the research and work put in to creating it. This is true for most TASes; a speedrun brings a game to its human limit, but a TAS can bring a game to its mechanical limit. In fact, there is actually a subcategory of TAS called a playaround, which involves using the TAS to show off game logic interactions which would be difficult or impossible for a human player to encounter.

In summary, there's a lot of nuance to speedrunning as an idea which is often lost in a mainstream context, especially with the absolute state of gaming journalism often going out of its way to whine about speedruns. If you think it's 'lame and cringe' to get frustrated when something you've devoted serious time to goes poorly, that's a you problem - it's normal for humans to be frustrated when their efforts come apart. And remember, speedrunning is physically and mentally demanding: most games require significant, sustained focus both in the current moment and in the long-term view, diligent practice, the physical coordination to execute that practice, and the willpower to continue practice even when you fail. Compared with sports, there's a much lower floor of physical ability for most games (and with the increasing acceptance of specific hz turbo for games like Metroid Dread, you don't need to risk giving yourself an RSI to compete), making competition more accessible and significantly more competitive - the impact of the body you were born with, or damage you've taken, is dramatically reduced compared to mainstreaming sporting. In essence, speedrunning is one of only a few avenues that involves truly egalitarian competition; most other human competition requires a physical or financial predisposition, and in some cases, avoiding that competition is the best way to engage in it (like with e.g. professional boxing, which tends to involve the top-rated boxers doing endless promos and never actually stepping into the ring to comete).
The good news is, with so many categories, it's easy to find one that appeals to you. If you don't like superglitched credits warp categories, you can pretty much guarantee that your game that has that also has a glitchless category. Inversely, if you love glitches, especially difficult-execution ones, you can look at categories like Ocarina of Timy Any%, which is so busted the time is now down to less than 4 minutes. Like FF6 and want to execute a glitch a lot? You can do Any% No Sketch. Want to not just use Slots forever after you get Setzer? Any% glitchless is here for you. Don't have time for a full game run? Do Kefka-Narshe.
If putting time into something, becoming skilled at it, and then successfully performing that skill doesn't appeal to you? There are other hobbies and other genres. YouTube alone has more than 5.1 billion videos hosted on it, and that's mostly content you can watch for free. You don't have to watch speedrunning content, and you certainly don't have to participate: it is a buyer's market.
 
In games that lack e-sports style competition, there is no surer demonstration of mastery than the speedrun. Anyone can clear a game given enough time; doing it under time pressure often involves mastery of macro, micro, and meta gameplay.
Generally, games that have categories that are fully solved (like Pokemon R/B Any%) are often, but not always, about technical mastery - understanding the fundamental aspects of the game's programming in a meta sense. This can be used to just clear the game instantly in some games (Gen 1 being a fairly famous example where you get through the intro, walk into a wall, and warp to the credits, because Gen 1 is famously badly programmed), or make use of the limitations of cartridge memory for arbitrary code execution (ACE), which can lead to real-time programming and other fun things. Categories like this are usually not seriously competed in because execution is often less important; some Sonic 1 individual levels are like this, where due to the way the game handles its levels, it's trivially easy to tie the world record on some stages, notably Marble 1.
Categories with less glitches or less impactful glitches (like the standard 'glitchless' category used in almost every game that has a single dominant glitch) tend to focus more on strategy and execution. This is why a very optimized game can cause even minor mistakes to be intensely frustrating: unless new tech or routing is found ('found' here meaning developed by the community or individuals therein), often the only way to improve a time is to make fewer errors, so even a small time loss can effectively doom a run. At this point, competition tends to die off, usually referred to as 'optimizing the fun out of the run'. A truly enduring category is pretty uncommon, especially in simpler games, which by virtue of having simpler designs makes them much easier to solve. Conversely, some games represent this spectrum within themselves: Halo CE famously varies from being essentially a platforming game with limited combat on Easy difficulty, to being almost exclusively about combat improvisation at Legendary difficulty.
There are also some categories which exist largely as an excuse to be used in direct competition (i.e. racing), like FF6 Kefka-Narsh or Legend of Legaia Zeto. In these cases, because the cutoff is much earlier than 'the end of the game', the strategy that goes into routing a run can be very different from a full game run; the same is also true for categories like Chrono Trigger 100%, which comes in both glitched and glitchless varieties. This run tasks the player with completing all of the game's quests given by the Guru of Time: reviving Crono, clearing the Black Omen, Mother Brain, Yakra XIII, and Ozzie's Fort, and gaining access to the Wondershot, Greendream, and Masamune II, before finishing the game by defeating Lavos Core. This represents completing, functionally, all of the content within the game, and as was common for Square games of that era, most of it can be done in an order of the player's choosing, which leads to deep strategic and tactical decisions to make when routing; Chrono Trigger also has relatively interesting execution for a JRPG due to the way its ATB system works, which makes it somewhat demanding over time.
Particularly long runs often require less mechanical execution overall, in part because there tends to be less competition: if you aren't interested in getting your time down to prove that it can be done (the same reason anyone climbs Mt. Everest: because it's there), and just want to have a competitive time, then stable play over long periods ('safety strats') can often be a superior metastrategy than attempting the riskiest, fastest strategy at every junction and resetting every time you fail; the latter will ultimately be mandatory when the game reaches a state of 'optimizing the fun out of the run', but the former is more practical for a human being.
Of course, not every game is suitable for speedrunning by a human being, and some runs are not possible for humans. Ecco the Dolphin, for example, is not possible to complete damageless - but a TAS can do it. A TAS (Tool-Assisted Speedrun) is almost entirely a logical puzzle, as by definition there is no execution involved, but the laborious nature of creating a TAS makes it an entirely different kind of challenge than just playing a game normally, especially in games where manipulating RNG matters, because a change earlier in the run invalidates everything that comes after it. Taking this to its logical conclusion, there is a sequence of inputs which is guaranteed to beat Pokemon Platinum regardless of which RNG seed you're on. Actually carrying this out would be a laborious task for a human, and asking a human to carry it out isn't really the purpose of the experiment, but that hardly detracts from the research and work put in to creating it. This is true for most TASes; a speedrun brings a game to its human limit, but a TAS can bring a game to its mechanical limit. In fact, there is actually a subcategory of TAS called a playaround, which involves using the TAS to show off game logic interactions which would be difficult or impossible for a human player to encounter.

In summary, there's a lot of nuance to speedrunning as an idea which is often lost in a mainstream context, especially with the absolute state of gaming journalism often going out of its way to whine about speedruns. If you think it's 'lame and cringe' to get frustrated when something you've devoted serious time to goes poorly, that's a you problem - it's normal for humans to be frustrated when their efforts come apart. And remember, speedrunning is physically and mentally demanding: most games require significant, sustained focus both in the current moment and in the long-term view, diligent practice, the physical coordination to execute that practice, and the willpower to continue practice even when you fail. Compared with sports, there's a much lower floor of physical ability for most games (and with the increasing acceptance of specific hz turbo for games like Metroid Dread, you don't need to risk giving yourself an RSI to compete), making competition more accessible and significantly more competitive - the impact of the body you were born with, or damage you've taken, is dramatically reduced compared to mainstreaming sporting. In essence, speedrunning is one of only a few avenues that involves truly egalitarian competition; most other human competition requires a physical or financial predisposition, and in some cases, avoiding that competition is the best way to engage in it (like with e.g. professional boxing, which tends to involve the top-rated boxers doing endless promos and never actually stepping into the ring to comete).
The good news is, with so many categories, it's easy to find one that appeals to you. If you don't like superglitched credits warp categories, you can pretty much guarantee that your game that has that also has a glitchless category. Inversely, if you love glitches, especially difficult-execution ones, you can look at categories like Ocarina of Timy Any%, which is so busted the time is now down to less than 4 minutes. Like FF6 and want to execute a glitch a lot? You can do Any% No Sketch. Want to not just use Slots forever after you get Setzer? Any% glitchless is here for you. Don't have time for a full game run? Do Kefka-Narshe.
If putting time into something, becoming skilled at it, and then successfully performing that skill doesn't appeal to you? There are other hobbies and other genres. YouTube alone has more than 5.1 billion videos hosted on it, and that's mostly content you can watch for free. You don't have to watch speedrunning content, and you certainly don't have to participate: it is a buyer's market.
Why every time i look at times for OOT any% it somehow just gets lower? lmao. How the fuck people keep finding these optimizations, glitchs and new strats for so long but MM runners still have to deal with first cycle lmao
 
For my personal tastes, it's the most unfun way to play a game (unless it was built for that purpose, such as say, Sonic games) and when it comes to watching, it can be fun if there's skill and some good commentary slapped all over it. Just like watching someone do any skill really well can be almost hypnotizing, a testament to humanity's desire to perfect something.

But it swings back to being the worst gaming content when a run consists on nothing but performing glitches. You're doing all that work to not even play a game at all, all so your number can be the smallest for some lame internet bragging points. Yawn. The community around it can be the worst to deal with too, so I'd rather just stay the heck away in general. I'll stick to the gaming challenges on youtube like 'can you beat X game without doing X', thank you very much.
 
Given the time it takes to watch one I tend to prefer Speedrun summaries they go over what techniques the player used and why than viewing them. I don't really got the time to watch hours of the same game myself. I do like hearing of speed runs though.
 
I think it's fine for solo games. But not in coop modes. If I play with your mums, I wont be speedrunning. I will take all the time in the world and be a true gentleman.
 
I like it when they are made more based on skills level than with glitches, but I recognize that some games are too long to do this and glitches end up being indispensable in these cases.
 
I think it's really cool that players have gone and asked themselves, "how fast can I do this x part?" And go on to literally change our perspective on what is possible and what is not. I do agree that you gain nothing from it, but isn't it the point that you do it after you are done with the game, and to see how fast you can do a specific part?
 

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