Board Thread:Virtual Tribal Council/@comment-1294345-20171215132543/@comment-27391152-20171218033451

Zypker124 wrote:

IAmNothing712 wrote: Survivor was introduced as a social experiment, but with production constantly feeding the contestants with Hidden Immunity Idols and advantages, the show has degenerated into a mindless strategy game. A race to find these idols and advantages.

I agree that the show has evolved into a strategy game. I disagree that it has "degenerated" or that it has become "mindless". For example, when I listen to podcasts, I typically observe them to be significantly more action-packed and interesting in the strategically-heavy seasons. The evolution of the show cannot be ignored, but as to whether this is good or bad is incredibly subjective, and I tend to side with the "this is good" side.

IAmNothing712 wrote: It's sickening me that he and his cronies (those gamebots who fell for Probst's idea of "big moves", and Survivor writers like Dalton Ross) fail to find wisdom in stepping back, analyzing one's surroundings, before making a move.

First, that seems like a lot of vitriol for those who simply like the direction of the show. Second, I don't understand the "fell for" phrase. If they like Survivor's approach to more gameplay-centric seasons, I don't understand how it in any way relates to "falling for" Probst's "wishes". I know plenty of people who watch Survivor for the gameplay, with and without Probst's comments.

I think you're missing the point. The problem isn't that recent seasons are gameplay centric, it's that the gameplay is mindless and doesn't require true social and strategic prowess anymor. There seems to be a general consensus nowadays that in order to play a good game, you need to make big moves and blindside a bunch of people, which is simply not the case and, in my opinion, is boring to watch. Take Zeke for example. He was in a perfectly good position in Game Changers and had plenty of connections within his alliance. Then, for the simple reasoning that he needed another big move to add to his resume, he goes ahead and tries blindsiding Andrea. That's not smart, interesting gameplay, that's just doing something for the sake of being able to say you did it. Thankfully, people from this recent season haven't fall into this trap (although this season has many other issues), but this is why I didn't find MvGX or Game Changers fun to watch; it was just a hodge-podge of voting out whoever they deemed the biggest threat regardless of personal connections and relationships.

The other issue many of us have is that there are so many idols and advantages nowadays that it's become more and more like a luck contest to see who can spot them first. When idols were first introduced- maybe 1 to 3 a season, they were perfectly fine and added an extra variable to the game that helped stop pagongings. However, the reason why they worked in the earlier seasons is because in order to find one, there was some kind of strategy/compensation involved (being banished to Exile, kidnapping someone from the other tribe, etc.). Now, they just put a big ole arrow next to the idol and whoever spots it first, gets it. That's not interesting gameplay in the slightest, just givin random people a huge advantage, and punishing those who actually play well.

I don't see how you feel these things are a step in the right direction because, to me, this makes everything a luck contest rather then actually having to use your social and analytical skills to forge alliance, read other people, and connect with people so that they'll eventually vote for you.