It's been some time since we
defended the
triviality ban officially. And after the site's goals shifted towards becoming more
contributor focused, both community and staff members started questioning what's so helpful about that ban, by today's standards as well as moving forward.
It's funny how it evolved from
this post I made 10 years ago, into
a clause in Vault rules, a
triviality sport ban for Vault, and finally it became a
whole Vault triviality ban. Thank me very much. TASes that
have been matched by humans posed an interesting challenge, which we
solved for the next 2 years.
So as always, the purpose of the ban was to protect the site from
horrible death that's known to often be caused by cheap TASes. ...I mean, I don't really get what it was accomplishing (anymore). Maybe it was protecting the image of the site by showcasing less of boring content? Maybe it was protecting the staff from handling tons of low-hanging-fruit movies? One point I remember is you can't know for sure who the actual original author is when there's little to no room for optimization. Is there anything else?
So yeah, as long as people are interested in making those "trivial" TASes, there should be some way to have them on the site, because otherwise we'd be discouraging people from contributing, resulting in less cool content overall. If we can "tolerate" "silly" stuff, those same people will be one day interested in making high-level TASes too, we'll have a fuller knowledge base, a more active community, and more synergy.
However even if we completely remove the triviality ban, there are still some applications that we would have a hard time considering videogames at all. Does anyone want to TAS a Photoshop installation? Or a movie watching session? Or a Flash animation where you only need to hit one big button to see one videoclip? What about running emulator accuracy tests and
demos?
As became apparent after Vault rules whose goal was maximum clarity, for any complex and unexpected phenomenon, there can't be future-proof hard rules that will keep making sense, barring a few occasional tweaks. If initial human creativity was not explicitly limited by those rules, resulting works won't perfectly fit under them either, no matter how brilliant those rules will be (we've tried!).
But we can still have guidelines on what is most likely a
videogame, and what is most likely not. For example, a videogame requires repeated player input to advance. It also has some kind of
gameplay, usually posing a challenge, a way to lose and to win. What else?