shrekfan246 said:
CCountZero said:
Personally, I think that games these days are plagued by being too easy. I'm not the type of RPG-lover who despises first-person shooters, but I do wish that they'd be a lot harder. I can't even remember when the last time I got stuck on a first-person shooter level was, but it may well have been prior to the 21st century.
(And yes, while I'll admit that I never start out on the very hardest difficulty, my second play-through always goes straight there. I wanna know how the game "handles" first.)
"Games are getting easier" is another can of worms as well, much like "games are too linear". It's also a much slipperier slope to try discussing, because when you're talking to somebody who has been playing video games for 20+ years, is it really that video games are getting easier, or is the issue just that the person is better at playing them? If you've been playing first-person shooters since
Doom first hit the market, obviously you're going to know what you're getting into if you pick up
Halo,
Resistance,
Call of Duty, or
Crysis. But to someone who has just barely gotten into playing video games, learning the mechanics those games hold could be immensely more difficult, and thus the overall difficulty of the game is much higher.
For instance, I've never really played RTS games, and because of that I'm absolutely terrible at them and even something like
Starcraft 2 is incredibly difficult for me, whereas if you found somebody who has been playing RTS' since the early 90's, they would probably tell you that
Starcraft 2 is the most simplified, "dumbed down", and easy RTS currently on the market.
I don't really disagree with anything you're saying here. I know plenty of people who are in the situation that you describe.
I might have been unclear, as I was thinking more along the lines of the range of difficulty, rather than every level of difficulty being made harder.
Back in the old days, you'd see a much wider range of difficulty options, many of them far beyond "how quickly does the enemy react", which seems to be the most common factor in games today.
The old Unreal Tournament featured that kind of difficulty style, granted, but in these modern days that is almost all there ever is. For shooters, it's a very good way to introduce newbies to the game, but once the mechanics have been mastered, it just becomes "unfair".
Case in point, Unreal Tournament is very easy to get into, starting on Newbie. Slide it up to Master? Yeah, that's just... no.
Another style often used, and featured prominently in games like the Mass Effect series, is how much punishment an enemy can take prior to death. That, IMO, isn't a bad style to use in that sort of game, but which would for obvious reasons not work well in any of the "modern military" shooters.
Anyway, my point is, a large part of what made gaming great in the past, was that you really felt like you were learning, and getting better.
Eventually, you'd start to feel that spill over into other activities, and you'd actually start thinking faster, and paying attention to things you might not have noticed before.
And that's before we get into games that actually do try to copy something from reality, and teach you how it functions.
Off the top of my head, the only modern example I can think of is Minecraft, teaching me circuitry.