So I've been playing Metal Gear Revengeance lately and it's brought up an old topic that I used to think about from time to time.
It seems that developers these days have crossed the line between challenging and frustrating.
A challenging game should be hard. It should make you try to improve your play style to become a better fighter/puzzle solver/etc. with the end result being an overwhelming feeling of satisfaction.
A frustrating game, however, is similar to a challenging game with the difference being that you don't want to improve yourself. Rather, you want to quit.
Contra is challenging. When I mess up in Contra it's my own fault. I get better and I come back to beat whatever boss I'm stuck on or get past whatever bad guys stand in my way.
Frustrating games, on the other hand, mess YOU up.
Nothing is more frustrating than dying at the end of a boss fight because the camera suddenly glitched and messed up your block, or messing up a grenade toss because the aiming arc is ever-so-slightly wrong. The knowledge that you would have gotten through something had it not been for the game's more unusual mechanics is horrible.
An example of this is the camera in Revengeance. Sometimes it'll just change without me telling it to. I assume that this is designed to make the game easier for the player so that you don't have to keep moving the camera every time you turn, but sometimes it's a little too sensitive.
In one of the boss fights about half-way through the game I was one hit away from victory. All I had to do was block this next attack and counter it. But that didn't happen. Why? Because the camera suddenly flicked to the right and my parry missed. And I died. And I quit (I'd been trying this one fight for close to an hour with no luck).
I'd love to know what everyone else thinks about this. Are the annoying mechanics part of mastering the game? Or should your performance rely on the actions of the characters without having to worry about the added control troubles?
It seems that developers these days have crossed the line between challenging and frustrating.
A challenging game should be hard. It should make you try to improve your play style to become a better fighter/puzzle solver/etc. with the end result being an overwhelming feeling of satisfaction.
A frustrating game, however, is similar to a challenging game with the difference being that you don't want to improve yourself. Rather, you want to quit.
Contra is challenging. When I mess up in Contra it's my own fault. I get better and I come back to beat whatever boss I'm stuck on or get past whatever bad guys stand in my way.
Frustrating games, on the other hand, mess YOU up.
Nothing is more frustrating than dying at the end of a boss fight because the camera suddenly glitched and messed up your block, or messing up a grenade toss because the aiming arc is ever-so-slightly wrong. The knowledge that you would have gotten through something had it not been for the game's more unusual mechanics is horrible.
An example of this is the camera in Revengeance. Sometimes it'll just change without me telling it to. I assume that this is designed to make the game easier for the player so that you don't have to keep moving the camera every time you turn, but sometimes it's a little too sensitive.
In one of the boss fights about half-way through the game I was one hit away from victory. All I had to do was block this next attack and counter it. But that didn't happen. Why? Because the camera suddenly flicked to the right and my parry missed. And I died. And I quit (I'd been trying this one fight for close to an hour with no luck).
I'd love to know what everyone else thinks about this. Are the annoying mechanics part of mastering the game? Or should your performance rely on the actions of the characters without having to worry about the added control troubles?