The Deadpool said:
solidstatemind said:
Why? Because I'll still try to not die-- but maybe that's just me. Never even once did I do a berzerker charge on a Big Daddy in BioShock over and over next to a VitaChamber because, while I knew I could've, I wouldn't have felt like I really succeeded in beating the game if I had used that sleazy tactic.
Yeah, but you never turned a corner in fear of what's around because you also knew you'd get a do over. You never dodge rolled at the end of a forced run because you didn't know what was at the end. Never go into sniping stance just to see if there was any movement. Never go down a narrow hallway constantly turning around to see if some assassin BASTARD jumped up behind you. Never had your heart jump at your throat when enemies surround you, or feel the adrenaline pump of a fight or flight instinct kicking in when you see that a Black Phanthom invaded your game.
You may not have suicided at every turn just for kicks, but I'm damned sure you didn't fear for your life at every turn either...
snowman6251 said:
The final boss of God of War kicked my ass (specifically the segment where Kratos has to protect his family). I had to do it an obscene amount of times
Funny, there was no boss that took me more than, say 3 tries in Demon's Souls... And yet, the game is somehow "too hard"...
Btw, how can you say you tried the same part an obsecene number of times until you finally succeeded and NOT see how checkpoints have made difficulty pointless?
Yes, I did live in fear of death-- via suspension of disbelief. When I play a game, I try not to die. Bottom line. I took great pride in not losing a single unit in RTS games, even though it meant fuck-all in the statistics at the end of the level. Really, if I don't care enough to try to preserve the ingame personafication of myself... then what's the fucking point, anyway? Blowing shit up? Meh: that gets old fast, in my book. But I agree, I'm sure other people out there don't feel the same... but again, that is a matter of personal choice-- as I said in my original response, one of self control. Something I personally believe I should be the one to select, not something that is dictated to me by some developer who thinks they know what should be 'fun' for me.
The following is directed at all those championing distance between checkpoints, not just you DeadPool (so don't feel like I'm flaming you, ok?) :
Look, you can try to argue it as much as you like, but the length of time defined by the distance between checkpoints in a video game in re: the number of tasks you have to repeat is
absolutely not a measure of SKILL. The following is absolutely, unimpeachably true: virtually any animal can be trained to accomplish a series of tasks if the trainers spend enough time and effort. Therefore, the 'mechanic' you are all defending is simply a measure of
endurance... in this case, endurance of punishment for failure.
That's why it's a very lazy game 'mechanic', if you insist upon giving it that label at all.
The bottom line is that you are proving nothing by overcoming said interval, except that you are a) more stubborn than others, and b) have more time to spend in your efforts. What is exceptional about either of those traits??? Seriously?!? Before you respond, consider this: on each independant iteration, how can you truly differentiate between the person who skillfully overcame the obstacles, and the person who happened to be lucky enough to hit the right button (infinite monkeys, infinite typewriters aside)? If you can't, what are you really proving? That you're
probably better than everyone else?
The truth is that the 'long time between savepoints' is a cheap way for game developers to make their product appear to last longer, but ultimately, it's the same mechanic at work while you play Solitare, for fuck's sake! "Eventually, you'll get it right." I find no satisifaction in that.
Before anyone goes on further about the validity of this game 'mechanic', I would strongly suggest that you go look up BF Skinner, Behaviorism, and rodent mazes. You may see some strong parallels.
One last observation: perhaps the draw of this element of DS is that there is some joy to be found in the 'elitism' of finishing a 'really hard game'? I can see that, but it's never been the draw for me (but I'll have to admit it
clearly has widespread appeal given the explosion of online 'medals' and such); but if you enjoyed DS as a vehicle for entertainment and its worth as a game, and not just a means of lording your 'superiority at gaming' over others who couldn't (or couldn't be bothered to) complete it, then you would think you would at least endorse the idea of easier options, since that would allow for a much larger audience (and thus more sequels/offshoots/etc) than an "oMg!H4rdC0r3zzzz Onlee!" attitude.
Now if you all will excuse me, I believe there are a couple of sour ales in my fridge that need some tender loving care.