snowman6251 said:
Because it was only one short segment. It was a total of about maybe 5 minutes of gameplay that I had to repeat until I did it perfectly and was allowed to pass.
But that's just my point. You went through hours of gameplay without dying, and then this one 5 minute segment is repeated an obscene amount of time... How many? 5? 10? Half hour to an hour of constantly dying and retrying in the same spot, redoing the same moves, watching the same attacks, until the game brown beats into your head what it wants you to do.
Is that truly the superior way?
solidstatemind said:
Yes, I did live in fear of death-- via suspension of disbelief.
There's a difference between suspension of disbelief (which btw, means accepting the in game reality as your own for a short period of time. Of course the in game reality accepts that your character CAN'T DIE) and forcing yourself to feel fear at will without any reason.
Hey, if you can control your emotions like that, awesome for you, but it says nothing for the quality of game design. Fact is Bioshock (and MANY other games) give you NOTHING to fear. You can talk about how you got scared anyways to your hearts content, and it won't change that.
solidstatemind said:
so don't feel like I'm flaming you, ok?
Don't sweat it. No disclaimers needed here.
solidstatemind said:
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.
Are you sure you're arguing AGAINST me? Isn't the usual chekpoint filled, try the same 5 minute segment over and over again for an hour game the one that measure your endurance? Isn't "you messed up this, do it again and again and again" the way one trains a simple animal how to do a task? When you trrain a dog to go through a circuit, you don't train him to do the whole course at once. You train each step one by one first, make sure he gets it right.
You'll have an easier time training a dog to play Bioshock (where if you move foward and push the shooot button for a long enough time, you WILL win eventually) than training a child to play Demon's Souls.
Fact is, anyone who's played the game can attest to this, you DON'T die as often as you do in games like God of War. The difference is the deaths MATTER here. You fear them, you do your best to dodge them, and when you die in a place, you make damn well sure you don't do it again.
It is rare that one dies in the same spot more than once. Thus the game teaches you without repetition...
solidstatemind said:
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?
Who's proving anything to anyone?
Although if you wanna know the difference, it's simple. You play, say, Call of Duty, and you can get past 80% of the game normally, and the last 20% by the infinite monkeys and infinite typewriters method of gameplay. And plenty of people HAVE. I doubt anyone's passed a single stage of Demon's Souls without getting genuinely better. I doubt anyone's passes a stage based entirely on luck.
I'm not talking about, as a player, proving myself anyone's better. I'm talking about as GAME DESIGN, having player victory based solely on player skill is superior to having it based on luck and willingness to try the same 5 minute segment over and over again until the dice line up.
Despite popular belief, I'm a busy man. I work 40 hour weeks on top of some semblance of a social life my girlfriend insists on us having. I also have little patience for repetition. I'd rather walk for an hour than sit in trafic for an hour. So repeating the same 5 minute piece of a game over and over again until the AI feels like being nice, or I luck out enough last minute dodges is not my style.
solidstatemind said:
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.
The more I read, the more I'm convinced you never played the game. On ym first playthrough, I had to redo maybe half the stages. And even those maybe one or two were redone more than twice.
It's not about repetition like people seem to think.
The game's harsh punishment for death is offset by death being easily avoidable for someone with care and patience. Hand-eye coordination helps, but not running blindly around the corner will keep you alive far more often than quick dodging will...