I think "Extra Credits" is well intentioned on a lot of levels, but I think a lot of what it has to say is simply wrong. I can understand where they are coming from, why they are wrong, and what their agenda is, but in a lot of cases it seems like they are pursueing things from a perspective that is counter productive to gaming in general.
To put things into perspective, I write stuff here all the time in response to your column, MovieBob, and others. If you check some of my responses in "extra credits" it's ironic that where I tend to mostly comment/discuss a couple of things said in other columns, but there I usually come away going "WTF" and more or less feeling the need to write what amounts to a rebuttal to everything Daniel Floyd and company are trying to say, in the vain hopes that people will come away agreeing with me (having agreed with my comments) than the article/video itself.
Oh doubtlessly I'll agree with them at some point, but I think it's one of those situations where I think the industry expertise that grants them the authority to do segements like that, also puts them out of context with a lot of the subject matter they are trying to address.
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That said, when it comes to difficulty in games, I will say what I said (or tried to say) in response to "Extra Credits":
People who want difficult games are people who want Video games (not Simon) which the majority of people playing them are not going to be able to finish. The abillity to finish being determined by talent, and intelligence, rather than simply the investment of time.
To put things into perspective, in the context of RPGs (my primary interest) look at games like say "Wizardry: Return Of Wenda", the first two "Might And Magic" games, or say "Ultima IV" and similar titles. A lot of people played those games, but how many people finished them? The answer is not many. The reason being because you couldn't just follow a storyline to the next event, and cross the finish line, or even spend hundreds of hours grinding. No, you needed to explore the world, find the information you needed, and figure out what you needed to do on your own. You could grind "Might and Magic" for hundreds upon hundreds of hours and one-shot every monster in the game, and if you couldn't figure out what things like those gold and silver messages meant, or where "The Inner Sanctum" was, or heck even just didn't pay attention to the descriptions for riddles like "who is the voluptuous one?" you just weren't going to succeed.
An extension of this is elitism, there is a degree of satisfaction in a game like the original "Everquest" where hundreds of thousands, or even millions of people might be online, but there is content only a comparitively few people are going to be able to access. To be able to walk around with your uber gear, and know that it meant not only being able to invest time, but being able to coordinate large numbers of people with military presician, solve the puzzle of how to beat bosses, and win increasingly difficult encounters to gather the gear you need in order to succeed and so on. Being able to walk around and show off loot from zones that like 99% of the game population will never see, not because of time (despite what they might say) but because of abillity, actually feels pretty good. Oh sure, you can sit there and say that people like this are the "worst kind of human being" but let's be honest, most people have been there with something, and deep down inside I think we all know what it's like and what a lot of people want from games.
The problem here is manyfold, but one of the big reasons is that as was pointed out by some of Blizzard's Designers when it came to things like "Naxxaramas", that coders ultimatly wanttheir creations to be seen. Some of them were getting upset over having created content for what amounted to a tiny percentage of elite players. The result of this was to basially turn around and turn most of the raids into what comparitively could be termed "loot Pinatas". Right now in World Of Warcraft it seems like 90% of the game population, if not more, are raiders, which incidenty means the accomplishments mean less. It's not "difficult" or anything paticularly special if anyone who wants to can eventually do it.
Now, ironically I am not one of the "gods of WoW" so to speak. I wasn't an original Naxx raider. I however have been one of "those guys" in various things through the years to understand the euphoria and not want to deny it to anyone. I just don't see the point of denying people their glory so to speak.
I think ideally games should be approachable to start, but in many cases, nearly impossible to finish. Sort of like how in many older RPGs, back when cluebooks were just "clues" as opposed to walkthroughs (compare say the cluebook for the original Might and Magic, or Ultima IV to a modern one), mastering the game mechanics and building powerful characters was only half the battle, in the end it came down to YOU the player. I still vaguely remember when a bounty was placed on being the first guy to successfully beat "Return Of Wenda".
See, the problem comes down to the simple fact that making a game for everyone, pretty much contridicts making the game difficult. The problem is that the game industry has gotten to the point where it pretty much makes it so anyone who pays for a game, online or off, is pretty much guaranteed to see the end of the game/all the content if they want to put in the time. It's not about being approachable, it's about what it takes to beat them... and the fact that the game industry either no longer understands that, or is willfully ignorant of it, is the problem, and exactly why there is a problem.
Just recently in "Game Informer" I was looking at the article they were doing on "Catherine" and while the game seems like it would be interesting and all, I was a bit disturbed by the implicationt that it was being developed for people who liked the looks/vibe of the later Persona games, but were put off by the difficulty and committment. That right there sort of shows how it seems developer attitudes are changing, with a fairly "hardcore" developer deciding to stop being hardcore in hopes of drawing in more people. From a business perspective it makes sense, I can't judge things on that level, but it seems like when companies do things like this they dance around the issue of difficulty with the fans who WANT hardcore games that not everyone is going to be able to succeed at. Oftentimes trying to tell us (as Extra Credits oftentimes seems to) what we really want, when it's actually what THEY want, we know perfectly well what we're after. I sort of expect there is some guilt among game developers to be honest, not that they would ever admit it.
I'll also say something else, platformers and games like "Prince Of Persia" are not my thing. However I do not think that because someone doesn't want to play games that punishing anymore, does not mean that nobody does. Trying to act like the industry should change and stop producing things like that, because it's no longer what you (personally) want, or in the case of others want to develop, just isn't cool.
I'll also say that right now I think there are games like "Demon's Souls" which are getting an unjust reputation for being actually difficult. To be honest I've never done it all the way through, and most of my playtime has been scattered among other people's copies. I will say however that the game is all about memorization and pattern recognition. It's not unlike a lot of the old scrolling shooters of yesterday. It seems hard until you know exactly what's coming, and have the instinctive reflexs down. A point more or less reinforced by guys who have taken starting characters and defeated the entire game without leveling up. Throw yourself at it enough time and you'll win. It makes me wonder how many gamers today would still be alive if some Lunatic like Jigsaw (from the Saw Movies) put them in a cell with life support for exactly 30 days, and an electronic door hooked up to an Apple II loaded with "Deathlord" that would only open if they could beat the game. To be fair, I'm not sure I would survive it, I'm pretty sure most people who think they are masters of today's difficult days would actually fare worse.
Hopefully my rant is coherant to those who have been interested enough to read this far.
To put things into perspective, I write stuff here all the time in response to your column, MovieBob, and others. If you check some of my responses in "extra credits" it's ironic that where I tend to mostly comment/discuss a couple of things said in other columns, but there I usually come away going "WTF" and more or less feeling the need to write what amounts to a rebuttal to everything Daniel Floyd and company are trying to say, in the vain hopes that people will come away agreeing with me (having agreed with my comments) than the article/video itself.
Oh doubtlessly I'll agree with them at some point, but I think it's one of those situations where I think the industry expertise that grants them the authority to do segements like that, also puts them out of context with a lot of the subject matter they are trying to address.
-
That said, when it comes to difficulty in games, I will say what I said (or tried to say) in response to "Extra Credits":
People who want difficult games are people who want Video games (not Simon) which the majority of people playing them are not going to be able to finish. The abillity to finish being determined by talent, and intelligence, rather than simply the investment of time.
To put things into perspective, in the context of RPGs (my primary interest) look at games like say "Wizardry: Return Of Wenda", the first two "Might And Magic" games, or say "Ultima IV" and similar titles. A lot of people played those games, but how many people finished them? The answer is not many. The reason being because you couldn't just follow a storyline to the next event, and cross the finish line, or even spend hundreds of hours grinding. No, you needed to explore the world, find the information you needed, and figure out what you needed to do on your own. You could grind "Might and Magic" for hundreds upon hundreds of hours and one-shot every monster in the game, and if you couldn't figure out what things like those gold and silver messages meant, or where "The Inner Sanctum" was, or heck even just didn't pay attention to the descriptions for riddles like "who is the voluptuous one?" you just weren't going to succeed.
An extension of this is elitism, there is a degree of satisfaction in a game like the original "Everquest" where hundreds of thousands, or even millions of people might be online, but there is content only a comparitively few people are going to be able to access. To be able to walk around with your uber gear, and know that it meant not only being able to invest time, but being able to coordinate large numbers of people with military presician, solve the puzzle of how to beat bosses, and win increasingly difficult encounters to gather the gear you need in order to succeed and so on. Being able to walk around and show off loot from zones that like 99% of the game population will never see, not because of time (despite what they might say) but because of abillity, actually feels pretty good. Oh sure, you can sit there and say that people like this are the "worst kind of human being" but let's be honest, most people have been there with something, and deep down inside I think we all know what it's like and what a lot of people want from games.
The problem here is manyfold, but one of the big reasons is that as was pointed out by some of Blizzard's Designers when it came to things like "Naxxaramas", that coders ultimatly wanttheir creations to be seen. Some of them were getting upset over having created content for what amounted to a tiny percentage of elite players. The result of this was to basially turn around and turn most of the raids into what comparitively could be termed "loot Pinatas". Right now in World Of Warcraft it seems like 90% of the game population, if not more, are raiders, which incidenty means the accomplishments mean less. It's not "difficult" or anything paticularly special if anyone who wants to can eventually do it.
Now, ironically I am not one of the "gods of WoW" so to speak. I wasn't an original Naxx raider. I however have been one of "those guys" in various things through the years to understand the euphoria and not want to deny it to anyone. I just don't see the point of denying people their glory so to speak.
I think ideally games should be approachable to start, but in many cases, nearly impossible to finish. Sort of like how in many older RPGs, back when cluebooks were just "clues" as opposed to walkthroughs (compare say the cluebook for the original Might and Magic, or Ultima IV to a modern one), mastering the game mechanics and building powerful characters was only half the battle, in the end it came down to YOU the player. I still vaguely remember when a bounty was placed on being the first guy to successfully beat "Return Of Wenda".
See, the problem comes down to the simple fact that making a game for everyone, pretty much contridicts making the game difficult. The problem is that the game industry has gotten to the point where it pretty much makes it so anyone who pays for a game, online or off, is pretty much guaranteed to see the end of the game/all the content if they want to put in the time. It's not about being approachable, it's about what it takes to beat them... and the fact that the game industry either no longer understands that, or is willfully ignorant of it, is the problem, and exactly why there is a problem.
Just recently in "Game Informer" I was looking at the article they were doing on "Catherine" and while the game seems like it would be interesting and all, I was a bit disturbed by the implicationt that it was being developed for people who liked the looks/vibe of the later Persona games, but were put off by the difficulty and committment. That right there sort of shows how it seems developer attitudes are changing, with a fairly "hardcore" developer deciding to stop being hardcore in hopes of drawing in more people. From a business perspective it makes sense, I can't judge things on that level, but it seems like when companies do things like this they dance around the issue of difficulty with the fans who WANT hardcore games that not everyone is going to be able to succeed at. Oftentimes trying to tell us (as Extra Credits oftentimes seems to) what we really want, when it's actually what THEY want, we know perfectly well what we're after. I sort of expect there is some guilt among game developers to be honest, not that they would ever admit it.
I'll also say something else, platformers and games like "Prince Of Persia" are not my thing. However I do not think that because someone doesn't want to play games that punishing anymore, does not mean that nobody does. Trying to act like the industry should change and stop producing things like that, because it's no longer what you (personally) want, or in the case of others want to develop, just isn't cool.
I'll also say that right now I think there are games like "Demon's Souls" which are getting an unjust reputation for being actually difficult. To be honest I've never done it all the way through, and most of my playtime has been scattered among other people's copies. I will say however that the game is all about memorization and pattern recognition. It's not unlike a lot of the old scrolling shooters of yesterday. It seems hard until you know exactly what's coming, and have the instinctive reflexs down. A point more or less reinforced by guys who have taken starting characters and defeated the entire game without leveling up. Throw yourself at it enough time and you'll win. It makes me wonder how many gamers today would still be alive if some Lunatic like Jigsaw (from the Saw Movies) put them in a cell with life support for exactly 30 days, and an electronic door hooked up to an Apple II loaded with "Deathlord" that would only open if they could beat the game. To be fair, I'm not sure I would survive it, I'm pretty sure most people who think they are masters of today's difficult days would actually fare worse.
Hopefully my rant is coherant to those who have been interested enough to read this far.