http://www.shacknews.com/onearticle.x/56701
This. Isn't this what you guys have been asking for in this thread? A way for the game to be frigging stupid hard yet allow people who need the help to see how it's done?
Personally, I tend to agree with Void - I like hard games. I recently played through both S.T.A.L.K.E.R. games and I'm eagerly (what's a more emphatic word than eagerly that means "I will tear into this game with all the fury of a rabid wolf pack attacking a rabbit farm."?) awaiting Call of Pripyat. Gaming is not exactly a intuitive thing - you've got to hook all these wires up to the TV, then figure out what all the buttons do, and we haven't even gotten into deciding what kinds of games to play yet! Most of the people in this thread are gamers and we know these things. We found that one game that got us interested, that first hit that got us hooked, because we were curious and it looked fun and it WAS fun, and we got to playing it and learned things by trial and error. And then we picked up another interesting game, and another, and each of these games built up our knowledge of game theory, in that we understood instinctively that we're supposed to press the buttons to get effects and so on, and then we're gamers.
Making that barrier of see/do/learn less complex to newcomers into gaming wouldn't be a bad thing. But trying to remove it totally is actually counterproductive. There's two ways to learn something, and people tend to gravitate towards one of those two ways - seeing it done, doing it yourself, being 'hands-on' with the materials, and picking it up that way. The other is having the situation described to you by a knowledgeable teacher who can educate you on the subject. We have a lot of the first in gaming, and not as much in the second - at least, not for the casual gamer. There's discussion boards and videos and even classes about how to play video games, even specific video games (Starcraft 101, anyone?) but the normal beginning player has no idea where to find this stuff. Which brings us back around to Nintendo's patent and the point of this article and my post. Something like that would be useful for the people who want or need that level of hand-holding but still allow the designers to make a good, hard game, and give the rest of us the challenge we crave.
This. Isn't this what you guys have been asking for in this thread? A way for the game to be frigging stupid hard yet allow people who need the help to see how it's done?
Personally, I tend to agree with Void - I like hard games. I recently played through both S.T.A.L.K.E.R. games and I'm eagerly (what's a more emphatic word than eagerly that means "I will tear into this game with all the fury of a rabid wolf pack attacking a rabbit farm."?) awaiting Call of Pripyat. Gaming is not exactly a intuitive thing - you've got to hook all these wires up to the TV, then figure out what all the buttons do, and we haven't even gotten into deciding what kinds of games to play yet! Most of the people in this thread are gamers and we know these things. We found that one game that got us interested, that first hit that got us hooked, because we were curious and it looked fun and it WAS fun, and we got to playing it and learned things by trial and error. And then we picked up another interesting game, and another, and each of these games built up our knowledge of game theory, in that we understood instinctively that we're supposed to press the buttons to get effects and so on, and then we're gamers.
Making that barrier of see/do/learn less complex to newcomers into gaming wouldn't be a bad thing. But trying to remove it totally is actually counterproductive. There's two ways to learn something, and people tend to gravitate towards one of those two ways - seeing it done, doing it yourself, being 'hands-on' with the materials, and picking it up that way. The other is having the situation described to you by a knowledgeable teacher who can educate you on the subject. We have a lot of the first in gaming, and not as much in the second - at least, not for the casual gamer. There's discussion boards and videos and even classes about how to play video games, even specific video games (Starcraft 101, anyone?) but the normal beginning player has no idea where to find this stuff. Which brings us back around to Nintendo's patent and the point of this article and my post. Something like that would be useful for the people who want or need that level of hand-holding but still allow the designers to make a good, hard game, and give the rest of us the challenge we crave.