Halo Fanboy said:
Delock said:
[("decadence in game design" is what completely invalidates your opinion, and shows that you know next to nothing about current game development).
Could you elaborate on this part?
You seem to be under the impression that arcade games are filled with cheap death but in reality these were the bad games. The games people put tons of quarters into, the GOOD games didn't egregious chunfairness. And I don't think games should only be in the arcade but just that the arcade format (low entry price, skill based design) is what bred higher standards for games. Because the standards are so high and the ability to try out any game is cheap players any games not up to par for being to shallow, easy cheap or anything else will fail more often then console games. The games you are complaining about are more common on console then in arcades.
My point being that you are under the impression that new games happen to be designed to be easy, and that design has gotten worse over time. First, advances in game mechanics, such as more input allowance (ie, more buttons), health systems (technology can now measure a bar and assign how much damage you recieve rather than depending on number of hits), checkpoints, save systems (which greatly extended how long a game could go on for), better controls, etc. have all allowed for much better games that at the same time are more forgiving than their ancestors. Assuming them to be easier just because of money and saying that all of this advancement is "decadence" is what I'm referring to.
And no, they weren't the exceptions. Arcades had just as much shovelware crap as the rest of the industry, they just got rotated out for money makers.
And while I will agree the low entry price is a good idea, skill based design is fucking horrible. After all, it goes by a new name now. What's that?
QTEs . These didn't breed a higher standard (or else ET, which was born back when consoles still thought they were arcade games, would never have been made), as sticking a peripheral on a game guarantees it will get played (explain why that pod racer game even existed if arcades make them fail).
As I've seen, the idea that bad games will get weeded out is actually more true for consoles today that arcades before, as with today's technology you'll often learn about the failures way before you even consider investing, word of mouth is still just as strong, and the price itself set things so that crapware actually has even less of a chance due to people deciding to be informed (this too has seen a turnaround of trend these days, AAA games are selling a lot more. Sure we've been told again and again that this is uncommon, but as it becomes more apparent that a game needs something to make it stand out in the market and the rising number of huge sales numbers on AAA games, it's not hard to see what the future's bringing).
Games have actually become better by transferring out to the consoles, as developers were no longer trying to make profit per playthroughs, but rather trying to get the player to continue buying the series. This means constant improvements must be made and a game must be "great" rather than just "good" (something arcades don't worry about as much, as if a game is good due to being fun, it will continue to make money).
What they haven't done is abandon skill for this though. Plenty of games still do reward this (Brotherhood just came out), though the difference is it's less about perfectly timing a jump or reacting in time to shoot an enemy that just appeared in front of your face and more of analyzing a situation quickly and deciding how to proceed. If it does come down to reaction in a fight, it's more often recognition of patterns and motion cues (legitimate skills that one has to work to acquire).
What I'm criticizing here is that you're accusing years upon years of games being trash and all new ones to be worthless without even understanding that most of them have what you claim to be looking for, as well as keeping this notion that the past is completely sacred and we should keep to it despite improvements (just because people used to send a single man on horseback to deliver a message doesn't mean we should ignore email because it's "easier").
Yes, there is a need to fill the niche of tougher titles and such, but you know what? I played JRPGs as a kid, meaning I've got to put up with the fact that no matter what, I'm expecting 60 hours of playtime from a game (and these days, that's something that's worse than just "I want tougher games" since paying $20 more for a game that gives me 50 hours less enjoyment is something I can actually measure). Or what about the derth of horror games? Getting up and demanding an entire medium fit a niche and criticizing other niches isn't the way to go about this. That makes you a Metal fan.