I like the hard modes on new games...
Challenge without absolute failure. No "lives" system and all that it implies.
Challenge without absolute failure. No "lives" system and all that it implies.
I've seen old games have more story than the new ones...Vault101 said:well I guess current games have story as a main pull...where as older games..although you could tell a story it wasnt the main focus
I agree with this one. I recently played Mario Kart on the SNES and it's only difficult because the AI just uses cheats. The one guy who has more points than you will always win the race if you don't, simply by just using a cheat which gives them about twice the top speed of anyone else.Craorach said:I think what people forget about older games is that they were not generally "hard" but rather "unfair".
The AI, such as it was, would outright cheat. The Developers had few tools available to make games challanging, and they needed to pad the games length by making it so hard it was near impossible at times because they wanted people to keep playing their games.
Many of the mechanics of the time were born from gamings root in the arcades, where more "Continues" meant more coins which meant more money.
As the technology and budget available to developers becomes better, and as the gaming audience grows older, the devs have more abilities to engage us beyond frustration and we have less patience due to having less time to play.
You're telling me about the oldschool C&C games! I would see the A.I. drop multiple buildings at the same time!Nimcha said:I agree with this one. I recently played Mario Kart on the SNES and it's only difficult because the AI just uses cheats. The one guy who has more points than you will always win the race if you don't, simply by just using a cheat which gives them about twice the top speed of anyone else.Craorach said:I think what people forget about older games is that they were not generally "hard" but rather "unfair".
The AI, such as it was, would outright cheat. The Developers had few tools available to make games challanging, and they needed to pad the games length by making it so hard it was near impossible at times because they wanted people to keep playing their games.
Many of the mechanics of the time were born from gamings root in the arcades, where more "Continues" meant more coins which meant more money.
As the technology and budget available to developers becomes better, and as the gaming audience grows older, the devs have more abilities to engage us beyond frustration and we have less patience due to having less time to play.
And don't even get me started on older RTS games like C&C where the AI was just able to build a lot faster than you.
couldn't have said it better myself. it's not even about laziness. a lot of people's lives are stressful enough without even their entertainment *****-slapping them for not being "good enough"Jaxtor said:Because you win more consumers with an experience than with a challenge.MisterMaster said:Why can't it present both?
''We'll make games with better graphics and stuff, but the difficulty... yeah, that has go.'' - to me that doesn't make sense at all.
Most people would rather have an experience they get for free, than an experience they have to work hard for.
If people have the choice between running a marathon and then being rewarded with a vacation, or just going on a vacation. Most will choose the latter.
Agreed. A challenge is one thing, but a game should be fun more than anything else.Akihiko said:Can't we have an inbetween? A game doesn't have to not have checkpoints or only have 3 lifes to be challenging. You can have the most challenging boss in the world, and every time you die, you start back right before it, but that doesn't mean to say you're going to get past the fucker.
In conclusion, I like a challenge. I don't like having to redo an entire area that I've already done because I died, especially considering it doesn't add any challenge at all because you've already done it.
Opposite we just love the abuse is all.Azaraxzealot said:New. as yahtzee himself said "Old school gaming troped died out for a good fucking reason."
There's nothing wrong with people of any age or skill level having the right to finish a game. The nintendo-hard elitists must have something wrong with other people getting enjoyment out of what they want to play.
First off, the bolded aspects are what is called "Fake Difficulty" [http://tvtropes.org/pmwiki/pmwiki.php/Main/FakeDifficulty]. More distance between checkpoints and a limited number of attempts does not mean the gameplay itself is innately more difficult to execute, it just means that you are more penalized for screwing up. If you die, you go back further; if you die too often, you have to restart. These aspects are probably just a remnant from when games were only coin-op arcade machines; it made sense back then because you had to pay for each number of attempts, it created more profits for the owner of the machine.Gotterdammerung said:Old Game: Long levels, few checkpoints, limited lives.
New Game: long levels, many checkpoints, unlimited lives.