Can Video Game Accessibility Go Too Far? 164
A piece at GameSetWatch questions whether modern game companies are taking accessibility a step too far in their rush to attract people who don't typically play video games. This worry was inspired, in part, by the news that Nintendo's New Super Mario Bros. Wii would have the capability to play itself in order to let a human player get past a tricky part. Quoting:
"Bigger audiences finishing more games is certainly a worthy goal, and Nintendo has shown that accessibility is the servant of engagement. History has rarely — if ever — dared to disprove the wisdom of Miyamoto's foresight. History has also never disproven, however, the principle that any medium and any message degrades the wider an audience it must reach. Art was never served by generalization, nor language by addressing all denominators. Entertainment for the masses ultimately becomes empty. There must exist an absolute point beyond which greater accessibility means less engagement. Making a game so easy it can play itself for you at the push of a button just might be that point."
Why? (Score:3, Insightful)
"Bigger audiences finishing more games is certainly a worthy goal"
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I think it makes sense from a business point of view rather than from a gaming point of view. From a business point of view, does it make sense to invest money and resources in making a really great, memorable ending to an epic game, when most casual players will move on to something else before they get there? Or does it make more sense to make shorter games that can be finished in a dozen hours or so and take the time saved to make another sequel?
As a gamer who enjoys epic games, it makes me sad. But it's
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Why should Nintendo be singled out here? So many PC games over the years have had godmode and other cheats. It doesn't detract at all from your experience if you want to play without it. Some of these companies are spending tens of millions of dollars on game production and people hear that and never get to see the end of the story. One can only wonder about future sales that are lost when someone gets fed up with only ever seeing 2/3's of each story.
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And even there, you are watching a game being played where the outcome is not certain. Like sporting events, games can be fun to watch. This is mainly du
Say what now? (Score:2)
Is it just me, or did that quote manage to use a hundred words without actually saying anything?
It made a very clear point (Score:3, Informative)
Re:Say what now? (Score:4, Insightful)
Nintendo did something new. I can't praise it without being labeled a 14m3r fanboi, and I can't criticize it because it'll probably turn out make them even more pots of money and then I'll look like a doofus. So I'll just talk around the issue to fill the space between these important messages from our sponsors.
This is new? (Score:4, Interesting)
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No, that's DDR playing a remix of ABBA's Dancing Queen!
(DDR seems to have gotten the difficulty scale right!)
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I can see one significant difference. If you use a (heheh) "secret" cheat to get through a section, you didn't didn't learn how to play through it yourself.
If you watch the game play itself through that section, you can at least go back and attempt it yourself now that you know how.
In that respect, it's much like the walkthrough videos that YouTube is replete with. You know, an actual "trainer", rather than a God mode.
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I would argue that having the game play through the really difficult parts allows the developer to add parts that would otherwise b
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up up down down left right left right a b b a.
Then what? "Dancing Queen" started playing?
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Thanks for saying this. I was going to but I figured someone would point out the obvious. IDDQD, IDKFA , up up down down left right left right ab select start, whatever. As a kid I never played civ without a money cheat pegged on. I played star control with unlimited fuel so I could fill the screen with ammo. I didn't learn to play those games "correctly". I saw the same content someone else who spent hours mastering contra did.
And you know what...
I don't care. I think it is really sad that people are upset
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Finally! (Score:4, Insightful)
A lot of game companies don't seem to understand this, but a lot of gamers are adults with other interests and responsibilities. Spending hours "practicing" so that I can master a video game is not in the cards.
It's to prove you didn't rent the game (Score:3, Funny)
There's nothing more frustrating (in the gaming world) than playing a game for hours just to unlock a part of the game I already paid for!
It's to prove you paid for it, either full price new or half price used, not 1/10 of the price rental.
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umm, excuse me, but who are proving this to?
To the game. It is programmed to deny you the full enjoyment unless you buy your own copy.
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Which brings up a related design flaw which would have made this unworkable with GTA 3. If I really enjoy a mission I should be able to replay it over and over again without using an old save game. Going back to the early missions w
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Need for Speed Prostreet already allows you to do just that. You can play through the entire game to unlock all the cars, or you can pay an extra fee to unlock all the cars at the start.
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God, that sounds... horrible.
I dislike the huge amounts of locked content in some games, but the option to pay to unlock it seems even worse than DLC, which is already killing gaming IMO.
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Even Soul Calibur IV is annoying. My favorite part of the game is the character creator, but getting through the stupid "Tower of Soul" levels and having to figure out the extremely vague and unhelpful "clues" to unlock equipment is annoying as hell (and takes ages). I just want to play dress-up damnit!
I'd pay $5 or $10 to just have all the equipment and characters in the game unlocked.
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Likewise though, there aren't many things as frustrating as paying a fair amount for a game only to get a few hours of entertainment for it. There's a balance to be struck, and a delicate one at that. If a game is too hard or too easy you'll feel you didn't get value for money.
I think the 'auto-complete' idea is a good one, but it needs to come with a penalty. Spending a "life" to progress, or some points, or simply being branded a "cheat" on the end screen would be enough to make you try to play through ag
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Well on the 360 of PS3 they could simply include a trophy/achievement like "Hard-Core" or "Old-School" for "having made it through the game without using the cheat mode"
Most games already DO this by including a "Complete the game on Hard difficulty without changing the difficulty setting" Trophy.
On the Wii? Who really cares anyway? There is no subjective way for people to measure themselves ala Trophies/Achievements, so why bother?
The systems are built around entirely different models. The Wii only real
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I think TFA cuts to the heart of my problem with Nintendo- their grab for marketshare seems to be at the expense of what makes videogames special. They are making the system and software more and more commodified. The game is a pacifier, rather than engager. And that's the point of games, to engage the player. I would never sit through a ten hour movie, but I've sat in front of Fallout 3 for nights on end, and blinked by dry eyes realizing I had been wandering the wastelands for hours on end.
The ironic
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Unlockable: Unlock All To unlock everything in the game, insert the following code on your guitar at the title screen: Blue, Yellow, Orange, Red, Orange, Yellow, Red, Yellow, Red, Yellow, Red, Yellow.
I cant say that it works (don't own the game so I can't check) but Guitar Hero and other "sandbox" games usually have modes like that.
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And I hate having to play through Max Payne 2 three times in a row every time I reinstall it just to get myself some real difficulty, but this is at best only a half-assed solution to that problem.
I'd rather ask for everything to be unlocked by default, or something like the unlock codes of old rather than use this, since it still means I have to spend ~6 hours in front of the computer pressing the "play by yourself" button, watching shit pass by and for that, I'd rather play the goddamned game.
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Some people, including myself, enjoy to actually experience the game. That certainly includes the challenge (and sometimes frustration) of having to unlock parts of the game.
Then I guess it's a good thing that this feature is entirely voluntary to use, 'bro.
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Is it really though? If everyone is encouraged to use the cheat button whenever they get stuck, what incentive does the game designer have to make a well balanced game?
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Is it really though?
Yes, it really is.
If a player gets stuck, they'll have the option to pause play and allow the game to take over and play itself through any rough patches.
If everyone is encouraged to use the cheat button whenever they get stuck, what incentive does the game designer have to make a well balanced game?
This same statement could be said for the numerous cheats that have existed in PC and console games for ages and yet they haven't stopped game designers from making well-balanced games.
Gran Theft Turismo? (Score:2)
I paid for GT4 to noodle around with the cars and tracks I bought.
GTA has cheat codes. You enter them into your cell phone.
Gran Turismo 4 is not a Grand Theft Auto game.
Good Idea (Score:4, Insightful)
It's just ONE GAME...don't sound the alarms yet... (Score:3, Insightful)
If you want a challenge then pick up Starcraft II (when it comes out) or Virua Fighter 5. Learning to be competitive in either of those games will require hundreds of hours of practicing the games, reading about games, watching tournaments and taking notes, or learning maps or matches. Of course the video game 'journalists' are not willing to learn how to get good at RTS or FGs so they instead complain about a game of low difficulty (like Mario Brothers) being made easier. If you want to play games to be challenged try getting good at Starcraft or Virtua Fighter.
This new Mario Brothers with its auto-level completion (tm) or whatever is not a hardcore game and it's not even a hardcore genre. If you want more difficult platforming try Ratchet & Clank, God of War, or perhaps even Nintendo's own Mario Galaxy. But don't say it's the end of the world for hard games. I doubt those 'journalists' who complain about games not being hard enough for them haven't touched competitive Starcraft or Virtua Fighter or Counter Strike.
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God of war for difficult platforming??!
Mario Galaxy, the easiest 3D Mario game by a longshot?
Did you really play those games?
You seem to like to use words like hardcore game and hardcore genre, but that's all a bunch of bologna. There's no such thing as a hardcore genre. The concept of hardcore game is meaningless, and only a way for stupid teens to claim that other games don't have enough childish violence to appeal to them.
All very conventional, it seems (Score:2, Interesting)
Conway's "Life" [dmoz.org] plays itself, player pianos play themselves, soccer matches on the TV play themselves (as far as we're concerned) — what's new here?
Win button (Score:2)
I can't for the life of me find the image right now, but there's a classic photoshop of a Gamecube controller with all the buttons on the right side replaced with a giant, green WIN button. This reminds me of that.
Not everyone wants to beat their head on the wall (Score:2)
Yes, there is something to be said for overcoming a challenge, but not everyone buys games to be challenged. Some people buy them to merely have fun with friends and/or family!
In my opinion there is more than enough room for both camps.
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I just have better things to do with my time than get frustrated over a local maximum of difficulty. Some of those things are play other games that I can actuall
Everyone's Special (Score:3, Interesting)
We have an entire generation of employees entering the workforce that can't think for themselves. A step like this in the video game world is not that surprising.
It USED to be that you had to think to solve puzzles, complex puzzles, to continue a story - not just finish the game. This has been diluted over the years to give the end-user more flashy graphics without really challenging them.
Now imagine if a developer could create mind-bending puzzles that would cause even the most experienced gamer problems - but not alienate the "I'm special" crowd. It COULD be a great step in the evolution of gaming.
However, it probably will just be to assist those people that can't even handle the mediocre challenges that we currently see.
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Yeah, we could call it, I dunno... Difficulty levels maybe? Yeah, that's the future of gaming.
They were referrring to Super Mario RPG (Score:2)
Man, Gabe and Tycho were prescient. [penny-arcade.com]
Not so prescient. A Super Mario game developed by Square Enix using a turn-based menu interface [wikipedia.org] has been around since the second quarter of 1996.
Well done for missing the point (Score:5, Insightful)
"Making a game so easy it can play itself for you at the push of a button just might be that point."
No no and no. If anything, this is the [b]reverse[/b] - it means more difficult sections can be added to the game, without endangering less experienced players (by showing them "how it's done" and letting them skip the harder bits completely if they want to).
This means each demographic gets what it wants - hardcores get a game with some nice tricky sections, and casual gamers get a fun game where they skim over the bits they find too difficult/tedious.
The quoted article is just alarmist turd, and skims over the fact this is, effectively, difficulty levels on crack. There's absolutely no difference between this and selecting Easy/Medium/Hard - this is just a clever hybrid.
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Crud, for some reason I used a mish-mash of BB code bold and HTML. Please excuse my stupidity.
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Just about the most pretentious quote ever (Score:4, Funny)
A statement that somehow the message of art 'degrades' as it reaches more people is something I assumed to hear from some art snob complaining about reproductions of the Mona Lisa, not about a video game starring Mario. The whole notion is insanely elitist, and I'm frankly flabbergasted that someone saw fit to print it.
Especially considering that they got the whole idea wrong - it's only a demo mode that shows you how to beat a section. In order to progress through the game, you still have to play it yourself!
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There's been a lot of this sort of attitude towards Nintendo and the Wii coming from the tradition gaming culture for a few years now. Rather than just accept the fact that Nintendo has decided to target a broader marker that doesn't exactly overlap with the "hardcore" gamers, some people have decided to be offended by it, and have been complaining almost non-stop.
The fact that we're still consistently seeing articles from various gaming outlets about whether or not casual gaming is killing real gaming is a
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For some people, being good at video games is the only accomplishment they have to be proud of. When these "casuals" come along and popularize video games that don't require obsessive repetition and the mastery of trial and error game mechanics, it cheapens their only achievement. It forces them to recognize the failure of their lives, so it is understandable that they'd put on an airs and whine.
God Mode (Score:3, Informative)
This is no different than old-school games (ie, the ones I played growing up) like Wolfenstein or Doom, each of which had a "God mode" which everybody knew. Those codes would give you invulnerability and/or unlimited ammo.
Sometimes it was fun just to use them and just go berserk, but one of the main uses of them was to get through portions of the game that you simply couldn't beat. I used them occasionally when I was just unable to beat some monster. As such, those codes (which have been used in many games by many gamers) are no different than the current feature in Mario, except that it's more interactive.
I've favored games that automatically level the difficulty level so the user still does all the action rather than watching it. That's easier with combat style games than it is for platform-style games. Maybe they need ways of making the *physics* more forgiving as well - say make Mario jump farther/higher, have something rescue you if you fall, etc.
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True, but with god mode and unlimitted ammo you could chose exactly how you wanted to complete the parts that were too difficult and you could have fun sandboxing around the game world unafraid of death. With this function, you're effectively skipping it. I'd much rather just be given cheat codes and left to my own devices than to just have the character run the course himself.
Totally agree - as I mentioned, I prefer the ineractive method of having it help me beat the game, rather than just watching the g
It is the new easy mode. (Score:3, Insightful)
It is how I look at most games. I like a challenge, but I do not want to have to allocate project management, tons of research, and bringing my A game every time I play it. This is just a new easy mode, same as a cheat for God mode, or turning down difficulty a ton like a combat slider in Oblivion.
I want to be involved in the game story, get some enjoyment out of it, and not miss some part of the game because a different minority wants me to suffer through a game to get the best items or game play experience just because they had to.
I give Progress Quest as an example of the game will play itself, you will watch it, and you will be amused as an example of this. http://www.progressquest.com/ [progressquest.com] It has a following, so maybe there is some truth in the matter.
Been There, Done That? (Score:4, Insightful)
How is this different from the difficulty slider in The Elder Scrolls IV: Oblivion? If I get to a part that is particularly pissing me off, I drop the slider all the way down to easy and kill those pesky Dremoras with one swipe of my Sword of the Divine Crusader.
There are those of us that do not want to be overly frustrated with video games; we simply want to have fun. While I enjoy a bit of a challenge, it's nice to know that if I fail at something 5, 10, or 25 times, I can just click a button and make it easier (or skip it).
There's no difference (Score:2)
But it also points to a problem in our society... the need for instant gratification rather than trying to put some effort into it.
First, I don't discount Nintendo or Elder scrolls for putting in options to make things easier for some people, like a difficulty slider. A difficulty slider allows people to have fun at their own pace and own skill level, as not everyone is the same. I do however, take slight exception to the idea that you give yourself a cheat to get past a hard part. Either you are too laz
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Yes, it denotes a problem. The problem being that players stop having fun when they encounter certain sections of the games that they play. Sometimes developers throw a section that feels very boring or monotonous to many players into a game that is otherwise greatly enjoyed, particularly in a game like some of those in the Mario series that introduce multiple minigames that deviate from the core game dynamic. There have been a few times where I would have gladly skipped a part that was so tedious that by t
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Elder Scrolls' gratification comes from completing the story and interacting with the world, not by being difficult to play. It's different than, say, Ninja Gaiden in that regard.
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For the children? (Score:2)
How are they supposed to learn to overcome the frustrations of life if their games offer no frustration?
They should just make a movie ... (Score:2)
Online play (Score:2, Insightful)
Is it religion? ;-) (Score:2)
Stuff like this makes me think of really religious people.
"Someone, somewhere is having fun? We can't have that!"
I'm surprised they don't have mass burnings of official strategy guides. These are the folks who write reviews like "The game made me want to smash the controller into a puppy's skull! My blood pressure peaked to the point where my eyes were bleeding. Score: 10++!"
"It was never meant to be a game! -- Line from Rollerball
My take on it: (Score:2)
Elitist attitudes toward art (Score:2)
"Video games will become lame if they become too popular." -- Video game enthusiasts
Congrats, gamers. You've now joined the fine art snob, the classical music afficionado, and the indie music twit in the ludicrous belief that nothing's any good if someone else has heard of it. And ya know what? Nobody gives a damn what *they* think either.
Popular things are popular because people appreciate them. And since art is purely subjective, the only useful way to define good art is to ask, "do lots of people thi
Diminishing Returns (Score:2)
As a practical matter though, if "accessibility" comes to mean "player is now a spectator," it's not clear to me how you're attracting people to gaming. If you remove the interactivity, you have a film, not a game. In the case of Mario Bros., it's an extremely boring, linear film with shallow characters and only one possible co
Zone of the Enders 2 as proof this is a good idea (Score:2)
Zone of the Enders 2 (PS2, 2003) was and is a great action game. It was a marked improvement over its predecessor, felt more like a finished product than a proof of concept (you could tell they were testing the waters with the first installment) and was generally a blast to play.
And I only ever play half of it.
Because about halfway through the game there's a bos
Useful for beta testing (Score:2)
If the program kept track of sections people were skipping the game designers could then take another look at them and possibly tweak them to make them more enjoyable /playable, etc.
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We know who to blame: CLIPPYYYYYYY!!!!!!!!
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Of course Super Mario Bros. got the difficulty level about right. Anyone could pick it up and play it, get pretty far, and beat it with a little practice. I think SMB is a good example of a very accessible game. If it gets much easier what's the point in playing? Other games, say, Ninja Gaiden required a lot more dedication to beat. But that's good for the right kind of game player. We need more games like Ninja Gaiden. Still other games, like say, Ghosts 'n Goblins were, in my opinion, unreasonably di
Re:What? no challenge? (Score:5, Insightful)
Exactly. But as an adult life has enough challenges already. Games are the only thing where I even have the option of saying "this is too hard, let's skip it."
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Well, most DVD players also have a "Fast Forward" button so you can skip all the dialogue thingie and just get to the next action scene, so games certainly aren't alone in that respect. I'd still consider that to be intelectually lazy, however.
Re:What? no challenge? (Score:4, Insightful)
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The problem is that skipping the "not fun" parts means all you look for is the type of entertainment that can be quickly enjoyed without much work. The problem with that thinking is that leads to movies like Terminator: Salvation or Transformers, which are what a great movie would be if you removed anything that didn't have action or sexual innuendo, AKA all the "non fun" parts.
Games, like all other media, are an experience and to skip anything that doesn't give a direct stimulation is doing yourself, the g
Re:What? no challenge? (Score:4, Insightful)
Second, there's a time for thinking and a time for not thinking. It wasn't until my third child that I realized why America's Funniest Videos is on at 8:00 on Friday. It has no plot to remember, no characters to keep track of, no storyline that lasts more than 30 seconds, and it mostly consists of sledding accidents and people getting hit in the crotch. There has never been a show that demands less from its audience. (So as to retain some shred of credibility, I don't watch AFV (my kids do). But I've seen enough of it to appreciate its utter simplicity.)
Third, in this particular case we're not always talking about skipping something because it's boring or because you want to get to the good bit. If I need to spend hours "practicing" a game to get past a difficult mission then it's the game that's flawed. Demanding that I pay $50 for the right to play a game is one thing. Demanding that I spend 50 hours of toy guitar practice before I can play all the songs on the disk, or demanding that I play 50 boring quest or racing missions before I can unlock Las Venturas and play virtual video poker is...poor customer service? Poor game design?
The fundamental argument is the right of the artist to control how you experience his art vs the right of the consumer to experience the art on his terms. By your logic, it would be lazy to skip songs on a CD to get to the song you actually want to hear. Certain artists may agree because they carefully wrote and sequenced the songs to achieve a certain effect. But ultimately I believe that I should be the one to make the decision.
Re:What? no challenge? (Score:5, Insightful)
If you want a challenge, don't use it.
Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.
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Exactly! Personally I'd never use it, but it doesn't bother me that it's there. Why would it? No one is forcing me or anyone else to use it at all. They're probably smart enough to include a "number of seconds played automatically" meter so people who truly beat the game can brag to their friends with evidence ;)
Re:What? no challenge? (Score:5, Interesting)
Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine of reloading the game, skipping the cutscene, finding the boss, skipping the next cutscene, starting the battle (this process of just getting to the start of the fight took something like 7 minutes IIRC), fighting for a few minutes, getting my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me. Honestly, I think the best approach is the one where after 3 or 5 failed attempts, the game gives you an option to scale back the difficulty for that fight.
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I don't play RPGs much, but if a boss is beating you hands-down, isn't that usually a sign that you need to level up more?
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Yeah being able to change the difficulty setting during ths game is a nice feature.
Sometimes though in games I find the easiest setting still isn't easy enough.
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Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.
Exactly. There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine ... my ass wiped all over the floor, lather, rinse, repeat. I eventually just gave up. It's a shame too, cos I really liked the game. But putting one part in there that I couldn't get passed ruined the experience for me.
Exactly2!!
I gave up Metroid Prime 3 after attempting the same stupid boss like 50 times. No doubt it was my fault -- I just suck too much, and I'm not very good with the Wii controller -- but I play games for fun, not to brag how hard-core I am. I know it feels great to finally get past a hard bit after having honed your skills through endless attempts, but sometimes enough is enough.
Of course there are alternative approaches:
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I've actually got to the point where I don't really want to buy new games because I hardly get to finish them
Admittedly I'm obviously a bit retarded when it comes to gaming abilities, but not being able to finish games has curbed my enthusiasm, and definite potential future purchases. So I am also glad that they are doing something about this.
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It's possible to go too far in the other direction too; the end boss of Return to Castle Wolfenstein was so ridiculou
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4: make it possible to win by improving your character (whether though leveling up, buying better armor buying better weapons or whatever).
Many of the Ratchet and clank games did this to a large extent, saving up and buying the ryno (and in later games levelling it up afterwards) would let you defeat the final boss without much skill.
One big problem I find with both difficutly levels and character improvements is that they usually only affect the fighting aspect of the game. Puzzles and jump chains stay jus
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There was one of the Metroid Prime games where I got to one of the bosses and I had a bitch of a time fighting it. Never did beat it. I spent several hours going through the same routine of reloading the game, skipping the cutscene, finding the boss, skipping the next cutscene, starting the battle (this process of just getting to the start of the fight took something like 7 minutes IIRC
I agree this sucks, but it would have been much better if it saved right before the boss. There's no reason to force someo
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It didn't happen to be the Boost Ball Guardian in MP2: Echoes, did it? That thing was insanely hard for being that early on in the game, and if you didn't do it exactly right and move around fast enough, you'd die pretty quick. Not to mention you were pretty well constantly losing health due to being in the Dark atmosphere. And I do remember there being quite a bit of running through the level and cutscenes to get to it from the nearest save point.
I can't think of any in the first game that were that hard.
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Personally, while I enjoy a challenge, I don't enjoy playing the same level for hours on end, and never getting any further. I'll be using the "I'm bored, please let me play the next bit" button sometimes.
What you have a problem with is games being cheap. The correct solution is for game designers to design better games, not to slap a cheap fix to cover up their cheap ass level design.
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You can blame Penny Arcade [penny-arcade.com] for giving them ideas. Except their version was more interactive...
So what are they? "Challenge" or "art"? (Score:2)
Are paintings, sculptures, music, photography, cinema (and so on...) challenging? For the one who receives them. Or perhaps it's more about what was in the mind of the creator and how do you receive this particular cultural artifact? (which might include challenge)
Well...you decide that.
So - decide, let others decide, don't yell "consoles are dumbing our games!" (I can see that bs already in this thread...), you still have and will have a choice. Sure, more "mainstream" games will appear to hijack the whole
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Plus it might bring some new talent. Also, I assure you - there is already enough past games which you'd love that you have things to play for the rest of your life. Sure, technical side of their visuals might be "obsolete"...but in this case who's "mainstream" now?
The problem with older games is they lack content. Compare the first Zelda to Ocarina of Time, both had the same plot however OOoT has so many minigames and places to explore that it became a more enjoyable experience while still being about as difficult as the first Zelda.
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Citation needed [google.co.uk].
Are you using a sample size of 1, perchance?
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I don't think the facts bear you out: http://www.guardian.co.uk/news/datablog/2009/jun/09/games-dvd-music-downloads-piracy [guardian.co.uk]
Notice the bar for games sales and how it rises almost every year since 1999.
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Because the games developers are widening the appeal of the games to new audiences. Do you really think that elderly people using the Wii for bowling games is the same audience as 16-year-olds blowing up enemies?
Let me put that a different way ... if the gaming market is growing so quickly, why are the game developers trying to entice a new type of audience?
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To prevent warez (Score:2)
All Nintendo is doing is saving kids the trouble of buying Game Genies and typing in the damn codes.
Almost the same software (Bannerbomb + Homebrew Channel) can be used to run homemade games, to apply Game Genie-style cheat codes (Gecko OS), and to run infringing copies of game discs. By including built-in cheats, Nintendo reduces demand for Gecko OS and thus for Bannerbomb + Homebrew Channel, making it less likely that players will learn about warez.
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Who really beat Contra without the code?
It wasn't really that hard, actually. A decent gamer should be able to beat the original contra without dying.