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DEBUNKED: Nintendo's Iwata on games getting easier
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- Michael Barnes
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If you'll recall, back in the arcade days, it was ALL skill. They put out books about how to get good at the video games. Playing games like Pac-Man and Galaga and even on through to Street Fighter, Tekken, and Mortal Kombat were things that you could develop skills for and play at very high levels of performance and competition.
Some of that remains in online games like Call of Duty, which is actually REALLY FUCKING HARD. But as for single player games...yeah, there's pretty much nothing as difficult as even the original Super Mario Brothers.
Part of it is that people don't want to lose while they're supposed to be having fun, it's this whole bullshit "everybody's a winner" culture. Trial and error is regarded as a design flaw. So you put everything on rails, strip away player choice and the demand for skill, and you get...Tomb Raider '13. Zero risk, despite it being an adventure game about high risk situations.
Another thing going is that games aren't designed to be played indefinitely anymore...gotta sell more 10 hour single player games, so you make them easier.
And yet another is that things like AI are almost completely neglected these days...it used to be that you put it on a higher difficulty and the AI improved. Now, it just takes five more headshots to kill a bad guy or there's just more of them. Unfortunately, with multiplayer games becoming such a thing, good AI programming isn't as important as it once was.
But there are still things out there like the Souls games, Roguelikes, the more recent downloadable Mega Man titles, Super Meat Boy, Super Hexagon, and so forth that do recall "classic" difficulty"...it's just that level of difficulty used to be _normal_ because people enjoyed the fun of being challenged.
Nobody would EVER make Super Ghouls and Ghosts today.
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My son is asking for a new Angry Bird download of more stages every week all the while he's having fits with Super Mario World on the Retro Duo he got for Christmas.
Game design is different now. Seems like the idea is to string along the customer and sell them more stages rather than one solid game to master.
I could be totally wrong though. I only know the current video game scene through the few phone games I've downloaded for the boy.
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- san il defanso
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The wild thing is how much that very first stage was designed to actually train the player how to play the game. It gives you a mushroom early, it presents you with an easy enemy right away, and it even shows a little something at one edge of the screen to show you what direction to go. I read an interview with Shigeru Miyamoto where he said all of these factors were intentional, a sort of stealth tutorial. But when the story becomes the focus, anything that keeps you from seeing what's next becomes an annoyance.
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- Sagrilarus
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And I think that last sentence is the heart of it, because providing a path for someone to play for 40 minutes via skills for a quarter was a non-starter, especially since they took the machine offline for other paying customers. There needed to be a way to churn more money out of the customer's pocket, and the one-coin barrier was proving difficult to overcome. That's when I saw gaming change, from Asteroids and Defender and Robotron where skill development was the only path to success to a more Pac Man oriented approach, where memorization is king.
These days gamers often are getting the entire game spoon-fed via YouTube, or at least any parts that are providing any difficulty to them. The players now are every bit as smart as we were then, but there's so many more options to choose from and so many outlets for clues and solutions that smart players select the easiest path. You can call it lazy, but the business world calls the same concept "productivity".
S.
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- Space Ghost
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Pinball FX2 (actually challenging to get all the rewards and complete all the modes)
Spelunky (very challenging)
Bayonetta (challenging and great content)
Brutal Legend (loved the content)
Red Dead Redemption (loved the setting/content - gameplay just so so)
Angband - still my favorite game; hard as hell.
Need to try:
FTL
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- Michael Barnes
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Space Ghost wrote: Pinball FX2 (actually challenging to get all the rewards and complete all the modes)
Oh, just shut up.
Level 1-1 of Super Mario Bros. is the greatest video game tutorial ever made. It doesn't TELL you how to do anything, it encourages you to explore. That first ? box, what do you do with it? Oh, a Mushroom, this makes me bigger. Can I touch this Goomba? Nope, now I'm small again. Bricks can be broken, but only when I'm big. Green pipes sometimes have secret areas. That's pretty much all you need to know, and at no point are you lead around by another character explaining to you what the X button does, stopping until you effectively look around with LS.
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- Space Ghost
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Michael Barnes wrote:
Space Ghost wrote: Pinball FX2 (actually challenging to get all the rewards and complete all the modes)
Oh, just shut up.
You know it is true. I am still along way from getting all the achievements - some of that is ridiculous.
Now, it is time for you to plug the listed game into your Barnes-a-compute-a-tron and give me some good recommendations.
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NeonPeon wrote: That's not a real interview. It's from www.p4rgaming.com whose recent headlines include "Team Fortress 2 Update Includes New Feature: Dual Hat Wielding" and "Children Who Pick a Side in Console Wars Are 90 Percent More Likely to Join a Gang".
Ah, shit. Sorry, everyone for starting this thread.
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