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Are videogames becoming too soft?
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I just happened to watch this nice little video here, & I happen to agree about most games now insulting the intelligence of gamers.
I mean, when I was younger I had fun with games MOSTLY cause I was figuring shit out as I went. Now, games like Arkam City(Just an example) hold my hand & remind me constantly how to play the frikkin game, with no known way to take it off the damn screen.
Sure, there are a choice few games that dont hold your hand at all. However, most of those games are meant to be hard & as such are designed to make you throw your controller at the screen in absolute rage like Dark Souls.
So back to the original topic, do you think videogames are becoming too hold your hand soft & easy? Is everything going to start becoming like some interactive movie(Not a jab at Heavy Rain, since Ive only played the demo as of yet)?
I mean, when I was younger I had fun with games MOSTLY cause I was figuring shit out as I went. Now, games like Arkam City(Just an example) hold my hand & remind me constantly how to play the frikkin game, with no known way to take it off the damn screen.
Sure, there are a choice few games that dont hold your hand at all. However, most of those games are meant to be hard & as such are designed to make you throw your controller at the screen in absolute rage like Dark Souls.
So back to the original topic, do you think videogames are becoming too hold your hand soft & easy? Is everything going to start becoming like some interactive movie(Not a jab at Heavy Rain, since Ive only played the demo as of yet)?
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haha... tat video make me lol so hard... I guess its true... now games r more easier to play and finish.. compare to older games... for example.. dead space hav a objective marker to teach u where to go.. or wat to find... I still remember sitting there while playing resident evil 2 and 3 constantly thinking on where to go or wat 2 do next(in a good way)... but I guess games this days takes out the frustration on thinking about wat 2 do next 4 the not so hardcore player
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Spoiler:
True but theres the new frustration of some obnoxious tutorial through the whole fucking game invading my screen. Id be fine with it as long as theres an option to remove the damn thing.
OR it can all be just like Dark Souls, where you are fucked no matter where you go.
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Im gonna say no. Back then games were meant to be played in the arcades, so they jacked up the difficulty so arcades would be able to profit with multiple-playthroughs. But with the decline of the arcade gaming has evolved, from being impossible to beat(Pacman,Donkey-Kong,Space Invaders) to being rich narratives with interesting stories. Back then technology wasnt up to par with cinema, so cutscenes were pretty much non existant, but now as technology evolves we are able to experience awesome games with awesome stories.
To come back to the point, games are not getting softer, just different. Sure games back then were indeed harder there is no denying that, but that was because thats how games like that offer replay value and game time they had to be hard else the player would be it too quickly. Games are becoming more mature with more adult storytelling, but for people who prefered difficult games they are still around(Dark Souls and Lost Odyssey come to mind). Gaming has gotten more diverse, not soft.
To come back to the point, games are not getting softer, just different. Sure games back then were indeed harder there is no denying that, but that was because thats how games like that offer replay value and game time they had to be hard else the player would be it too quickly. Games are becoming more mature with more adult storytelling, but for people who prefered difficult games they are still around(Dark Souls and Lost Odyssey come to mind). Gaming has gotten more diverse, not soft.
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Spoiler:
Good point, but I kinda feel like youre saying that a game cant be both cinematic & difficult. This isnt the case at all. Some games, like GOW, tend to mix in cinematics with gameplay without having to hold your hand. Saying you cant have one while keeping the other doesnt make much sense to me. Still I see where you are coming from.
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I'm going to be using fighting games as a huge reference.
It's a difficult argument. The developers want to make money so they put in some new feature for the casual/new people.
For example, Capcom's VS series, X-Men vs Street Fighter, Marvel Superheroes vs Street Fighter and MVC1 had six buttons, LP/LK/MP/MK/HP/HK. Along with specific inputs for the tagging and cross counters. Supers were simplified to QCF+PP as for the games were fast paced.
Then came MVC2, where it was LP/LK/HP/HK buttons and 2 assists, making it easier to tag in and do hypers. Of course, the game isn't easy to master and even with less buttons, it was still a pain for new people.
So TVC takes the route of 3 attack buttons and one assist button. Appealing to a larger crowd and anyone intimidated. Also giving a chance to give players even easier access to combos and no longer needing to be worried about whether it was a punch or a kick.
MVC3 even added a launcher button, meanwhile in the other VS games, you had to get a specific input to launch opponents, such as down+HP or s.HK, in TVC one needed to hold back down+H to launch an opponent. Then UMVC3 comes in and adds an "auto jump" feature when you launch an enemy into the air. But seasoned players and people who know the gist of it know it has disadvantages, especially with timing the attacks. Since it can be turned off, I expect that new people would get used to jumping after launching and learn when to do it, instead of relying on holding down the button, which is bad news anyway.
Of course, the level of execution is vital and one cannot just mash buttons. Easy mode is just there to show you what is possible, meanwhile Normal gives you the freedom to create your own combos. Besides, Easy mode always cheaps out on the button and gives you unintended consequences such as activating a hyper by accident.
Street Fighter IV added shortcuts to special moves, so instead of the SRK motion for Shoryukens; down forward, down forward+P does the job too.
These features are all meant to appeal to the casual/new people, so they can get more sales and get new fans into the franchise.
HOWEVER, keep in mind that back then the technology in games was limited, Megaman on NES being the size of 1 Megabit for example. Games nowadays have Gigabytes for memory.
Along with the fact that games are much more expensive to make nowadays, so going for big sales is pretty vital overall.
It's a difficult argument. The developers want to make money so they put in some new feature for the casual/new people.
For example, Capcom's VS series, X-Men vs Street Fighter, Marvel Superheroes vs Street Fighter and MVC1 had six buttons, LP/LK/MP/MK/HP/HK. Along with specific inputs for the tagging and cross counters. Supers were simplified to QCF+PP as for the games were fast paced.
Then came MVC2, where it was LP/LK/HP/HK buttons and 2 assists, making it easier to tag in and do hypers. Of course, the game isn't easy to master and even with less buttons, it was still a pain for new people.
So TVC takes the route of 3 attack buttons and one assist button. Appealing to a larger crowd and anyone intimidated. Also giving a chance to give players even easier access to combos and no longer needing to be worried about whether it was a punch or a kick.
MVC3 even added a launcher button, meanwhile in the other VS games, you had to get a specific input to launch opponents, such as down+HP or s.HK, in TVC one needed to hold back down+H to launch an opponent. Then UMVC3 comes in and adds an "auto jump" feature when you launch an enemy into the air. But seasoned players and people who know the gist of it know it has disadvantages, especially with timing the attacks. Since it can be turned off, I expect that new people would get used to jumping after launching and learn when to do it, instead of relying on holding down the button, which is bad news anyway.
Of course, the level of execution is vital and one cannot just mash buttons. Easy mode is just there to show you what is possible, meanwhile Normal gives you the freedom to create your own combos. Besides, Easy mode always cheaps out on the button and gives you unintended consequences such as activating a hyper by accident.
Street Fighter IV added shortcuts to special moves, so instead of the SRK motion for Shoryukens; down forward, down forward+P does the job too.
These features are all meant to appeal to the casual/new people, so they can get more sales and get new fans into the franchise.
HOWEVER, keep in mind that back then the technology in games was limited, Megaman on NES being the size of 1 Megabit for example. Games nowadays have Gigabytes for memory.
Along with the fact that games are much more expensive to make nowadays, so going for big sales is pretty vital overall.
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Spoiler:
Well....Ive got no good response for that. Fighting games by nature USUALLY have that formula. & you cant really cross compare genres without sounding unintelligent so...I dont really have a good comeback. Even more so because my expertise in gaming has a very small percentage in the fighting genre so I dont have many games to reference in my mind other that Mortal Kombat & Blazblue.
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The simplification of games have led some people to take advantage of the fact that people are too simple minded.
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ExESGO wrote...
The simplification of games have led some people to take advantage of the fact that people are too simple minded.Aw man I should start streaming my ACR multiplayer exploits. They last time I was on I was the only one uncorrupted & kept stunned the same dood hunting me over & over.
There is little more satisfying than some stranger shouting expletives over a headset because he cant kill a target.
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ExESGO wrote...
The simplification of games have led some people to take advantage of the fact that people are too simple minded.Aw man I should start streaming my ACR multiplayer exploits. They last time I was on I was the only one uncorrupted & kept stunned the same dood hunting me over & over.
There is little more satisfying than some stranger shouting expletives over a headset because he cant kill a target.
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torke191 wrote...
Im gonna say no. Back then games were meant to be played in the arcades, so they jacked up the difficulty so arcades would be able to profit with multiple-playthroughs. But with the decline of the arcade gaming has evolved, from being impossible to beat(Pacman,Donkey-Kong,Space Invaders) to being rich narratives with interesting stories. Back then technology wasnt up to par with cinema, so cutscenes were pretty much non existant, but now as technology evolves we are able to experience awesome games with awesome stories.To come back to the point, games are not getting softer, just different. Sure games back then were indeed harder there is no denying that, but that was because thats how games like that offer replay value and game time they had to be hard else the player would be it too quickly. Games are becoming more mature with more adult storytelling, but for people who prefered difficult games they are still around(Dark Souls and Lost Odyssey come to mind). Gaming has gotten more diverse, not soft.
well maybe your rite about the arcade needed to be harder... but wat i had in mind is from the ps1 and ps2 comparing with the pc... for example.. star wars force unleash 1 for the ps2... it is a good game... theres alot of upgrade and took me around 2 weeks to finish it on normal mode.. but star wars force unleash 2 for the pc i finish the game in 3 days in normal mode... and im not even playing it more than 4 hours a day... and yes its graphic is alot better.. the story sucks and the gameplay is not as fun as it used to be....
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Spoiler:
Force Unleashed doesnt make any goddamn sense anyway because of time inconsistencies & the fact that no one else (that Ive seen) has done the shit starkiller can do, yet he was still owned by the sith lord, only to be somehow cloned(twice) with a shit story with a "what" endings. both of which couldnt even fit into canon which in turn pissed me off greatly(wasted time complex). They should have stopped at 1. 1 didnt exactly hold your hand but it never got to be clusterfuck hard either. You were always slightly too comfortably or slightly too uncomfortable gameplay wise.
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haha.. totally agree wif tat... really wasted my time.. but 4 me.. i cant seems to find the patient to play most of the games tat release recently(except for epic games)... When the time I bought the ps2.. I could sit there whole day playing the game without the care in the world.. a few games like dead rising 2 or dragon age 2 puts me to sleep whenever I play the game more than 30min
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Wow, that dude was like a straaight up copy of JonTron... Or maybe JonTron is a copy of him, i dunno.
Either way, it was a good video and i do agree with it, to many idiots who needs to get everything handed to them on a silver plate these days.
Either way, it was a good video and i do agree with it, to many idiots who needs to get everything handed to them on a silver plate these days.
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Gravity cat
the adequately amused
I haven't really found many games that don't use Hints or Help tools. Would like to see some.
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Gravity cat wrote...
I haven't really found many games that don't use Hints or Help tools. Would like to see some.Play Demons/Dark Souls offline.
That shit will blow your mind to pieces. Especially Dark Souls "where the fuck do I go next" teasers.
Also, your signature hurt me.
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Games have indeed become too soft but I believe they are done that way to appeal to the casual gamer as well. It keeps the story flowing and interesting without the backtracking, as most players won't have the patience to go through that. It helps on the game's pacing and the way the developer wants the gamer to experience his game. The thing is that I believe games will become even more soft in the future because these gamers will be accustomed to that practice and the new gamers then will become softer than that. Game difficulty in terms of challenge has also been affected by this practice but not as much because there are still a decent number of games out there that are still considered hard.
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Spoiler:
Thats my issue though. So the supposed casual gamer is so damn stupid that they cant remember the controls at all & thus cant solve their own basic problems in game like what a supposed hardcore gamer could? And because they cant figure out one wittle pwoblem they decided to hate all games forever? If you hold the players hand for every little thing then most games lose a large engaging element. I mean, if every time I played Metal Gear they told me exactly where to go, how to get there, who to kill & knock out on the way, where to hide there bodies, where to place my traps, etc. then it wont feel like an espionage type of game. Itll feel like this is what an espionage game COULD be like, and we (the developers) just wanted to show you so you would know in the future when we make a normal espionage game without all this pussy shit in it. Like I stated before, theres nothing wrong with having it at the beginning or something, but throughout the entire game is just ridiculous. At least give a gamer the option to not be a dumbfuck & remove that endless tutorial crap on the screen.