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The difficulties are there for a reason. Any mode is valid as long as you are having fun.
And I'm an ESTP, Cancer, my Chinese Zodiac is Dog (wooof woof) and my friends call me Fẽng Gǒu (Mad Dog™©℗®), I have B RH+ blood, and I have a different varience of AVPR1a!!!! 4649!!! lololokay then i agree with you
you likely have a high level of neuroticism in the Big Five traits, you take things too personally. I didn't want to seem harsh with you.
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because that wasn't my intention, but you perceive it that way because it offends you. we're just having a discussion bro
An easy game does not necessarily mean there is a yellow marker on the map to show you the way, as Mario 64 proves.I can appreciate when games don't hold your hand and lead you like a little old lady across the street, but still give players the option to have their hand-held modes
Thank you for letting me enjoy my baby gamesMore power to ya, m8te.
Problem is you're saying this from a modern day perspective. What you're saying wouldn't really apply to 2011 when Dark Souls first came out, and even more so in 2009 when Demon Souls came out (The first of the Souls games). I just think Miyazaki and his team looked at a lot of older stuff they liked and wanted to apply that to what they were making and come up with something new and different. The "tough, but fair" approach a lot older games (Arcade games especially) is something they obviously admired and translated it to their own games. Every game known for being difficult really isn't that bad when you actually look and think about what you're playing. The games give you all the tools you need to beat them, it's just up to you to figure out where and when to apply them.In my opinion, the success of difficult video games such as Souls is based on exploiting a market made up of young people who are looking for challenges to compensate for their monotonous lives and rewards for their efforts in an unfair world that values networking above all else.
When I read it I directly remembered a psychology aspect regarding how young people like challenges regardless of timeline in history of humanity because it's how young humans are (especially teens) lol and the OP actually mentioned what they think about how people are without giving any specific time frame. Carry on.Problem is you're saying this from a modern day perspective.
I don't know, is that true? In my opinion, this environment has existed since industrialization. Boomers enjoyed the best years, and everything went to hell after the internet.Problem is you're saying this from a modern day perspective. What you're saying wouldn't really apply to 2011 when Dark Souls first came out, and even more so in 2009 when Demon Souls came out (The first of the Souls games)
I can understand why some people might like them, but they're just not for me, and looking back, that's what turned me off gaming. Arcade games were designed either to make you pay for tokens or to add artificial longevity by making the game incredibly difficult, because technical limitations meant that games couldn't have large storage capacities. Today, there's no justification for this, except for the reasons I've mentioned.The "tough, but fair" approach a lot older games (Arcade games especially) is something they obviously admired and translated it to their own games. Every game known for being difficult really isn't that bad when you actually look and think about what you're playing. The games give you all the tools you need to beat them, it's just up to you to figure out where and when to apply them.
You might take this the wrong way again, but know that what you're saying is ignorant. My source comes from a researcher who spent 8 years studying human civilizations, see Luke Kemp.When I read it I directly remembered a psychology aspect regarding how young people like challenges regardless of timeline in history of humanity because it's how young humans are
I don't know, is that true? In my opinion, this environment has existed since industrialization. Boomers enjoyed the best years, and everything went to hell after the internet.
I can understand why some people might like them, but they're just not for me, and looking back, that's what turned me off gaming. Arcade games were designed either to make you pay for tokens or to add artificial longevity by making the game incredibly difficult, because technical limitations meant that games couldn't have large storage capacities. Today, there's no justification for this, except for the reasons I've mentioned.
I agree with thatYeah, but you don't want to fall into the other extreme where the game spells out everything for the player so there's barely any neuron activation required to complete the game. And then the story is so generic and boring on top of that you want to skip every story scene.
So what my professors taught me regarding psychology is ignorant thing? Instead of humanity you should study Cambridge English Dictionary™©℗®!!! lololYou might take this the wrong way again, but know that what you're saying is ignorant. My source comes from a researcher who spent 8 years studying human civilizations, see Luke Kemp.
Instead of humanity you should study Cambridge English Dictionary™©℗®!!! lolol
Again, another take from a place of ignorance and lack of understanding immediately invalidated by the fact that the overwhelming majority of arcade games can be beaten on 1 credit (Which like I said; games give you all the tools you need, you just need to apply them yourself). Granted; I will concede some of them WERE designed to fuck over players for extra cash (Mostly American ones like Terminator 2 being the worst offender of this), but in the grand scheme of things machines like that were vastly outnumbered by better designed "tough, but fair" approach games I mentioned.I can understand why some people might like them, but they're just not for me, and looking back, that's what turned me off gaming. Arcade games were designed either to make you pay for tokens or to add artificial longevity by making the game incredibly difficult, because technical limitations meant that games couldn't have large storage capacities. Today, there's no justification for this, except for the reasons I've mentioned.
Again, another take from a place of ignorance and lack of understanding immediately invalidated by the fact that the overwhelming majority of arcade games can be beaten on 1 credit (Which like I said; games give you all the tools you need, you just need to apply them yourself). Granted; I will concede some of them WERE designed to fuck over players for extra cash (Mostly American ones like Terminator 2 being the worst offender of this), but in the grand scheme of things machines like that were vastly outnumbered by better designed "tough, but fair" approach games I mentioned.
Really can't help but feel a bit more vindicated by my point in my first post about people treating games as something disposable or like junk food; something you don't think about and just exists to hold you over temporarily until something else comes along.
I mean all you have to do is type in whatever arcade game name you want and 1cc and the end into your search engine of choice to find evidence of what I'm talking about (Yes, Street Fighter 2 is one of the games you can beat on 1 credit). Like I said though; some games WERE programmed or designed in ways to screw over the player (mostly American made ones) and sometimes even more evil was taking Japanese arcade games and making them harder when they came to America for the purpose of getting more cash (Konami's X-Men and Simpson's arcade games being examples of this).Ummm, as someone who spent a lot of his youth at the arcades, I can't think of any games that could be beat with one quarter lol. I mean, theoretically they could be beat that way but I never saw it in practice. Many had some BS designs meant to draw quarters out of the player, especially fighting games like Street Fighter 2 where the AI could do counters and recover faster than any human player could do realistically.
That's funny. Because they ruined Legends, by making it so easy evenIt's the opposite: when the gameplay is bad, the easy mode becomes boring, so you add artificial difficulty to maintain a “tolerable” experience.
Rayman Origins is far from difficult, yet it is one of Ubisoft's best platformer game.
I mean all you have to do is type in whatever arcade game name you want and 1cc and the end into your search engine of choice to find evidence of what I'm talking about (Yes, Street Fighter 2 is one of the games you can beat on 1 credit). Like I said though; some games WERE programmed or designed in ways to screw over the player (mostly American made ones) and sometimes even more evil was taking Japanese arcade games and making them harder when they came to America for the purpose of getting more cash (Konami's X-Men and Simpson's arcade games being examples of this).
yeah these were extraordinary feats that very few players could pull, principally back then that there wasn't tools like emulation to study the mechanics in depth. Calling it fair just because it's technically possible it's really pushing itYes, but beating the game with one quarter requires almost perfect knowledge of the game on top of perfect play. That usually requires spending a lot of quarters on the game to acquire that knowledge.
And yet ironically it would still end up being more cost effective in the long run to learn a game like that. How do you think most fighting game players ended up getting so good at things like Street Fighter? It wasn't from playing the weaker home ports!Yes, but beating the game with one quarter requires almost perfect knowledge of the game on top of perfect play. That usually requires spending a lot of quarters on the game to acquire that knowledge.