(Good) arcade games are the pinnacle of challenge. It is alright to admit you are not up to it.
Quarter feeding won't make you better either.
"I know it's a shop because I've seen a few shops in my time."
Are you joking around or did you actually use this as an actual argument?
oh my god
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.I'm just seeing two different ways of paying to progress, one more intelligent, rewarding and ultimately easier than the other. But possibly more expensive, depending on the game design. (such as Checkpoints vs. immediate respawn)
I like this Adrian fellow. I want more experiences in gaming. I'm a perfect gamer; I want games to always be trying new things and creating better experiences. I'll try any game. No game concept is stupid.
Everything you do in video games is an interactive experience whether you are playing ninja gaiden black or bad games like journey. Stop using vague terminology.Oh yeah, that is games we are talking about. You are supposed to be good at them. Adrian wasn't talking about games, he was talking about interactive experiences. I shouln't be good in order to watch a movie or read a book. Same with interactive experiences. But I should be good enough in order to play games but that is GAMES we're talking about.
You don't just combine items until you get to the solution. The game is mostly about a lot of little (and sometimes bigger) choices that you have to make.What does Walking Dead do that's all that new for the adventure genre, out of curiosity? I haven't played it.
What emotion did you feel playing Dishonored? It was as sterile as they come in terms of story in a videogame
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.
What does Walking Dead do that's all that new for the adventure genre, out of curiosity? I haven't played it.
If they finish it on their first try the difference becomes even more meaningless!
The end of the day quarter munchers are designed to munch quarters, it's like the F2P 'whale' strategy turned on its head. There might be a few experts who pay virtually nothing but the arcade survives on (or dies on the lack of) people paying money for the shortest amounts of playtime.
Free to play multiplayer games rely on persistence and grinding (or paying) to get through that persistence. F2P games have nothing to do with good arcade games (everyone is on the same equal ground whenever you put in a credit). Quarter munchers imply unwinnable or cheating arcade games. There are some of those for sure - we call them bad arcade games (or at least, you should).
Ah so you use 'Quarter feeding' as a term that applies to people playing 'good arcade games', but a 'bad arcade game' is a 'Quarter muncher'. Sorry if it's taking me time to get used to the terminology.
I have that one! Spoiler: the guy dies at the end.As a tabletop roleplayer, I don't think glorified choose your own adventure books are the way forwards either.
[Choose Your Own Adventure: Space Patrol]
As a tabletop roleplayer, I don't think glorified choose your own adventure books are the way forwards either.
Quarter feeding is a term for when you continually put credits into a machine (effectively giving you infinite continues). You really don't learn anything from playing a game this way.
Good arcade games are games that you can 1CC or can play near infinitely (for infinite style games) on a credit.
Bad arcade games are the opposite of that.
Striving to feel pleasure trounces your list of noble, holy duties and most of those are best accomplished outside of videogames (which is escapism, an illusion). Why wouldn't you just read/listen to someone smart CLEARLY discuss societal standards (lol) and then think about it?
You calling those emotions "run of the mill" is just unapproachable, as is your attempt to bring up "lasting impact" (think for a moment of a little thing called "taste"). Here is what needs to be said though: Power, whether struggling to gain it or expressing it, provides the ultimate stimulation and this it is how we live our lives and shape our fantasies. This is what fun truly is. Whether it be sorrow (which is simply a form of frustration, feeling the lack of power) or triumph, these emotions are tools are there to stimulate us and it is that stimulation that matters.
Games already do this
Games are not the right medium for this type of thing.
Games already do this
Games have been doing this for years.
I'm not seeing the issue here?
I have that one!
Games are not the right medium for this type of thing.
But the amount you pay that route depends on your skill, it's the key determining factor here. Experienced STG players can 1CC (relatively) easy new releases on their first or second try.
You sure are bitter about that RE6 thing. It's bad sorry.I do think it is worth noting that even self professed experten like yourself get pissy and start blaming the game for being crap if it differs from their expectations and is hence outside their comfort zone.
You sure are bitter about that RE6 thing. It's bad sorry.
I learned to play it while the demo was still a thing. It was bad.The hypocrisy of lecturing people on learning how to play, and not taking the same advice (and indeed not even entertaining possibility that one should) is most irritating.
I learned to play it while the demo was still a thing.
Thanks I know where you're coming from. I'm just talking from the design side, which absolutely wants most people to put lots of money in every few minutes or the machine will struggle to be valuable to an arcade operator.
Play Frog Fractions. Right now. Drop whatever you're doing and play the best game of 2012.
Oh yeah, that is games we are talking about. You are supposed to be good at them. Adrian wasn't talking about games, he was talking about interactive experiences. I shouln't be good in order to watch a movie or read a book. Same with interactive experiences. But I should be good enough in order to play games but that is GAMES we're talking about.
Play Frog Fractions. Right now. Drop whatever you're doing and play the best game of 2012.
GodDuckman: "Games with cinematic elements = games is not fun!"
Your bullshit doesn't smell any better than his (People can fly ex-dev) bullshit.
People need to realize what a game is, and that "playing" something doesn't mean it's a game.
Kids play cops and robbers, but it's not a game. Kids also play tennis or basketball, and those are games.
Both are valid activities, but they aren't the same thing. Playing The Walking Dead or Heavy Rain or Journey is more like cops and robbers, things like Go, multiplayer RTS and FPS games, fighting games, are games in the more recognized sense.
Too many video games fuck up and end up tripping and face planting when they forget which one they are trying to be, or trying to be both at once. That's why puzzles are typically the easiest thing for the art games, experience games makers to try and implement as the "gameplay" in their designs, as it minimizes player choice down to one intended solution and experience, a controlled, one path possibility disguised as player control.
Play Frog Fractions. Right now. Drop whatever you're doing and play the best game of 2012.
fuck fuck fuck. AWSD...
don't know how to move past the wire thing though, atmosphere has been cleaned...now what?
The game does a bad job at telling you, but the sleeping pod has a hole in it.
Yet another dev that wants games to be movies and works of art, eliminating fun because it's not an intelligent emotion. Sony would love this guy.
just managed to complete it. Sound bugged out though.
That was rather excellent.
People need to realize what a game is, and that "playing" something doesn't mean it's a game.
Kids play cops and robbers, but it's not a game. Kids also play tennis or basketball, and those are games.
Both are valid activities, but they aren't the same thing. Playing The Walking Dead or Heavy Rain or Journey is more like cops and robbers, things like Go, multiplayer RTS and FPS games, fighting games, are games in the more recognized sense.
Too many video games fuck up and end up tripping and face planting when they forget which one they are trying to be, or trying to be both at once. That's why puzzles are typically the easiest thing for the art games, experience games makers to try and implement as the "gameplay" in their designs, as it minimizes player choice down to one intended solution and experience, a controlled, one path possibility disguised as player control.