It's why stuff like MAME and these re-releases of older games with credit buttons and save states are goddamn godsends.
i actually cringed when i read this.
It's why stuff like MAME and these re-releases of older games with credit buttons and save states are goddamn godsends.
No risk. No fun.
i actually cringed when i read this.
How about this? Not every game should be limited to the same trope, concept and play mechanics just for the sake of making them all the same? Some games are fine with multiple lives and continues, others are best without them. It's all about what works over trying to conform everything to the way you "think" things should be.
Oh my god...I can't help but agree with the OP. Ever since I first started playing games on the Genesis and onwards I always loathed lives and continues or incredibly spaced out save points in RPGs and what have you. It's why stuff like MAME and these re-releases of older games with credit buttons and save states are goddamn godsends.
I cringed so much that I traveled back in time and ranted about it
http://www.neogaf.com/forum/showthread.php?t=651859
See that's a legitimate logical problem with the lives system that I'm surprised few games have bothered to address. The correct answer is to reset your lives to a minimum amount if you're below that threshold when you begin a new stage.
We fix the specific problem that a MM-style lives system presents rather than declaring the entire system broken. Doesn't that make more sense?
Lives are a rather archaic concept in certain aspects, I agree. Games like Rayman Origins/Legends would be worse off with them as failed attempts flow into new ones never breaking the pace, and I have no idea why games like Puppeteer has them for any other reason other than getting something out of it's pointless coin collecting.
After 10 years and many tries I am finally getting into Devil May Cry. Being patient and looking at patterns is actually clicking and I made further than I ever had. Everything is cool except for one thing.
What kind of shit for brains thought limited continues and making you start a mission all the way over was a good idea?
It's the boss that's kicking my ass, don't waste my time and make me run through the entire level of respawning enemies for that!
Do the sequels get rid of this junk?
But that game also has lives/continues.
lol, what was the original title?
<3 Gaf lol
Im ashamed to admit that I finished nes ninja gaiden using save states :/ I know i will burn in hell for it. Didn't even feel good doing it.
<3 Gaf lol
Im ashamed to admit that I finished nes ninja gaiden using save states :/ I know i will burn in hell for it. Didn't even feel good doing it.
Look at this scrub-ass OP
It's a hobby, and all hobbies require a bit of dedication.Post college, my time is limited. Put lives and continues in harder modes. Problem solved.
Lol OP. Recycled post is recycled
Hey guys, get a load of the OP. He thinks limited lives/continues are antiquated. What a scrub-ass loser he must be. Hey OP, why don't you leave the real games to the tough real-ass alpha men of this thread and go back to your weaksauce, hand-holdy games with unlimited continues.
Just look at these babby games, amiright?
lol!
A lot of people play games to experience novel things, not to master a system.If you dread replaying sections of the game you've already completed because you died/lost all your lives, then the game you're playing sucks.
This is the real issue at hand, obfuscating it into a relatively meaningless "lives are awesome/lives suck" debate serves no one.
Bayonetta is definitely less tense. None of the games in that genre are really arcade-level intense or anything, but Bayonetta is more relaxed than DMC due in part to the more casual retry structure. "Similar" doesn't fit here.
Then they should play experience type games and leave the skill-based ones alone. There's room in the industry for everyone, but don't try to change what I like because you're not good enough or don't have the time.A lot of people play games to experience novel things, not to master a system.
Then they should play experience type games and leave the skill-based ones alone. There's room in the industry for everyone, but don't try to change what I like because you're not good enough or don't have the time.
As someone who lived through the NES era to current with its limited lives and continues, I fully agree with OP.
I just don't have the time or patience to deal with punishment in games anymore. I like a good challenge but I don't want the game to end and have to start all over again if I die. Even starting a bit back is annoying.
Something like the Uncharted series that is very story driven. There's nothing worse than dying from a glitch or mistake and then having to replay the same thing over again wit the same dialogue. I don't want to hear it again and it throws off the pacing. Just put me back to exactly where I left off FFS.
You can have your cake and eat it too. If you die, then you can't get a good score. If you don't die, then you can start playing really well to get a high score/rank.
Something like the Uncharted series that is very story driven. There's nothing worse than dying from a glitch or mistake and then having to replay the same thing over again wit the same dialogue. I don't want to hear it again and it throws off the pacing. Just put me back to exactly where I left off FFS.
To be fair, I think the problem here is that what you're risking is your continued enjoyment. Dying and jumping back to a point significantly earlier than the problem area means you replay the interim content. Now, in the short term, fine : you might improve on your completion of that content, and take more resources into the troublesome area. But after a while, if you're really struggling on the boss, at that point the metrics have changed somewhat, and what's at jeopardy is avoiding having to replay something that is now tedious - you are risking your enjoyment of the next ten minutes of play. That's fundamentally undesirable from the point of view of game design.
Well as you recall, in Super Meat Boy there were a chunk of increasingly difficult levels where you had to clear three stages in a row with only three lives. In fact, some of the hardest levels in the game had this caveat making them all the more difficult.
A lot of people play games to experience novel things, not to master a system.
Read a book. Or a visual novel, that works too.
please use a different avatar. you're not worthy.
what about 1CC STGs to experience a new difficulty loop? i like games that impose these sorts of limitations because it (fairly) makes me get better as a player.
Go skateboarding. Or throw darts, that works too.Read a book. Or a visual novel, that works too.
Most console STG ports give the player infinite credits. If you want to see the credits, then credit-feed until you do. But every time you use a continue, your score is reset to 0, so you cannot be at all competitive when doing this.
Look at this scrub-ass OP