C Jones said:This is sweet. I'm gonna play this game in reverse order starting at the last chapter so it'll be like that movie "Memento".
Or that one episode of seinfeld
YOU CAN STUFF YOUR SORRY'S IN A SACK, MISTER
C Jones said:This is sweet. I'm gonna play this game in reverse order starting at the last chapter so it'll be like that movie "Memento".
The correct question is: who is winning something there?pj325is said:Scenario 1: Casual player gets stuck, no option to skip past, player stops playing and sells game.
Scenario 2: Casual player gets stuck, skips hard part, plays more, maybe gets stuck again, skips, sees end, sells game
Who exactly is losing out here?
Cheats aren't usually features. That's what makes them cheats. Like they're secrets. And not features.pj325is said:Are you saying that no game that has ever had cheats has had tension, simply because the cheats exist? It's ridiculous. If you want the tension, you don't use the skip levels thing, the end.
crowphoenix said:Personally, I think it's lame. I think it's silly to assume you have to beat every game you play. I play up to the point I am no longer having fun and then I put the game down. Rarely is the difficulty of the game the cause of that. And generally, a bad section of the game will tarnish the experiance and not make me want to continue, skipable or not.
My fear, and stick with me for a moment, is that the ability to skip a section seems counter intuitive to playing a game. We were granted the ability to skip cutscenes in order to get back to the game quicker. But skipping gameplay sections? That just seems off to me, but whatever. When the game comes out, we'll know.
Did the existence of 1 star difficulty affect your abillity to enjoy the home versions of Street Fighter II? I mean, you don't have to play it, but you're making it seem like its inclusion is some abomination that stains the entire game.
More options is always a better thing. Asking some players to exercise self control is much better than asking many players to overcome possibly questionable game design. If someone ever puts down your game, never to touch it again, because of ONE part of your otherwise great game, you have failed them as a game designer.
Shito said:The correct question is: who is winning something there?
Since when did we start thinking so much about "casuals", since when the fact that they, "casuals" players, might play a game up to its end while they're not that much into gaming is a good thing to begin with?
If I make an horror movie, will the fact that I'm putting some pink unicorns everywhere in it a good thing because I'm also cattering to the little girls audience, that might have not watched my movie in the first place? Do you care so much that your grandma will be able to play the next Alone In The Dark?
I'm sorry but I can't for the life of me understand this point that making everything possible to make the people that don't like games in the first place play them through the end is a good thing for the medium, especially when the methods used are nothing but dumbing down the thing for them, because they might not care or be any good at it.
Should *everyone* enjoy *every* game?
This casual fever is starting to get crazy... I see the marketing advantage of it, but I fail to see why gamers would want their hobby to spread by dumbing itself down.
Cheats aren't usually features. That what makes them cheats. Like they're secret. And not features.
^ I think you're fighting for a lack of features, honestly. Can't imagine how that would fly in any crowd. If you don't have self control, don't play the game.
Dachande said:But why does that mean that it's a lame idea? If you stop playing because the game is no longer fun, what's that got to do with this feature to skip to various chapters? It has nothing to do with that.
Why does your feeling about it being unnatural mean that it's going to be a bad idea? Because it 'feels wrong' it shouldn't be done, even if there are good reasons for it? That doesn't make any sense.
PrivateRyan said:Taken from a Q&A with the producer Nour Polloni, not sure if this info old or not. I did search but if it's old, feel free to roll out teh funny gifz.
Obviously the actual cost besides missing out on achievements isn't mentioned but I think this is a good idea, interesting if this does mean you can skip tough parts of the game at a whim or 'dead ends' if you get stuck at a puzzle. Don't know what the hardcore will think of it but at least between this and the Dead Space's not-being-able-to-pause thing, as bad an idea as that sounds, at least devs are trying something new.
Source:
http://www.oxm.co.uk/article.php?id=3049
Shouldn't a game aim at removing those (some manage to do just that, so it *is* possible) instead of trying to hide them or damage control them?pj325is said:Almost every game has a bullshit level or a bullshit cutscene or a bullshit puzzle or a bullshit boss that people should be able to skip if they want.
That's not "a stretch and a half". You don't understand this is not just an option, or a secret cheat *hardcore people* will google, but a feature that will pop on the screen, somewhere along the path. This is what will remove the stress and the build up.pj325is said:That's a stretch and a half. Everyone knows what cheats are and where to get them. Even the most casual 360 owner knows how to google "alone in the dark cheats"
pj325is said:More people playing = more games. The hardcore hardcore who see this as a bad thing are a very small minority. I think a better question is why would gamers want to exclude people just because they're less tolerant of bullshit? Almost every game has a bullshit level or a bullshit cutscene or a bullshit puzzle or a bullshit boss that people should be able to skip if they want.
Catering to casuals is great if it doesn't affect my experience with the game. Easy modes in games don't piss me off. Somehow I manage the superhuman levels of willpower it takes to play games on normal and hard, even though that disgusting easy FEATURE is staring me right in the face, with its seductive promises of a stress free gaming experience.
That's a stretch and a half. Everyone knows what cheats are and where to get them. Even the most casual 360 owner knows how to google "alone in the dark cheats"
Mark your calendars people because today I agree with Kittonwy.Kittonwy said:There's a difference between setting up accessible gameplay scenarios in a normal or easy mode and allowing the player to NOT PLAY SECTIONS OF A GAME. If a game on normal is too hard, it's just bad tuning, gameplay scenarios that are unmanageable shouldn't be there in the first place, what we are looking at here is essentially a win button.
Shito said:Shouldn't a game aim at removing those (some manage to do just that, so it *is* possible) instead of trying to hide them or damage control them?
That's not "a stretch and a half". You don't understand this is not just an option, or a secret cheat *hardcore people* will google, but a feature that will pop on the screen, somewhere along the path. This is what will remove the stress and the build up.
Tain said:Nah, I'm just fighting for developers that pick and choose features that make sense with a game. I just can't agree with the black and white idea that more options can always make a game better.
Limitless quicksaving doesn't make sense in many of my absolute favorite FPSes that include it. I have enough self control to save roughly "between fights," sure, but the game has a better idea of things than I do. Doom is still one of the greatest games of all time, but if it had checkpoints that were as intelligently paced as Halo's instead of a quicksave option? No question I'd like it just a little bit more. Hell, even in conjunction with quicksave, it would at least diminish quicksave's value.
And with the whole stealth game thing, I'd rather feel naturally punished by the game than by making my own rules. Again, it's rarely something stopping me from playing a game, but it is an annoyance.
crowphoenix said:Perhaps, it's because I feel that every bit of the game needs to be experianced if you want to say you beat the game. I won't say I beat a game unless, I've beaten everything necassary to do so. I don't skip sections of movies or of books, because I believe they are put there for a reason.
Telling me, it's ok to skip sections of your work is almost saying you don't have faith in that section. If it's ok to be skipped, then why is it in there in the first place. Most things are made better by trimming away the unnecassary bits until you have what is essential.
I understand this helps those people that are low on time, and I can appreciate that as I have little time myself. And I guess, it will help casuals enjoy the game.
I'm sure I in no way answered your questions, but what can you do. It's a rather complex conundrum as we are arguing from different spots.
Shito said:The correct question is: who is winning something there?
Since when did we start thinking so much about "casuals", since when the fact that they, "casuals" players, might play a game up to its end while they're not that much into gaming is a good thing to begin with?
If I make an horror movie, will the fact that I'm putting some pink unicorns everywhere in it a good thing because I'm also cattering to the little girls audience, that might have not watched my movie in the first place? Do you care so much that your grandma will be able to play the next Alone In The Dark?
Tain said:I'd rather feel naturally punished by the game than by making my own rules.
Kittonwy said:There's a difference between setting up assessible gameplay scenarios in a normal or easy mode and allowing the player to NOT PLAY SECTIONS OF A GAME. If a game on normal is too hard, it's just bad tuning, gameplay scenarios that are unmanageable shouldn't be there in the first place, what we are looking at here is essentially a win button.
Threi said:But you aren't a pussy are you?
You can still play the game LIKE A REAL MAN.
I agree with you but think the basis of your argument is that you think additional features meant for the masses will detract from your gameplay. I think you're just saying that you don't want the option because you're afraid that you'll use it. (konami code?). I know how you feel but I would have never had a chance to beat Contra w/o it, nor see all the beauty of SMB2 or SMB3 without warp whistles. (i sucksauce).
I see the point of the people that are complaining but can't imagine how it could ruin your own gameplay. Tomorrow you guys would be bitching about how a game was too easy. How about let them jack up the difficulty and let people jump around?
Or maybe this feature hasn't been fully explained?
BobJustBob said:You want games to punish you?
Dachande said:But this is the thing: I don't understand why people are upset about it ruining the beating of the game. There are two points to make here.
The first: I reckon games are to be experienced. If I'm playing the game, I'm not playing it to beat a challenge. I'm playing it to experience what a team of talented people have made for me to, well, experience. Their intention is for me to play it from the start to the finish just like a filmmaker's intention is for their audience to watch a film from start to finish, but the option to quickly and easily skip to a particular section of the game that I found really cool and wish to experience again is a convenience thing. This is not a skill thing as far as I'm concerned.
I see absolutely no problem with that and welcome it. I hate this mindset of the game being played to be "beaten". Play it to experience what's been made, not to get the credits. I don't see how you get any real enjoyment from reading a bunch of names that scroll up on a screen other than vague satisfaction, but that's not the reason you bought it, surely?
The second point is, how does it affect you? You won't use it to skip to a certain section. So why does it matter?
These aren't just addressed to you, but to everyone complaining in this thread.