Is Pokémon a WRPG? Is Lunar?
edit: Nvm, both have save anywhere, thats probably what you meant.
Is Pokémon a WRPG? Is Lunar?
uh, that's called Ninja Dog mode
No, I mean an absurdly easy mode. We're talking Bayonetta very easy mode. Seriously, you'd be surprised at how bad some people are at games.uh, that's called Ninja Dog mode
Let me pose a scenario for you: let's take Ninja Gaiden Black exactly as it is, except we add an easy mode for folks who aren't as skilled. You are able to play the game exactly as you do now, and now other people who previously wouldn't have been able to play through the game because it was too hard, can now do so.
What exactly is wrong with that?
No, I mean an absurdly easy mode. We're talking Bayonetta very easy mode. Seriously, you'd be surprised at how bad some people are at games.
Who said anything about progression? It lets an individual play through the game, if that is all that individual desires. Not everyone plays their games for a challenge.There is no progressing from very easy to normal.
Let me pose a scenario for you: let's take Ninja Gaiden Black exactly as it is, except we add an easy mode for folks who aren't as skilled. You are able to play the game exactly as you do now, and now other people who previously wouldn't have been able to play through the game because it was too hard, can now do so.
What exactly is wrong with that?
Console games in general are casual as hell.
Who said anything about progression? It lets an individual play through the game, if that is all that individual desires. Not everyone plays their games for a challenge.
It sounds to me like you're a bit too invested in how other people play their video games.
No, I mean an absurdly easy mode. We're talking Bayonetta very easy mode. Seriously, you'd be surprised at how bad some people are at games.
1UP: Did you guys think "Well maybe the average gamer isn't as good as we thought, so let's make it easy on them?"
Itagaki: That's right. In other words, there are some people who want to beat the game, even if it means being reduced to the level of a dog; people who are not afraid to shame themselves to accomplish their goals.
Most game genres are casual as hell these days anyway. If something is too hard the forum complainers start talking about how it's cheap, frustrating, "unbalanced" and should be patched because they can't beat it by mashing, run n gun or mindless play.
Because I guarantee people who hate Bayonetta out there hate it because retard mode was so... Well, retarded.
High end play is out of reach for casuals in every genre. It hasn't changed the fact that these genres have been made easier over the years and yes that does include stuff like fighters and strategy games.not sure I agree. some genres (GH/Rockband, and Fighters specifically) get the opposite complaint more often than not- that they're not hard ENOUGH, and difficulty of songs or AI needs to be bumped up. This results in high end play being way, way out of reach for the casual gamer in both.
In other words, you have no self-control and will always fall prey to the path of least resistance. Sounds to me like the problem isn't the save feature.
High end play is out of reach for casuals in every genre. It hasn't changed the fact that these genres have been made easier over the years and yes that does include stuff like fighters and strategy games.
Also some what relevant to the whole difficulty setting discussion:
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Those who flip the save anywhere complaints into a self control issue are hilariously fronting by saying that they are completely above playing a game in the way the game's rules suggest.
I guarantee we would be hearing a different tune from them if their preferred save structure was less the norm and every game made them go out of their way and enter cheats or some shit to enable it.
Maximizing pleasure is all both sides are trying to do.
Like I said, it sounds to me like you're a bit too invested in how other people play their video games. Why do you need a reason? What difference does it make why someone is playing Bayonetta on very easy mode? It's their money. It's their game. Their experience doesn't affect yours in the slightest.If you aren't there for the challenge that the combat in Bayonetta provides why are you there at all? Why not just watch the game on Youtube or something instead of going through and one shotting enemies. Appealing to content tourism leads to lazy games.
Either works!How much lower do you want them to go? Ninja Roach? Ninja Worm?
No, it doesn't. I mean, if we really want to argue in this manner, I can utilize similar logic and claim that making your game too difficult by not having a user-selectable super easy mode prevents a nice chunk of your audience from experiencing the entire product, and undermines all of the work put into the artwork, music, story, characters, graphics, and so forth.Oh, come on. Great difficulty curves are a huge part of what makes some of the best games great. That kind of tuning takes a ton of time, effort and thought, and many games get it woefully wrong. Throwing in retard mode on top of that undermines all of that work.
Oh please. I've played all sorts of challenging games from Dark Souls to Baldur's Gate 2 to The Last Ninja on the Commodore 64. Hell, I logged a ridiculous number of hours on oldschool MMOs like FFXI and Everquest. My belief that there's nothing wrong with having easy modes available or having the ability to control where you save your game does not somehow equate to a fear of playing challenging games.Sounds to me like its you who is afraid of seeing more games built around genuine challenge.
Not really. We're simply saying that the user is empowered.Those who flip the save anywhere complaints into a self control issue are hilariously fronting by saying that they are completely above playing a game in the way the game's rules suggest.
I fucking hate that when someone says that.
You just need to simply not use fast travel
You just need to simply not save
You just need to simply pretend to die from one bullet
You just need to simply ... and so on.
We are not some shaolin fucking monks I need to have some rules to fallow made by developers.
Parn said:Not really. We're simply saying that the user is empowered.
The mere suggestion that you don't have to eat those donuts sitting on the table doesn't mean I'm a better person than you, or that I'm not going to eat them. I may be on a diet. Maybe I'm not. But it really doesn't matter. If you're on a diet, then don't eat them. If you do, then the problem is you.
It doesn't though. To argue this is to encourage content tourism. Difficulty and structure are part of the game as much as anything else you listed. Things shouldn't be looked at in isolation.No, it doesn't. I mean, if we really want to argue in this manner, I can utilize similar logic and claim that making your game too difficult by not having a user-selectable super easy mode prevents a nice chunk of your audience from experiencing the entire product, and undermines all of the work put into the artwork, music, story, characters, graphics, and so forth.
You're not empowered if you have to artificially restrict yourself to not ruin the game instead of fully utilizing the options that the developer has given you.Not really. We're simply saying that the user is empowered.
The mere suggestion that you don't have to eat those donuts sitting on the table doesn't mean I'm a better person than you, or that I'm not going to eat them. I may be on a diet. Maybe I'm not. But it really doesn't matter. If you're on a diet, then don't eat them. If you do, then the problem is you.
I fucking hate that when someone says that.
You just need to simply not use fast travel
You just need to simply not save
You just need to simply pretend to die from one bullet
You just need to simply ... and so on.
We are not some shaolin fucking monks I need to have some rules to fallow made by developers.
I never knew so many people loved save points. It's pretty surprising honestly.
Fuck difficulty settings! That shit is casual! How can we trust people not to just pick easy. It should be impossible or nothing! If people don't like it, they can just get better at the game.Games that are all things to all people are a waste of time to all people. Not every game needs to be accessible to everyone.
why not just balance all the classes instead of being lazy and bad at your job, Mr. DeveloperFuck difficulty settings! That shit is casual! How can we trust people not to just pick easy. It should be impossible or nothing! If people don't like it, they can just get better at the game.
In fact, fuck choosing a class! People could pick a class that makes the game easier, and we want them to experience the truly hardcore experience. The game is balanced for one class, and players should play the game the way we designed it.
Seeing criticism about quicksaving (clarification: this is not suspend saving) as "we want to take existing games with quicksaving and remove that option from them" is misunderstanding things. That would be looking at a single element of the game's design in isolation. In most cases, a game with the ability to quicksave and quickload freely has been built around those abilities. I can't think of a reason to want most of these games to have these options removed because what would be left? A shitty autosave structure that nobody enjoys the pacing of.
Instead, I think it's safe to say that those who criticize quicksave games would be fine with games that work well with limited saving (please note: this has nothing at all to do with developer intent), with the ability to save anywhere being an extra concession like an easy mode. And they would like some way of knowing that limited saving is a reasonable option up front! Some transparency. This is a huge deal! Hard Reset does all of this excellently by having quicksaves accessible via cheats. Surely nobody has a problem with that, right?
I played Dark Souls and Skyrim a month apart when they released on ps3, the difficulty and technical aspects were not the only thing that put me off in Skyrim, the combat system was as big of an offense.
Seeing criticism about quicksaving (clarification: this is not suspend saving) as "we want to take existing games with quicksaving and remove that option from them" is misunderstanding things. That would be looking at a single element of the game's design in isolation. In most cases, a game with the ability to quicksave and quickload freely has been built around those abilities. I can't think of a reason to want most of these games to have these options removed because what would be left? A shitty autosave structure that nobody enjoys the pacing of.
Instead, I think it's safe to say that those who criticize quicksave games would be fine with games that work well with limited saving (please note: this has nothing at all to do with developer intent), with the ability to save anywhere being an extra concession like an easy mode. And they would like some way of knowing that limited saving is a reasonable option up front! Some transparency. This is a huge deal! Hard Reset does all of this excellently by having quicksaves accessible via cheats. Surely nobody has a problem with that, right?
Oh please. I've played all sorts of challenging games from Dark Souls to Baldur's Gate 2 to The Last Ninja on the Commodore 64. Hell, I logged a ridiculous number of hours on oldschool MMOs like FFXI and Everquest. My belief that there's nothing wrong with having easy modes available or having the ability to control where you save your game does not somehow equate to a fear of playing challenging games.
After looking into that boss, it's not as complex or difficult as Satan in SMT: DDS2.
Play Baldurs Gate.
Meditate.
Come back and edit the OP.
This is just ridiculous for a variety of reasons. First, the game designers have not made the game structured around any artificial difficulties and limitations you might impose on yourself. Second, its stupid really and is prone to change if you get frustrated. The beauty of challenging games is that they frustrate you, but you can't change the goalposts and inherently you know that you're doing something wrong, the game is still addicting so you keep coming back to it and eventually overcome it. That is their charm.
Plus another thing to hate about Skyrim is the level scaling. Its a cop-out mechanic. Despite being harder, Dark and Demon's end up having fairer mechanics, because the games have enemies which you can overpower with enough "Rpg'ing". Its motivating to know the enemy who just one-shotted you, you will be able to one-shot if you build yourself up further.
This is just ridiculous for a variety of reasons. First, the game designers have not made the game structured around any artificial difficulties and limitations you might impose on yourself. Second, its stupid really and is prone to change if you get frustrated. The beauty of challenging games is that they frustrate you, but you can't change the goalposts and inherently you know that you're doing something wrong, the game is still addicting so you keep coming back to it and eventually overcome it. That is their charm.
Plus another thing to hate about Skyrim is the level scaling. Its a cop-out mechanic. Despite being harder, Dark and Demon's end up having fairer mechanics, because the games have enemies which you can overpower with enough "Rpg'ing". Its motivating to know the enemy who just one-shotted you, you will be able to one-shot if you build yourself up further.
A fair argument. But I still contend as an example, that Itagaki could have added an absurdly easy mode to Ninja Gaiden Black ala Bayonetta's very easy difficulty, and the game's quality would still be fully intact. Both easy and hardcore players would have been satisfied.Games at their core are designed with difficulties in mind. The combat mechanics, and the map, the mobs, etc everything has values and ideas that dictate a certain difficulty.
Yeah, you can just simply ignore fast travel, but that alone won't help, since you're got a compass telling you exactly where to go all the time. Okay disable that, but now there is simply not enough information on where to go and what to do because the Developers designed the game with the thought in mind that players will use fast travel + radar, so they simply didn't bother to put in the work in the subtexts with supporting information.
This is just one example out of many.
I think instead of getting ALL games to appeal to easy crowd and hardcore crowd, developers should just specialize and pick a mentality to satisfy. Bethesda doesn't have to make Elder Scrolls hardcore again, they can stick with the casual gameplay, but it would be nice to see more companies producing new franchises like Dark Souls.
It wouldn't. The mere existence of a lower quality difficulty lowers the game's collective quality.A fair argument. But I still contend as an example, that Itagaki could have added an absurdly easy mode to Ninja Gaiden Black ala Bayonetta's very easy difficulty, and the game's quality would still be fully intact. Both easy and hardcore players would have been satisfied.
How is the game worse? The rest of the game's content is exactly the same. The only difference is the existence of an easy mode that you never have to play.It wouldn't. The mere existence of a lower quality difficulty lowers the game's collective quality.
Are you encouraging developers to make games that are worse?
Collective quality. As long as it exists, the game is worse.How is the game worse? The rest of the game's content is exactly the same. The only difference is the existence of an easy mode that you never have to play.
Note to self: never play Resonance of Fate.
It wouldn't. The mere existence of a lower quality difficulty lowers the game's collective quality.
Are you encouraging developers to make games that are worse?
That doesn't refute anything I'm saying. I said lower quality, not lower difficulty. At some point, the difficulty bar goes so low that nothing is being taught.no it doesnt, this is silly. skill based games (going back to fighters and music games, again) NEED lower difficulty levels to teach new players the game mechanics.
you can argue whether or not ALL games need a difficulty slider (most jrpgs don't), but saying that just the existence of a difficulty select lowers quality across the board is incorrect.
Collective quality. As long as it exists, the game is worse.