ViewtifulJC
Banned
Yo, FUCK Battletoads. Best game in the series is that arcade version, and even that gets highly repetitive by the second half.
What these quick respawn mechanics afford a game is that they can make the gameplay more unforgiving without totally turning off the player. Playing battletoads is like a lesson in masochism without save states. I can see the fun of trying to do it and the accomplishment of doing it without losing your lives, but for the average person this is just not reasonable.
the incredible pacing of those amazing 30 second SMB levels.
If I'm going to be playing a crazy hard game you have to have two things for me to appreciate it.
Super responsive flawless controls.
Instant or near instant respawn.
I'm too busy to spend 30% of my leisure time at a load screen because I'm having trouble with a game.
Hell one accidental death on an easy fps level annoys me more than 40 deaths in super meat boy because I don't have to wait in smb.
I actually didn't find Dark Souls hard and I LOVED the bosses.
Problem is the trash mobs between bosses were basically a long unfun loading screen to get to the fun parts.
If Dark souls was just boss fights (even if they were made much harder) and had rapid respawn I would consider it one of the best games this gen.
Yo, FUCK Battletoads. Best game in the series is that arcade version, and even that gets highly repetitive by the second half.
the incredible pacing of those amazing 30 second SMB levels.
What these quick respawn mechanics afford a game is that they can make the gameplay more unforgiving without totally turning off the player. Playing battletoads is like a lesson in masochism without save states. I can see the fun of trying to do it and the accomplishment of doing it without losing your lives, but for the average person this is just not reasonable.
the incredible pacing of those amazing 30 second SMB levels.
Stages in Meat Boy are also like 60 seconds long. That's why death is meaningless, you lose practically no progress whatsoever when you fail. You get to try over and over again until you reach the goal and move on to the next bite-sized stage.
Compare this to a 30+ minute long arcade game. The final boss can either make or break your entire run - making a single mistake could mean you'll have no chance at beating your previous best, which means you'll have to start over for another opportunity. Being able to perform well *consistently* is where the challenge comes from. If you could save before a boss and/or between every stage, it would make them 1000x easier.
I don't know that you've read this thread. It's been said a number of times that nobody wants to wait around not playing a game.
As for the topic, the issue is that negative reinforcement is alien to many now. They hide this behind misdirections like "I'm too busy to spend 30% of my leisure time at a load screen because I'm having trouble with a game" or "They shouldnt' do that, it's bad game design!" or "Im only here for the story" but the fact remains so few games do this any more that it's a shock first not a wake up call for discipline and self-betterment.
I liked VVVVVV for what it was, but...not a fan of the mechanic.
I like my games to have a sense of consequence.
Yeah, loading times don't really have anything to do with the topic.
I don't know that you've read this thread. It's been said a number of times that nobody wants to wait around not playing a game.
So... what's the solution? What should be implemented instead to make there be "consequences" when you die in HLM/SMB/VVVVVVV, other than something tedious?
Uh, nothing? This thread is comparing two styles of games:So... what's the solution? What should be implemented instead to make there be "consequences" when you die in HLM/SMB/VVVVVVV, other than something tedious?
Make the levels longer and/or implement a lives system. Adjust the challenge of the level design accordingly. Playtest until you find a good balance.
The solution's already there. Masochists who enjoy lots of repetition can simply restart the entire level in Hotline Miami rather than respawning from the latest checkpoint, and they can restart from the first level in the world in Super Meat Boy rather than retrying the current level. If the level length isn't what they want, they can start from a later level in SMB and simulate different level lengths.
None of the people who claim to dislike these rapid respawn games will actually do this, because it's horribly unfun in practice, but that seems to be what they're arguing for.
I don't think a mechanic that was implemented primarily to suck up quarters from players is exactly something to tout as great game design.
Except those games are designed to be beaten with the resources you've been given. Instead of mashing continue you can just use more skill.
Limited continues isn't what makes Battletoads absurd. It just isn't a very well built game.
Tookay said:After you pull out some money to feed the machine.
Chairman Yang said:None of the people who claim to dislike these rapid respawn games will actually do this, because it's horribly unfun in practice, but that seems to be what they're arguing for.
After you pull out some money to feed the machine.
Really? I just managed to finish HLM and defeating a boss after at least 10-15 attempts (it was probably closer to 30) using only what the game was giving me was incredibly rewarding. Knowing that I learned the mechanics myself, playing it on my terms (I control when I want to stop playing, when I want to give up... rather than the game tell me I only have X attempts before I have to play the whole thing over) gives you a greater sense of accomplishment because the game is giving you the power of whether you want to continue or not. It's why I stayed up until 2:30am finishing HLM just now.No penalty for death means means less sense of accomplishment.
See, that has the opposite effect for me. If I've played a shmup and I die on a boss toward the end, could I really be fucked playing through 90% of the game I've blitzed through numerous times before just because I can't repeat the game from a nearby checkpoint? I've put down many games in the past for that reason. Not all (because some games use that mechanic incredibly well) but some shmups I have, whereas games like SMB and HLM (which I consider to be very similar in some aspects) I'm happy to come back to because there's more than just beating the level in passing it. None of these games with instant restarts just have "finish the level" as the only goal. There's always a rating or points or time that can be measured and improved upon.I'm much more motivated to get better if I play a shmup where the penalty for death is huge, or a fighting game where you Win/Lose, compared to something like N+ or Super Meat Boy where you just keep trying until you get through it once and never play the level again.
Read what I wrote above. The skillful play required isn't intended to be where you're *just* passing a level (a la VVVVVV), it's you're passing it *well*. I'm more likely to throw down the controller in frustration if I know I only have a certain amount of lives left than if I can have as many goes as I want. It's the reason I love a lot of iPhone games, there's a delicate art in creating something that begs for an instant restart/replay that isn't based on grinding for more in-game credits. That, and my ADHD generally means if I have to play through a whole fucking stage/level/game to retry one sticking point over again, I'm just more likely to not play that game at all. As it is, I've finished Hotline Miami, but I can guarantee you I'll be playing it again as I attempt a more fluid playthrough (rather than playing it solely to get past a particular point).The correct answer is to not make your game as unforgiving in the first place.
The best part of Super Meat Boy was the three-level warp zones where you were given lives because they, shock and awe, forced you to actually play skillfully to progress.
Which ones are those?
I'm highly confused, are the dissenters advocating tedious and unnecessary load/wait times, longer levels, or both? I thought we all hated the in-between moments in games that remove the player from gameplay...
I don't think I have much to add!
Maybe just that the importance of checkpoint spacing depends heavily on the quality of everything else in the game. I'm fine restarting Espgaluda from the beginning and I'm fine rolling a large battle back in Serious Sam 3, but further spacing out the checkpoints in a game like Uncharted 2 might be a bad idea because I'd have to spend more time playing individual sections that simply aren't good enough to hold up for that long. Same reason nobody wants to sit through the a single cutscene repeatedly.
This isn't really the same thing. I think that pretty much everybody can agree that having to rewatch a cutscene or sit through long loading times or whatever upon retrying a difficult segment is unbearable.
Death means you have to retry? Most games do the exact same thing, but with just a tedious loading screen or unskippable cutscene/part that is not challenging nor interesting.I don't like it at all. Games where death means nothing aren't very fun.
Being completely for or against is pointless, as it very much depends on the game and what its pacing is, BUT i think it's a fantastic way to give you a challenging scenario with (basically) none of the tedium.
I'm advocating longer spaces between checkpoints (or, longer levels in the case of Super Meat Boy), a more methodical pacing to the game, and some type of setback when you die. Nothing about loading times or being forced to watch cutscenes over again whatsoever (I think those 2 are something that everyone on GAF can unanimously agree upon is a bad thing).
If the imps could 1-shot me I'd be mashing F5 after every couple of kills.I actually dug Hotline Miami well enough, but man. Every single floor of every single chapter is so incredibly brief, and they're all backed up by checkpoints. Imagine if Doom or something saved after killing a few imps. It's silly.
Save-state safety net imo.
I actually dug Hotline Miami well enough, but man. Every single floor of every single chapter is so incredibly brief, and they're all backed up by checkpoints. Imagine if Doom or something saved after killing a few imps. It's silly.
It's how I feel about most shmups, too: as a recent example, Jamestown was fun but having to restart a level got boring because the first half of a level eventually contained no challenge.
The Correct Way to Enjoy An Action Game
Miyamoto: There's something I've learned from making this new Mario title multiplayer.
Iwata: And what's that?
Miyamoto: I realised that, fundamentally, Mario is a game where if you fail and lose a turn, you'll be sent straight back to the start.
Iwata: Right.
Miyamoto: So it's tough. Even if you're just about to get to the boss, you could fall into the lava, get burned and be sent straight back and have to start again from scratch.
Iwata: It's very unforgiving when you fail.
Miyamoto: Right. So even if you slip up just before clearing the castle, you'll be sent right back to the starting point. Maybe this is all due to my nasty streak! (laughs) But I think playing at that level of intensity is actually the most enjoyable way to play.
Iwata: You think it's more fun to have to play from the start of the level again?
Miyamoto: With platform games, only playing the difficult parts can really take it out of you. It feels good to play parts that you can breeze through as well.
Iwata: Yes, you're right about that.
Miyamoto: That's one of my guiding principles...
Iwata: That's why rather than having lots of checkpoints where you can save your position, it's better to play through the easy part again.
Miyamoto: Right. That's more pleasurable for the player. And while you're playing the parts that you're good at again, you'll get even better at the game. In the past, when arcade shooting games would keep getting more and more difficult, the "Continue" system was developed...
Iwata: Insert a 100 yen coin and you can keep on playing...
Miyamoto: That was doubtless something the arcade was happy about, as players would keep pumping in 100 yen pieces. But what it actually ended up doing is ensuring that the player would always be playing at the very limit of their abilities. I don't think it feels good to play like that.
Iwata: You're right.
Miyamoto: It might be exciting, but it doesn't feel good.
Iwata: So it might be thrilling for the player, but it doesn't give them that sense that: "Hey, I'm really good at this game!"
Miyamoto: Precisely!
Iwata: All the player experiences is that feeling that: "I'm still useless at this!"
Miyamoto: But once someone makes the assumption that always playing in a high state of nervous excitement is more fun, and they then come to discussing how the gameplay should be balanced, they'll always be trying to ramp up that excitement. But the ideal is actually to make the player feel this kind of nervous excitement in moderation while being able to enjoy playing. However, it is not very easy for us to be able to realise that at all times. So, I think replaying the levels is the correct way to enjoy an action game. That's something that I'm quite particular about.
I wonder if NSMBWii's levels are really more like checkpoints within their worlds (notwithstanding the actual mid-level checkpoints in the game, which Miyamoto doesn't seem to mention here), considering how short these levels tend to be.
I found myself having far more fun with Super Meat Boy than NSMBW, despite the second one being technically easier.
SMB1 and SMB2 have checkpoints. SMB3 doesn't, and its stages are much shorter.I'd need to measure a bunch of Mario stages first, lol. I can definitely say that my favorite stages have been in FDS Mario 2 (which is before the mid-level checkpoints, of course), but I don't know if those stages were particularly longer or shorter than SMB/SMB3's. They're denser, though, which goes a long way toward making them enjoyable to repeat in their entirety.
Spot on. I never played NSMBW, but the last boss in Hotline Miami had me thinking the same thing. There were bosses that took me a good 20 attempts to learn, but once the muscle memory eventually kicked in, I felt like a beast. With that now out of the way, I'd love to play the whole game again just to see how that experience adds to the game from the beginning.I found myself having far more fun with Super Meat Boy than NSMBW, despite the second one being technically easier.
Simply having to reselect the level, reload and re-enter, was time wasting and annoying.
I can understand his point, but i also think that a lot of these action games involve pattern recognition and muscle memory, so facing completely different obstacles will not help you that much against different ones; on the other hand, facing the same obstacle over and over and over again, without any downtime in between, will really help you assimilate that mechanic.
I think Super Meat Boy is a great example of this- every time a new hazard was introduced (say: homing missles) your death ratio was bound to go up drastically, and only repeating and facing that same threat several times, you were able to master it and, in later levels, be able to quickly respond to it naturally.
If everytime you died with homing missles, you were sent back to the saws, it would've taken much much longer.
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Haha yeah dem trash mobs right?
So... what's the solution? What should be implemented instead to make there be "consequences" when you die in HLM/SMB/VVVVVVV, other than something tedious?
I don't like it at all. Games where death means nothing aren't very fun.