Challenge In Games Is Not A Dirty Word
Thanks to GamerDad for their editorial discussing why there should be more difficult-to-complete games out there. The piece takes difficulty complaints regarding F-Zero GX for GameCube as a starting point, saying "This isn't the first time a top quality, high profile game has kicked people in the butts with challenge and it won't be the last. This kind of challenge is good for gaming and we need more games like it." The article goes on: "Players have grown accustomed to difficulty levels that are far too easy and I think it's contributing to their boredom with many games", but also cites specifics: "The most important thing about challenge, and it's one that F-Zero GX gets right, is that the game must let the player know it was their fault that they lost."
Players have grown accustomed to difficulty levels that are far too easy and I think it's contributing to their boredom with many games
The real topic is that games should have various difficulty settings: one for beginners, one for intermediates and one for experts. And the settings should be really different. That way, anyone can pick their favourite level of challenge. And after having played through a game on an easy level, chances are that the player will re-play the game with harder settings.
Good examples include System Shock (puzzles? shooter? your choice!), DN3D (come get some!), Quake or Civ 3. Or Grand Prix 3/4, where you could enable several stages of realism.
Also a good choice if your game has levels: first levels are easy, then become more difficult. Baldurs Gate (2) did it like that, although some parts were (for me) extremely difficult. No problem if there is a cheat. And after failing 10 times at the exact same position, I'm inclined to cheat.
My cats ate my karma. They also wrote this comment.
How many other people share this complaint that games are too easy? Several of the games I have for my PS2 I haven't finished yet because I'm having trouble completing a level (ZOE2, Contra SS) or don't have the time to finish (GTA:VC). I'm sure a large part of it is because I suck or don't dedicate enough time to it, but are gamers at a point where they want every game to be Ghosts N' Goblins hard?
If F-ZeroGX is as hard as that GBA F-Zero, count me out. That thing kicks my ass.
When will programmers stop equating difficulty with the computer "cheating" to make it better?
As one example, even on the easiest level of CivIII, the computer players somehow, magically, know more about the map and areas they cannot possibly have seen (even by trading maps with each other). Only by clamping down on the computer players' ability to produce units/buildings does it rein in its knowledge. At the higher levels, not only does it know more about the map than a human player ever could, it outproduces you dramatically.
Would it really have been that difficult to come up with an AI that did not cheat by violating the fog of war? I could understand it if at the highest levels this happened, but when it's pretty obvious on the easiest level, it shows a lack of interest in working on making the AI truly challenging, but rather taking a one-size-fits-all approach and altering the difficulty by manipulating non-AI facets of the game.
While I can't disagree with the article, as it is mostly an opinion piece, it
.0001 seconds off a lap time
seems that the author is not familiar with other segments of the game playing
community.
There are some -- myself included -- who do not want challenging games. If it
takes more than a dozen tries to get through a level, and a trip to gamefaqs
isn't able to clear things up, the game designers did [some of] their players a
disservice.
Those of us in that category like games that entertain. Playing the same damned
level over [and over, and over] just to shave
is tedious and boring as hell. I'd much rather play games that show a lot of
creativity. I don't want to be twitch master of the universe. I don't care if
my initials never make it on the top 10 list. To me, that is not what gaming is
about. It isn't something to master. It is something to distract and entertain.
One of the things I like about the Resident Evil series is the fact that they
are generally playable by a diverse group of gamers. For starters, there is a
choice of difficulty levels. People in it for the challenge take the more
difficult character, and set the difficulty level higher. Those you are just in
it for that adreniline rush that comes when some big nasty monster jumps out at
you when you were least expecting it can use an easier difficulty setting.
There are a great many who like to pick up a game, and just sit back, relax,
and let themselves be distracted for awhile. These sorts of gamers don't _want_
games that get them so frustrated the it ceases to be enjoyable.
To boil this all down a bit, there are a wide variety of gamers out there. They
have a wide variety of tastes. They have a wide variety of motivations for
playing. If game studios are still pulling in the bucks, they must be doing
something right.
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Quite a few reviewers play games at lower difficulty levels so that they can get a quick sense of the content without having to play a particular level five times just to see the next level. I wonder if that does figure into some of the complaints.
I've never had a problem with games being difficult, in fact, it's something I yearn for. Having grown up on games that actually didn't care if you lost, I'm very thankful for games like this. Reason why I picked up Ikaruga. Ikaruga has the perfect balence of sheer difficulty, rewards for playing, rewards for playing well, and fun. It's a side-scrolling shooter where level memorization is key, and skill is mission 1. Beating the game is difficult, getting a high score is even harder. Brilliant stuff for the Gamecube.
To be honest, it's almost impossible to get that balance right. Most games that are "hard" are also seen as just being frustrating. Mainly because they feel unfair. I think that problem comes when the difficulty level is not balanced throughout the level design.
To put it simply, the problem occurs when a part of a level is out of whack, challenge wise with the rest of the surrounding area. Meaning repeated losses at the EXACT same part and for the exact same reason. That is what usually goes for difficulty.
When I put it on "Hard" difficulty, I expect a relativly constant stream of intense challenge. Not making individual set scenes that are almost impossible to navigate.
In a nutshell, I think that difficulty levels work best in more skill based gaming. VF4 avoided a lot of frustration, to be honest, even when getting your butt whooped. I felt the same thing with the Mario Kart series at 150cc (and F-Zero GX more than likely, havn't played that yet)
The best challenge I find is in fighting games and shumups. For RPGs and FPS games, I prefer a slightly lower challenge level, as they tend to be too frustrating at higher difficulty levels.
This is exactly what I'm saying. When I got F-ZERO and found out it was hard I was overjoyed. The best part is that it's not the kind of game you can become the master of just by reading a strategy guide. You actually need to play it a lot and increase your skill level. Just like in the NES days, finally we have a new game that is "Nintendo hard."
It really pisses me off that they dumb down all these games for the american audience. Since the Final Fantasies they have been making games easier for the US. The Japanese think that we are too dumb, or that we wont like games that take time and effort to beat. The sad part is that for the most part, it is true. I see too many kids these days, kids who's first console was a PSX, buying strategy guides with their games. Kids with a pc with gamefaqs.com next to their tv.
When I have kids, they're getting an NES. When they master Mega Man 2, Zelda 1, Bionic Commando, Mario 1, 2 and 3, and all the other classics. Then I'll give 'em an SNES.
My kids will be brought up right. Not like the shmucky kids of today who run at the slightest difficulty.
Oh yeah, lastly, if I ever happen to make a video game. I will be sure not to publish an official strategy guide, and include a EULA to prevent anyone else from writing one. I will also make it a game like F-ZERO where all the strategy guides in the world wont help you, you have to practice and build skill. I'll make up for my loss in sales by suing the pants off all the unofficial strategy guides.
The GeekNights podcast is going strong. Listen!
Ever talk to a kid about how fast they finish a videogame?
Well, if you do, they'll tell you that they play until they get stuck. Then they go the FAQ, or the convenient gaming guide, that comes out at the same time as the game release, and then they continue playing until they finish the game. Kids nowadays almost play the game like a marathon. Kids nowadays don't spend the time to think about that obstacle in the game, and how to overcome it, they take the easy solution, and use the game guide to get through the problem. They'll put the game difficulty to the easiest setting to finish it right away.
Take a look at 'Stuntman', the sequel to 'Driver'. That game was damn difficult, which critics argued was the reason why it did so bad.
Sure I can see making a game difficult, but the attention span of kids nowadays are far too short to make the game popular if that was the case.
...put those same ppl on America's Army and watch them get cleaned up rather quickly. When you die, you are DEAD (for the rest of that game).
Blarf.
I don't mind hard games at all. I've played a number of games that aren't for the faint of heart.
The problem with F-Zero is the lack of a tutorial or anything similar. I'm stuck on the 3rd mission in the story mode (the casino race). For the life of me, I can't get better than 11th place. I don't know exactly why. Am I turning wrong? Do I need to use regular turns, drift turns, the sharp turns? Should I configure my vehicle for speed or acceleration? I haven't a clue, and the game isn't helping me figure it out.
I'm not asking for hand holding, just some psuedo training. One level where drift turns are used exclusively and when you lose it says "try drift turns next time". Levels/Tutorials that show you how to attack and when to use the attacks.
Don't dumb the skill down, but teach me how to get better. I'm sure if I sit down and play the game for several days straight, I'll eventually figure it out. But several days of frustration isn't what I bought the game for.
I'm actually torn on whether to purchase Final Fantasy Tactics Advance; on the one hand I really enjoy that sort of game. On the other hand, when even the reviewers are commenting on how easy it is, you know it's going to be easy. And that's sad. I don't want a massacre, I want a challenge. Especially for something like FFTA, where the "challenge" is set by taking your party's level and adding some constant, and that's the opposition's level. (Or so I hear; Tactics Ogre was like that.) Is it so hard to add a difficulty level that consists of adding "4" instead of "1" or "2"? I mean, come on, that wouldn't have taken a full programmer-day, and the art is negligible.
Sigh.
And that's for the Japanese version. If I hear that they've dumbed it down even more for America, as they did in the past, I think I won't buy it.
OK, I admit I'm a little "old-skool" here without trying; being brought up on an Intellivision will do that to you. But are kids today really that incompetent at gaming?
(Well, I am 25 and can still whale on my cousins with any game I've played, and hold up even when I haven't played the game... maybe ~20 years of playing is hard to keep up with...)
Arcade games were very difficult. Some had simple patterns and could be mastered, but your average player can't get past the third round in Q*Bert
NES games were pretty challenging. But when the SNES came out, games got real easy. Anyone remember beating Super Mario World the first night (or next morning) they brought their Super Nintendo home from the store?
Todays games also have too many codes, maps, cheats... In the days of the NES you might get a walkthrough of the first couple levels in Nintendo power but then it was up to you.
I'm sure in the future the games will just beat themselves.
but when the computer opponent cheats to give you a sense of higher difficulty thats a whole different world. Many games take this approach as a cheap way to say "oh its hard".
I was going to buy the new FZero game, then I heard how hard it was. Now I'm probably not going to buy it at all. I don't have time to be beating my head against the floor because I can't win the race because I'm coordination-ally challenged these days.
From reading the very few opinions posted, I've noticed the following:
If you're a casual gamer, you seem to like the *easy* games.
If you're hardcore (and old school), well you like *real* hard games.
Honestly, I'd consider myself an old-school casual gamer, I spent a great deal of time with Fzero yesterday, and one side of me felt good (the old school/hardcore gamer), but the other side felt frustrated (the casual gamer, member of the workforce that has a life).
I personally know that if I spend time with the game I'll master it. I remember my conquering of the original F-zero (familiarize with Novice-Challenge with Standard-Master with expert) - and who didn't feel like a god when conquering King-expert winning all races for the first time. (But two months had gone bye and the day was divided between Mario, Gradius III and F-zero).
This time around is different, you have dates, you have to work, you read (to keep up with technology), if you live alone, you have house-stuff to do.
I believe that a game like this is for the dedicated gamer. I beat a lot of difficult games when I was a dedicated gamer, but Unless I take as a personal challenge, conquering F-zero will be a long, long process...
Happy gaming!!!
BTW, Is it only me or the story-mode level race in the casino (after Beating Samurai Goroh) is REALLY difficult?? - I've been stuck for hours in that sucker.
During my years at school and university a hard game was always welcome, it meant that the game I'd just spent my hard earned grant money on was going to last more than a few minutes, and that I would get my money's worth.
However, since finding gainful employment my gameing time has been dramatically reduced. To this end, easier games that I can play without spending hours trying to beat the same area have become much more welcome in my various consoles and PC.
It's a shame, I do miss the days where I could spend hours playing Super Ghouls n' Ghosts or Sim City. The best solution to this I have seen is in games like GTA, which are broken up into small chunks which you can save after if necessary. Games that let you quicksave are quite helpful like this too, but the temptation to save every few seconds often makes a difficult game defeatable in an afternoon.
Still I remember the days before memory cards etc, when you had to start from level 1 every time!
Make no mistake, I like games I can sit down and play for twenty minutes and leave without caring much about progress. The idea of fighting a boss that takes 45 minutes to defeat, then dying, just isn't too appealing. I'm not a stathead or a completist in this regard - the kind of person that has to find and battle every last secret character.
There is, as mentioned elsewhere, a fine line between difficulty and frustration. To me, a good challenge is described as one where when the player dies, (s)he can see how it happened and see some route to prevent it from happening the next time. This is as opposed to one challenge after another, to the point where when you die, you blame the game designers for their lousy creation instead of your own skills.
When a game gradually introduces me to new concepts, and I end up mastering a highly complex system of controls, I feel I have really achieved something by performing the manouvers needed for the hard bits.
Yoshi's Island is the best emample of this I can think of. If you sit down at the game for the first time and see all the controls it's overwhelming, but after you are 70% done, it's all become second nature.
Contrast this with Gran Turismo 2 (and it's derivatives for PS2). You are required to comlpete the most difficult things in the game (the licence tests) BEFORE you can get to any of the events where you woiuld learn the necessary skils! The curve actually goes the wrong way, if you pass the very hardest licence, you can finally enter the race where you win a fortune for simply holding the accellerator dowm for half an hour and turning a gentle flat out left turn every few minutes (cue the NASCAR jokes).
The best way to incorporate difficulty is to make the game enjoyable without leaving the people who don't do the hardest things feel they have 'lost'. The old N64 game Wetrix does exactly this, finishing it (by getting a billion points) took a bunck of people exchanging strategies of the net for months, and was the hardest think I eve did in gaming, but it was a complete surprise that the game actually did finish at all until we got there, so everyone is happy!
A pizza of radius z and thickness a has a volume of pi z z a
Someone earlier in the thread said the same thing. Scary. http://games.slashdot.org/comments.pl?sid=77522&ci d=6893033
This is basically an article about hardcore gamers for hardcore gamers. If developers really want to expand their market share, they have to realize that most potential consumers don't want to be challenged, they want to have fun. The Sims is successful because it allows gamers to play the game in any way they feel. Grand Theft Auto has challenging parts, but balances this by so much other stuff to do. Non-Challenging games != Non-Fun games. There are more than 1 type of gamer in the world.
SpaceCowboy
Man, people who complain about games not being hard anymore aren't challenging themselves or playing the right games. Try unlocking all the features of the new stuff sometime, for example.
I'm gradually finishing up the Weapon Master mode of Soul Calibur 2, and it's hard as hell. The further you go, the more the odds are stacked against you. It's like the Tetris of fighting games. Sure the first missions were easy... but the entire second half when they all reset to harder versions? ugh...
We old guys have stood on the right altar, Amulet in hand, and choked on a tin of spinach right there.
And we still love the game!
Kids nowadays, can't tell a d from a D.
I believe posters are recognized by their sig. So I made one.
I've already beat the Casino stage.
Try to master all the jumps and the last curve before the finish line.
Maybe some of you will agree with me. Another issue that I've felt with F-zero is that in this version you have to press the UP arrow to keep top acceleration. In my personal case, I feel that it affects the turning accuracy (especially on light weight machines), and that can make a difference on those tracks where you can fall down.
The original F-zero let you just press the gas and focus on the turning, instead of this new annoyance.
Using F-Zero GX is a bad example for a "hard game". Sure it is hard in the sense that the AI is good. But it is also hard in that the designers used really cheap-shots, like you miss a jump; you die in the final levels to make it "hard". This does not make it hard in terms of a challenging game; it makes it hard in terms up memorizing the level so you can make that jump which wouldn't be such a big deal except that to make it "hard" the designers only allow you to continue 3 times. This takes F-Zero out of the realm of hard / challenging into the realm of hard / annoying. It is an important distinction which this whole argument obscures.
I hear this argument much. People compare the games from the NES era to today games and say how games aren't as difficult as they once were. Example: compare the difficulty of the original Super Mario Brothers to Mario Sunshine.
But I think alot of people don't realize that back in the NES day the actual content of a game was much smaller. Play an old school NES game in a emulator with a save state feature, it will take you a hour or two at most to finish the game. Compared that with say, Half Life. Even with built in saving the game will take you probably 10-15 hours to complete. There's way much more content( scripted events, puzzles, movies, etc.) in most today's games compared with older games.
Old NES games had to have some "challenge" component to it otherwise it would be beat in a few hours which wouldn't justify it's $50 price tag. Keep in mind I said "challenge" because many old games were challenging in the sense you had to die A LOT by trial and error before you figured how to beat the boss, make the jump, etc. And in the end, video games are about having fun. Challenge might be related to fun but the two neccesarily don't go hand in hand.
Moreover, there are many of videogames out there where the definition of "challenge" is not the same as the dying-over-and-over type of challenge. Think about multiplayer FPS or RTS games. What's more challenging? Playing actual people with a sense of strategy or some dumb AI? What about games whose challenge is more mental(like strategy based games) than based than reaction time based?
Games have a wider variety of genres than they did back in the NES and as such the definition of "challenge" does too. And if all that doesn't convince you, play Contra: Shattered Soldier. It's just as 'hard' as any NES Contra game and it's certainly harder than the Contra III.
-Shawn "If the Name Don't Rhyme It Ain't Mine" Conn
It's no fun at all if the difficulty is becuase of a single puzzle that you KNOW how to complete, but can't because:
1) you have to constantly press buttons a random complicated sequence as fast as possible (jump from one spinning disk to the other through five screens while doging the robot lasers, no saving allowed at this point in the game).
2) you have to do long repetitive tasks over and over again (travel across the island, press a button, travel back flip a switch, travel back again press the second button, etc...) just to open a friggin' door.
3) figure out a puzzle that makes no logical sense (give the wrench to the fox and tell him to use it to bash the witch on the head)
4) figure out a puzzle that is complicated for the wrong reasons, or is so totally random that it is impossible to determine without the walkthrough guide (The secret code for the door lock can be found by taking the first letters of each name of the security staff, taking the greek equivlent of thos eletter, dividing by the floor that the elevator starts on in level 4 and then adding 3)
5) adding some kind of arcade-style game into your rpg-style game that is REQUIRED to progress pass a certian point (The king says, "in order to be my royal quard, you must first beat me at tiddlywinks!").
Making games challenging means you actually have to work at it. Dumping a puzzle that pulls you out of the story and takes ten frustrating days to solve doesn't make the game any more fun.
I feel as if games should be more like Deus Ex. Have a plot, but the gameplay be completely open ended. The difficulty settings range from whatever to completely and utterly reaslistic. i.e. Easy you can get blasted a few times before you die, in realistic you can get killed from one shot. Also, open ended gameplay in the game allows the player to choose how to solve problems in the game. While in Deus Ex you did have to use force once, in Deus Ex 2 you don't at all. Too many games force you to take on a certain role even if they are supposed to be open ended games they don't allow you to fully interact with the enviroment etc. A game wouldn't be boring if you felt you could do anything you wanted in the game, make it so you are the character instead of forcing you to make decisions based on what the character would think.
-illumina+us "I put on my robe and wizard hat..."
Not everyone is like you; not everyone enjoys the same things you do. I own and enjoy F-Zero because it is a challenging, fast racing game. I think it's the pinnacle of arcade racing available.
I also buy strategy guides. I also read gamefaqs. Why do I do these things? Because, when I am stuck in a game, I no longer enjoy it. In F-Zero it's a matter of learning more about the game, but in most games it's a matter of noticing something that's not entirely obvious unless you've already solved it once before. If I get off on a tangent it trying to solve a problem, I'll likely never finish the game as I have a couple hundred other ones vying for attention.
The way you talk in this post is very offensive to a lot of gamers. You give no respect to people who play for fun. I don't think that's at all cool.
--
Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
Great post, although your point about good AI being unrealistic isn't entirely true. Several years ago, a game called Creatures was released that was quite remarkable in its use of AI. There's quite an interesting story behind the game and how it came to be as well, which you might find of interest. More recently, Black and White has been praised for the depth of its artificial world, and of course games like The Sims are only so fiendishly addictive because of this stuff. So sometimes games do have good AI, but as you say, in things like RTS or FPS games other aspects often get priority.
If you disagree, post your argument. (-1, Overrated) isn't your personal censorship tool for views you don't like.
I remember Max Payne's advertisements stating that it was the first game to feature auto-adjusting difficulty to "keep you in the sweet spot" of gaming bliss. I postulate that this technique was invented long ago, and just forgotten by the new generations that want gratification and want it now.
Does anyone else remember the Good Ol' Days where games didn't have a difficulty setting? Take the original "Super Mario Brothers", or Sega's "Wonderboy" on the Master System, for example. The first few levels are ludicrously easy so that even your mom could pick up the controller and have a chance at it.
But get into the game and it would pick up and up and up... not just in number and difficuty of enemies, but also level design. There's no on-screen tutorials, just a well-balanced and rewarding natural curve of challenge. The game forced you to figure out why you were dying and become a better player. It didn't really matter who played it -- you would hit the sweet spot just by playing the game.
Why don't games (nethack excluded) do this any more? Diablo is (arguably) pretty and all, but once you've completed to first level, it doesn't really do anything different... just the same game with higher numbers. You don't have to be any better of a player to finish the 5th level than the 1st. The game rewards you for playing obsessively and racking up your character, not for really being better at playing the game.
Now we have cheats to contend with difficulty. In Wonder Boy's age, the most common cheat wasn't "God Mode", it was "Level Select".. instead of allowing munchkins to walk through the game, it allowed advanced players to skip ahead to where the challenge was.
Did making games more complex actually make them any better or more enjoyable? If you need me, I'll be digging my Master System out of the closet and blowing the dust off of "Choplifter"...
I remember when Mortal Kombat first made it to the PC. There was a big fuss made about how the game had "A.I." (almost certainly an exageration but we'll let it slip) that allowed it to learn you play style and adapt accordingly.
So far, so samey for most other beat-em ups. One thing that got talked about, no idea of the varacity, was that it varied the difficulty. So, unless you suddenly pulled off something miraculous, it would keep it challenging but not impossible. If you kept losing at a given point, it would slowly make it easier until you eventually got passed it. If you kept on completing levels on the first attempt, it would keep making it slightly harder until it took a few attempts.
It strikes me as though a Dynamic Difficulty setting could add a lot to modern games, especially if you had some means of telling how hard it had made things for you.
Rather than having the l33t players talk about how they'd beaten Quake on Nightmare, wouldn't it be more interesting to be able to say, "It's DD'd me to level X!" That way it could always get harder and always get easier, meaning you'd never have a game that was too difficult for the very occasional gamer, yet also kept providing a challenge, month after month, play-through after play-through for the hardcore twitch-freaks.
Of course you'd still leave in the fixed difficulty settings for the times when you wanted to be able to play through, at just below your level, without getting beaten back fairly often.
(Note: There is one game I can think of that kind of did this. NeverWinterNights' DM client has a slider so human DMs can keep fights exciting to the last, never getting too easy but also stopping them from getting impassable.)
If you bought a 32ozs bottle of bleach and were told at the door that until you pass the Clean Laundry Challenge you can only have 16ozs would you go home and practice on the sheets? If a game has x number of levels and the last 6 can't be reached, because the developers 'Director of Sales&Marketing Philosophy' decided that the customer needs to develop more personal fortitude, you've been ripped off. You paid for it, it's yours. All of it.
Sounds like this version is designed for the analog stick where the SNES version was digital. If you are playing with the arrows, that is.
Don't point that gun at him, he's an unpaid intern!
These are three racing games, they're all fun, but how do they compare challenge wise?
F-Zero GX:
Difficult, but with practice any track can be mastered, in GP mode I have beat al but the Diamond cup in Master Difficulty (I just beat it on Expert, give me some time). The game is difficult in the higher levels because the drivers are better, and it works very well. You can still beat them, but you have to be good.
Jet Moto 2:
"Easy" should have been changed to "hard" and the 5 levels above it are even more difficult. I do not know a single person that has come close to completing this game. It's easy to get behind and very hard to make up time.
Need for Speed: Hot Pursuit 2:
Beat it in 6 days, went on to dominate the hell out of it on a regular basis, until I got a certain amount of points it was quite fair. Then something happened, the computer cars were getting pulled over 4 times and still racing (they should've been arrested after the third). And one race, I watched a car get pulled over 7 times before getting arrested. Then the game was no fun. The AI resorted to flagrant cheating.
Now, there are numerous other games that simply just make it repetitious. As much as I like the GGX series, I will use a cheat code to unlock the other modes rather than having to do 380 battles in a row. I don't get enough large blocks of free time to even attempt feats like that very often. That's just silly long for an uninterruptable, unsavable path.
If you think education is expensive, you should try ignorance -- Derek Bok, president of Harvard
Damn, that was one hell of a great game. I miss my SMS.
Nethack has a good level of difficulty. It's a game you actually need to think about, that real literature can help you with. A fortune cookie once told me that reading the Lord of the Rings would help me, and there is certain in Nethack that is helped by that book. Back to difficulty, Nethack has a nice little option called "Explore Mode" where you can choose to die or not. Of course, you don't need that if you back up your save, but I learned a lot of stuff about the general architecture of Nethack, creatures, armor, and such. Nethack is much more than your average game, it's a different episode if you will, each time. If your a gamer and you haven't played it, play it!
I love NetHack.
The NES was notorious (maybe I'm abusing that word) for hard games. Even with saved states on an NES emulator, even the simplest-type game (Chip and Dale: Rescue Rangers) was a pretty hard game. Maybe not super-cool like megaman, but still nice and hard. I mean, megaman 1 for the NES is really hard. The other ones are easier becuase of the password system, but Megaman 1 really takes the cake as for difficulty with megaman games. Megaman 5 has a good difficulty level, I mean, the Protoman's fortress/Wily's fortress (Sorry about the spoilers for those of you who haven't played it!) stuff is hard stuff! But the 8 main bosses aren't too hard! That's a truly good difficulty level. Manageable to master in under a matter of years, and , still a very nice challenge. The Graphics were way cool for the NES, too! And Music! Oh! That was the stuff! And as for raising kids, that sound like the way to go! Except for the rarity of the systems and games....(but, there's always piracy...)
I love NetHack.
is to give the to-be-motivated party a 75% success rate.
Any more and it's boring - less and it's frustrating.
It's Christmas everyday with BitTorrent.
Ikaruga is a vintage shooter when vintage shooters are hard to come by. And it's one game where replaying the level again and again is fun. Why is that? Well, it's really awesome to see yourself dodging five million bullets without getting hit.
One thing I dislike about today's games is the need to unlock everything. I want playing the game to be it's own reward, and while Ikaruga has unlockable practice modes and so on, playing well is it's own reward.
It's just FUN. If the game is fun, "hard" is ok. If it's tedious, "hard is hard".
I'm passing on F-Zero GX for that reason. Playing a game for days to beat a level is why I learned to hate Rogue Leader...free form gameplay or one that doesn't require sheer perfection is much more entertaining.
...were the ones where you could hardly catch a breath. Anyone remembers "Killing Games Show" from Amiga? I got that game with a trainer. Boooring. But one day I got a badsector on the game disk and by lucky occurence the badsector happened to hit the trainer file. I recovered the game, but I was forced to play without cheating. WOW! Incredible. I lost maybe 200 times before I finished the first level, and then I thought "Hell, 2nd level is about twice as hard!". After a while I had no more trouble finishing lv 1, but 2 took me a month or so (and despite it's "arcade extreme", I had to work on a very strict tactic to succeed). And then the "bonus level" where level 1 and 2 were child's play...
To make the long story short, each level was about twice as hard as previous, it took me about 2 years to reach something like bonus level of world 4 (some 8 levels since startup, and about 20 from the end) until I found a bug that allowed me to cheat. And that effectively killed the game. Pity.
I'd disagree at the "75% success ratio". Make that 5% BUT by skill, not by luck. And definitely by gameplay, not by bugs/broken AI. (I hate when instead of cautious standoff one of my characters rushes into crowd of enemies just asking to get killed, or can't ignore unavoidable damage and must answer with pathetic fire, getting exposed to certain death. Or even worse rushes at enemy on sight, triggering all the hidden traps possible.)
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